| Unk the Conjurer |
Know religion: 1d20 + 21 ⇒ (1) + 21 = 22 do free roaming spirits also generally like good smells? Any chance that it might like it if we try to play the same tune?
| "Snowball" |
know religion: 1d20 + 13 ⇒ (19) + 13 = 32 below a nat 8 means Snowball's roll might matter here too xD
Same questions: would a good smell generally work? Do music playing spirits like accompaniment?
| GM Euan - Jade |
Though you’re very knowledgeable about undead, haunts, and all things religious, spirits are a whole other thing, and harder to pin down - given your experience and training. You already know that free roaming spirits like good smells. They can’t generally interact with their environment in a physical way, but they can still smell, so it becomes an important sense for them.
Music? Well they can hear, but whether they want accompaniment or not is hard to say, and likely more of an individual choice rather than a spiritual one. But you’re really not sure.
Unk and Kisaiya still to act.
| Mukluk Muletender |
"They like good smells? Maybe *now* is the time for a good Stew of Sisters Three?" Mukluk offers a grumpy eye to Kisaiya. "Ain't no better smell than that, I tells you."
| Unk the Conjurer |
"Snowball. Cookies?" Unk suggests.
| "Snowball" |
Snowball, with her tail quite puffy, creates a small artificial disk and makes it smell like cookies.
| Kisaiya Shiraishi |
Knowledge (religion): 1d20 + 13 ⇒ (1) + 13 = 14
Recalling very little about the subject of spirits, Kisaiya tries to defer to what she does know. They are entering someone’s home, and she knows how to act in that situation.
”Gracious spirit, we apologize for disturbing you and if we have offended or trespassed in any way. We are foreigners to these lands and do not know all their ways yet, but I promises we will conduct ourselves with the utmost respect for your domain. I am a devout follower of the Empress of Heaven, and She wishes to honor and cherish you and your parts of the world.” She bows as though addressing an equal.
Diplomacy: 1d20 + 16 ⇒ (14) + 16 = 30
| GM Euan - Jade |
The humming grows louder, and you can almost hear a rhythmic Tien language speech. Sounds like… poetry? It’s quite lilting and somewhat soothing. This spirit doesn’t seem talkative however, and does not respond to your diplomatic advances.
However…
Durgan Kisaiya Mukluk Unk: 1d4 ⇒ 3
Mukluk feels something slip under his skin. It’s a little unpleasant, but only for a moment - sort of like hitting your funny bone, only all over. It passes quickly though.
You may resist if you wish, or accept the spirit. Resistance means a will save.
| Mukluk Muletender |
| 1 person marked this as a favorite. |
Goddamnit.
Gozrdamnit.
"Muledamnit," Mukluk says as he feels something slip under his skin. He looks at Kisaiya, and wonders if the good smells of his Stew of Sisters Three might have gone over better...or worse.
On faith, he declines to resist.
| GM Euan - Jade |
| 2 people marked this as a favorite. |
Mukluk’s eyes glaze over a moment as the spirit enters him. And then he seems his own self again.
It changes rhythms as you interact with the world as if it too is reacting with you - as a part of you. It’s a constant hum in the background, but not in an unpleasant way. It seems to add another layer to your view of the world. A most interesting layer!
You feel as though connections are being made with and without you.
For the time being, you gain a +2 untyped bonus to Knowledge history, local, and nobility. You may also make difficult checks with those skills untrained.
- - -
| Mukluk Muletender |
Mukluk nods to himself, thinking about things and glad he is a trusting soul (excepting cities, obviously).
He looks to get the caravan moving forward, happy to do his part now that the anomaly has been explained.
| GM Euan - Jade |
The spirit seemingly ‘dealt with’, the party rejoins the caravan and continues into the forest. Noises and watchers continue as you make your way on old, unused dirt trails between the tall pines. The quiet of the forest, beyond the restless spirits, is calming and peaceful as you make your way south and east.
A few more days in (Neth 2, an Oathday), and you reach an area of small rock outcroppings. The tor are interesting, and the caravan members spend time debating the shape of each one and what it looks like. Much as you do with puffy cloud formations. It breaks up the otherwise monotonous forest, and becomes a pleasant pastime… until three of them stand up and throw boulders at the caravan!
Stone giants fight from a distance whenever possible, but if they can’t avoid melee, they favor gigantic clubs chiseled out of stone. A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.
Stone giants prefer living in enormous caves in high-altitude, rocky peaks. They rarely live more than a few days’ travel from other bands of stone giants, and even raise shared herds of goats and other livestock between tribes. Older stone giants tend to wander away from the tribe for a significant period of time in their later years, either living in seclusion somewhere or attempting to merge into other humanoid civilizations. After decades of this self-imposed exile, those who return do so as stone giant elders.
- - -
Mukluk hears humming of dismay and another poem. He thinks he can make out a word or two in the story!
The giants seem as surprised to see you as you are them, and so the encounter is much closer than it would be otherwise. Still, they get a good heave (or two!) before you are able to close the distance. The boulders do some significant damage among the wagon train as you organize your defense. They also have great stone clubs.
- Round 1 -
Unk - 22
Kisaiya - 8
Mukluk - 5
Good Folk - 4
Durgan - 3
Durgan: 1d20 + 1 ⇒ (2) + 1 = 3
Kisaiya: 1d20 + 2 ⇒ (6) + 2 = 8
Mukluk: 1d20 + 2 ⇒ (3) + 2 = 5
Unk: 1d20 + 11 ⇒ (11) + 11 = 22
Good Folk: 1d20 + 2 ⇒ (2) + 2 = 4
• First up everyone but Durgan, and Unk may act in the 'surprise round'. New map up! Remember, if you are on a wagon, or mounted, and wish to be on foot, it’s a move action to do so (unless you can fast dismount of course).
| Mukluk Muletender |
Mukluk listens to the new poem in much like the same way he listens to Moose: with his whole heart. After all, if one can't listen, one can't hear.
1d20 + 9 + 2 + 2 ⇒ (11) + 9 + 2 + 2 = 24 Know (Local, +untyped)
"Oh no, look at them there stone giants. You can tell from the flying stones that they are not friendly."
DRs?
| Unk the Conjurer |
Unk flies up off his Phantom Steed and casts Glitterdust (DC 21) on two of the giants.
(green and blue)
I guess Unk can draw his wand of Ray of Enfeeblement with his surprise round action...
Rods
. 2/3->2 Extend
Wands
. 30 charges; Ray of Enfeeblement
. 50 charges; Cure Light Wounds
. 50 charges; Endure Elements
. 49 charges; Silent Image
Spell-like Abilities
. 11/11 Diviner's Fortune
. 1/1 Time Stutter
. 1/1 Stabilize
Spells Prepared
. 5th 2+1/day {S} Quickened True Strike, Overland Flight, Summon Monster V, (unprepped slot)
. 4th 4+1/day {S} Arcane Eye, Communal Phantom Steed, Dimension Door, Resilient Sphere (DC 22), Summon Monster IV, Wall of Ice (DC 22)
. 3rd 5+1/day {S} Tongues, Fly, Haste, Summon Monster III, Summon Monster III, Tiny Hut
. 2nd 6+1/day {S} See Invisibility, Flaming Sphere (DC 20), Glitterdust (DC 21), Glitterdust (DC 21), Levitate, Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 20), Magic Missile
. 0 (at will) Acid Splash, Detect Magic, Message, Open/Close
| "Snowball" |
Snowball gives Kisaiya Guidance.
A +1 competence bonus on a single roll, might help before we get IC? Or if you need to make a save...
| Mukluk Muletender |
| 1 person marked this as a favorite. |
Round 1
Mukluk joins Unk in flying up off his wagon, moving so any fire is directed at him and not Moose. He much rather have flying boulder thrown at him than his perfect ass.
Moving 30' up.
He will cast a scorching ray at the lead giant, trying to get its attention.
1d20 + 7 ⇒ (7) + 7 = 14 touch to hit;
4d6 ⇒ (4, 6, 4, 3) = 17 fire damage;
1d20 + 7 ⇒ (9) + 7 = 16 touch to hit;
4d6 ⇒ (2, 1, 3, 3) = 9 fire damage;
Melee:
[ dice=Trepanator]1d20+5[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage
Mule Bite:
[ dice=MuleBite]1d20+7[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage
Mule Kicks:
[ dice=MuleKicks]1d20+7[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage
[ dice=Divine Mule Piss]1d20+7[/dice] touch to hit;
[ dice]1d4+4[/dice] divine fire
Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (3, 4) = 7 rounds. DC 21 Reflex to avoid being stuck to the ground DC16 str to break free.
Toss some fire at the creature.
1d20 + 7 + 1 + 1 - 4 ⇒ (11) + 7 + 1 + 1 - 4 = 16 touch to hit;
2d6 + 4 ⇒ (6, 2) + 4 = 12 fire damage;
1d6 + 4 ⇒ (3) + 4 = 7 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 10 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 ⇒ (4, 5, 2, 4) + 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, 200 minutes. And on hisself, also for 200 minutes. Mage Armor (20 hours). Overland Flight (10 hours).
AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+17 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 52/52
Resist 10 cold/acid
Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/11 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 ⇒ (6) + 3 = 9 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."
| Kisaiya Shiraishi |
Kisaiya requests an air walk from Suishen and moves through the air to the front of the battle, positioning herself ten feet off the ground. She enters her battle stance as well.
HP: 93/93
AC: 25/12/21
Saves: F11/R6/W10
Hero Points: 3
Smite Evil Used: 0/3
Lay on Hands Used: 0/7
Divine Bond Used: 0/2
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active:
Suishen:
[ dice]1d20+17[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| GM Euan - Jade |
Unk draws his wand and glitterdusts a pair of giants while Snowball gives Kisaiya an edge. Kisaiya air walks to the front as she further prepares. Mukluk identifies the stone giants for what they are and scorches red, twice!
Blue will: 1d20 + 7 ⇒ (15) + 7 = 22 vs DC 21 for blindness!
Green will: 1d20 + 7 ⇒ (15) + 7 = 22 vs DC 21 for blindness!
Red bellows in pain as he’s burned, but he returns fire on the poor Mukluk - throwing a boulder!
Boulder on Mukluk: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d8 + 12 ⇒ (3) + 12 = 15
The other two giants, miraculously un-blinded, throw their rocks at Mukluk as well!
Boulder on Mukluk: 1d20 + 11 ⇒ (6) + 11 = 17 damage: 1d8 + 12 ⇒ (5) + 12 = 17
Boulder on Mukluk: 1d20 + 11 ⇒ (7) + 11 = 18 damage: 1d8 + 12 ⇒ (6) + 12 = 18
They all laugh, as Mukluk is pounded by boulders, though I suspect their laughter will be short-lived...
- Round 1 -
Durgan - 3
- Round 2 -
Unk - 22
Kisaiya - 8
Mukluk - 5 (-50hp)
Red - 4 (-26hp)
Blue - 4
Green - 4
Next up, everyone.
| Durgan Far-Walker |
Durgan stands in the stirrups of his Phantom Steed, casts Shield (3 encounters), and uses Dimensional Hop to move 65' (so 15' left for the day) and ends up next to a giant.
He is AC 30, with +2 vs evil and +4 vs giants (so if these are non-evil giants, AC 34). He has his axe in hand.
| Mukluk Muletender |
Round 2
Mukluk takes a pounding, which is better than risking Moose. He fires again, then flies behind the trees, lowering himself.
Moving 5' up. Firing at red.
1d20 + 7 ⇒ (3) + 7 = 10 touch to hit;
4d6 ⇒ (2, 3, 3, 2) = 10 fire damage;
1d20 + 7 ⇒ (2) + 7 = 9 touch to hit;
4d6 ⇒ (5, 4, 2, 1) = 12 fire damage.
Melee:
[ dice=Trepanator]1d20+5[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage
Mule Bite:
[ dice=MuleBite]1d20+7[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage
Mule Kicks:
[ dice=MuleKicks]1d20+7[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage
[ dice=Divine Mule Piss]1d20+7[/dice] touch to hit;
[ dice]1d4+4[/dice] divine fire
Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (2, 1) = 3 rounds. DC 21 Reflex to avoid being stuck to the ground DC16 str to break free.
Toss some fire at the creature.
1d20 + 7 + 1 + 1 - 4 ⇒ (7) + 7 + 1 + 1 - 4 = 12 touch to hit;
2d6 + 4 ⇒ (1, 3) + 4 = 8 fire damage;
1d6 + 4 ⇒ (5) + 4 = 9 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 10 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, 2, 4) + 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, 200 minutes. And on hisself, also for 200 minutes. Mage Armor (20 hours). Overland Flight (10 hours).
AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+17 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 52/52
Resist 10 cold/acid
Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/11 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 ⇒ (3) + 3 = 6 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."
| Kisaiya Shiraishi |
Kisaiya rushes over to enter the melee with Durgan. Unable to quite get within range yet, she calls upon her divine bond to enhance her blade. Adding keen and +1 extra to Suishen
HP: 93/93
AC: 25/12/21
Saves: F11/R6/W10
Hero Points: 3
Smite Evil Used: 0/3
Lay on Hands Used: 0/7
Divine Bond Used: 1/2
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active:
Suishen:
[ dice]1d20+17[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| GM Euan - Jade |
Durgan hops into position as his spells further protect him. Unk does something heroic! Kisaiya moves up and enhances her blade further. Mukluk misses by one, and then a little more. Ameiko begins to inspire courage (+2), and she summons The Dead Man behind the opponents who attacks the already wounded red.
Spiritual Ally (Dead Man): 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 (inspire) damage: 1d10 + 3 + 2 ⇒ (10) + 3 + 2 = 15 (inspire)
The Dead Man connects!
Unable to easily reach Mukluk, they two-hand their mighty stone clubs and attack foes closer to them!
Blue Club on Kisaiya: 1d20 + 18 ⇒ (18) + 18 = 36 damage: 2d8 + 12 ⇒ (6, 5) + 12 = 23
Blue Club on Kisaiya: 1d20 + 13 ⇒ (11) + 13 = 24 damage: 2d8 + 12 ⇒ (4, 6) + 12 = 22
Green Club on Durgan: 1d20 + 18 ⇒ (7) + 18 = 25 damage: 2d8 + 12 ⇒ (1, 5) + 12 = 18
Green Club on Durgan: 1d20 + 13 ⇒ (10) + 13 = 23 damage: 2d8 + 12 ⇒ (5, 3) + 12 = 20
Red Club on Kisaiya: 1d20 + 18 ⇒ (8) + 18 = 26 damage: 2d8 + 12 ⇒ (3, 5) + 12 = 20
Red Club on Kisaiya: 1d20 + 13 ⇒ (5) + 13 = 18 damage: 2d8 + 12 ⇒ (1, 5) + 12 = 18
Red and Blue each connect with Kisaiya, buffeting her in the air with their mighty stone clubs.
- Round 2 -
Durgan - 3
- Round 3 -
Unk - 22
Kisaiya - 8 (-43hp)
Mukluk - 5 (-50hp)
Red - 4 (-41hp)
Blue - 4
Green - 4
Next up, everyone and Unk twice.
| Unk the Conjurer |
Oh shoot, I forgot to post about summoning a thing, which luckily changes nothing until this turn... doing some math that 20' down and 40' horizontally should be just under 45' away, and even counting 2 of the 20s the usual way for diagonals gives 30' diagonally, plus another 20', so I'm rolling with it:
Unk heroically casts Summon Monster IV to conjure a Hound Archon right next to the giants before flying after Kisaiya to give her Diviner's Fortune!
@Kisaiya: +5 insight to basically all your d20 rolls until your next turn :D
Rods
. 2/3->2 Extend
Wands
. 30 charges; Ray of Enfeeblement
. 50 charges; Cure Light Wounds
. 50 charges; Endure Elements
. 49 charges; Silent Image
Spell-like Abilities
. 10/11 Diviner's Fortune
. 1/1 Time Stutter
. 1/1 Stabilize
Spells Prepared
. 5th 2+1/day {S} Quickened True Strike, Overland Flight, Summon Monster V, (unprepped slot)
. 4th 4+1/day {S} Arcane Eye, Communal Phantom Steed, Dimension Door, Resilient Sphere (DC 22), Summon Monster IV, Wall of Ice (DC 22)
. 3rd 5+1/day {S} Tongues, Fly, Haste, Summon Monster III, Summon Monster III, Tiny Hut
. 2nd 6+1/day {S} See Invisibility, Flaming Sphere (DC 20), Glitterdust (DC 21), Glitterdust (DC 21), Levitate, Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 20), Magic Missile
. 0 (at will) Acid Splash, Detect Magic, Message, Open/Close
| Unk's Summoned Monsters |
The hound archon, emboldened by Ameiko's performance, cuts into the belligerent giants.
mwk greatsword vs red + augment summons + flank + inspire: 1d20 + 9 + 2 + 2 + 2 ⇒ (9) + 9 + 2 + 2 + 2 = 24
Slashing+augment summons + inspire: 2d6 + 3 + 3 + 2 ⇒ (6, 2) + 3 + 3 + 2 = 16
iterative + augment summons + flank + inspire: 1d20 + 4 + 2 + 2 + 2 ⇒ (1) + 4 + 2 + 2 + 2 = 11
Slashing+augment summons + inspire: 2d6 + 3 + 3 + 2 ⇒ (2, 6) + 3 + 3 + 2 = 16
bite + augment summons + flank + inspire: 1d20 + 3 + 2 + 2 + 2 ⇒ (19) + 3 + 2 + 2 + 2 = 28
bite+augment summons + inspire: 1d8 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7
| "Snowball" |
Snowball pounces on Ameiko and Unk in turn, giving each Guidance
| Mukluk Muletender |
Round 3
Mukluk double moves up, trying to stay out of site as another boulder would put him in the ground.
Double move, staying behind cover.
Melee:
[ dice=Trepanator]1d20+5[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage
Mule Bite:
[ dice=MuleBite]1d20+7[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage
Mule Kicks:
[ dice=MuleKicks]1d20+7[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage
[ dice=Divine Mule Piss]1d20+7[/dice] touch to hit;
[ dice]1d4+4[/dice] divine fire
Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (3, 3) = 6 rounds. DC 21 Reflex to avoid being stuck to the ground DC16 str to break free.
Toss some fire at the creature.
1d20 + 7 + 1 + 1 - 4 ⇒ (13) + 7 + 1 + 1 - 4 = 18 touch to hit;
2d6 + 4 ⇒ (4, 6) + 4 = 14 fire damage;
1d6 + 4 ⇒ (1) + 4 = 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 10 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, 5, 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, 200 minutes. And on hisself, also for 200 minutes. Mage Armor (20 hours). Overland Flight (10 hours).
AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+17 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 52/52
Resist 10 cold/acid
Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/11 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 ⇒ (6) + 3 = 9 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."
| Durgan Far-Walker |
Durgan activates his Bane Baldric (swift), takes a step (5') and swings twice at the nearest giant (Green). He uses the one giant as cover against its allies, so that they cannot gang up on him quite as easily.
Attack, Bane +2, IC +2: 1d20 + 14 + 2 + 2 ⇒ (6) + 14 + 2 + 2 = 24
Damage: 2d8 + 8 + 2d6 + 2 + 2 ⇒ (2, 4) + 8 + (4, 3) + 2 + 2 = 25
Iterative: 1d20 + 9 + 2 + 2 ⇒ (10) + 9 + 2 + 2 = 23
Damage: 2d8 + 8 + 2d6 + 2 + 2 ⇒ (6, 5) + 8 + (6, 2) + 2 + 2 = 31
| Kisaiya Shiraishi |
Kisaiya calls down a powerful smiting blessing on the closest giant and steps forward. Red if still up, blue if not
Primary Attack with Suishen (divine bond, smite, insight, twf): 1d20 + 17 + 1 + 4 + 5 - 2 ⇒ (3) + 17 + 1 + 4 + 5 - 2 = 28
Primary Damage (divine bond, smite): 1d8 + 7 + 1 + 9 + 1d6 ⇒ (2) + 7 + 1 + 9 + (5) = 24
TWF Attack with +3 Gauntlet (insight, smite, twf): 1d20 + 19 + 5 + 4 - 2 ⇒ (4) + 19 + 5 + 4 - 2 = 30
TWF Damage (smite): 1d8 + 5 + 9 ⇒ (1) + 5 + 9 = 15
Secondary Attack with Suishen (divine bond, insight, smite, twf): 1d20 + 12 + 1 + 5 - 2 ⇒ (13) + 12 + 1 + 5 - 2 = 29
Secondary Damage (divine bond, smite): 1d8 + 7 + 1 + 9 + 1d6 ⇒ (4) + 7 + 1 + 9 + (3) = 24
HP: 50/93
AC: 25/12/21 +4 vs smite
Saves: F11/R6/W10
Hero Points: 3
Smite Evil Used: 1/3
Lay on Hands Used: 0/7
Divine Bond Used: 1/2
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active:
Suishen:
[ dice]1d20+17[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| GM Euan - Jade |
Durgan swings on green, hitting twice! Unk summons a hound, who hits twice, while also boosting Kisaiya who opens up on red! On her third swing, and hit, she brings down the mighty giant. Mukluk dodges and weaves in the forest, keeping at least one large tree between him and a giant. Ameiko continues to inspire, dismounts drawing her rapier, and moving up a bit while her ally attacks from flank (and provides flank for Kisaiya against blue).
Spiritual Ally (Dead Man): 1d20 + 6 + 4 ⇒ (16) + 6 + 4 = 26 (inspire, flank) damage: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8 (inspire)
The ally hits, doing a little damage.
The giants doggedly keep hounding the party!
Blue Club on Kisaiya: 1d20 + 18 ⇒ (8) + 18 = 26 damage: 2d8 + 12 ⇒ (2, 6) + 12 = 20
Blue Club on Kisaiya: 1d20 + 13 ⇒ (3) + 13 = 16 damage: 2d8 + 12 ⇒ (1, 6) + 12 = 19
Green Club on Durgan: 1d20 + 18 ⇒ (8) + 18 = 26 damage: 2d8 + 12 ⇒ (6, 6) + 12 = 24
Green Club on Durgan: 1d20 + 13 ⇒ (5) + 13 = 18 damage: 2d8 + 12 ⇒ (3, 2) + 12 = 17
Kisaiya is hit once more, while Durgan remains elusive to the club.
- Round 3 -
Durgan - 3
- Round 4 -
Unk - 22
Kisaiya - 8 (-63hp)
Mukluk - 5+ (-50hp)
Ameiko - 5-
Red - 4 (-104hp, bleeding)
Blue - 4 (-8hp)
Green - 4 (-55hp)
Next up, everyone.
| Durgan Far-Walker |
Durgan's Dwarven training pays off as the giant misses him twice. He pursues and counter-attacks.
Attack, Bane +2, IC +2: 1d20 + 14 + 2 + 2 ⇒ (3) + 14 + 2 + 2 = 21
Damage: 2d8 + 8 + 2d6 + 2 + 2 ⇒ (8, 4) + 8 + (5, 6) + 2 + 2 = 35
Iterative: 1d20 + 9 + 2 + 2 ⇒ (7) + 9 + 2 + 2 = 20
Damage: 2d8 + 8 + 2d6 + 2 + 2 ⇒ (7, 8) + 8 + (5, 5) + 2 + 2 = 37
Great damage rolls but lousy attack rolls.
Durgan is perhaps over-zealous in his attacks, and not very accurate.
| Unk the Conjurer |
Unk flies down next, landing behind his Hound Archon and giving it a glimpse of the future.
Flying down would trigger an AoO from Blue, I believe.
Rods
. 2/3->2 Extend
Wands
. 30 charges; Ray of Enfeeblement
. 50 charges; Cure Light Wounds
. 50 charges; Endure Elements
. 49 charges; Silent Image
Spell-like Abilities
. 9/11 Diviner's Fortune
. 1/1 Time Stutter
. 1/1 Stabilize
Spells Prepared
. 5th 2+1/day {S} Quickened True Strike, Overland Flight, Summon Monster V, (unprepped slot)
. 4th 4+1/day {S} Arcane Eye, Communal Phantom Steed, Dimension Door, Resilient Sphere (DC 22), Summon Monster IV, Wall of Ice (DC 22)
. 3rd 5+1/day {S} Tongues, Fly, Haste, Summon Monster III, Summon Monster III, Tiny Hut
. 2nd 6+1/day {S} See Invisibility, Flaming Sphere (DC 20), Glitterdust (DC 21), Glitterdust (DC 21), Levitate, Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 20), Magic Missile
. 0 (at will) Acid Splash, Detect Magic, Message, Open/Close
| "Snowball" |
Snowball flies around looking for Mukluk to make sure he hasn't collapsed.
(And giving him Guidance if she finds him)
I remember Mukluk hiding behind trees, but I don't see him behind the trees...
| Unk's Summoned Monsters |
The archon slowly hacks his way towards the center of the fighting, stepping under Kisaiya as he goes.
mwk greatsword vs blue + augment summons + inspire + Diviner's Fortune: 1d20 + 9 + 2 + 2 + 5 ⇒ (8) + 9 + 2 + 2 + 5 = 26
Slashing+augment summons + inspire: 2d6 + 3 + 3 + 2 ⇒ (2, 2) + 3 + 3 + 2 = 12
iterative + augment summons + inspire + Diviner's Fortune: 1d20 + 4 + 2 + 2 + 5 ⇒ (14) + 4 + 2 + 2 + 5 = 27
Slashing+augment summons + inspire: 2d6 + 3 + 3 + 2 ⇒ (4, 6) + 3 + 3 + 2 = 18
bite + augment summons + inspire + Diviner's Fortune: 1d20 + 3 + 2 + 2 + 5 ⇒ (12) + 3 + 2 + 2 + 5 = 24
bite+augment summons + inspire: 1d8 + 2 + 1 + 2 ⇒ (6) + 2 + 1 + 2 = 11
| GM Euan - Jade |
Durgan manages uncharacteristically to miss twice! Unk is swatted, and it smarts! His summons hits every time from flank. Kisaiya does something heroic. Mukluk hides among the trees, watching the battle from relative safety. Ameiko continues to inspire as she 5’ steps and swings with her ally!
AoO Blue Club on Unk: 1d20 + 18 ⇒ (18) + 18 = 36 damage: 2d8 + 12 ⇒ (6, 4) + 12 = 22
The AoO connects, but Unk is undeterred.
Spiritual Ally (Dead Man): 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28 (inspire, flank)
damage: 1d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10 (inspire)
Ameiko rapier: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31 (heroism, inspire)
damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10 (inspire)
Blue is being beaten savagely by all who surround him. He looks perhaps to flee, but hemmed in, he 5’ steps and swings on Kisaiya again!
Blue Club on Kisaiya: 1d20 + 18 ⇒ (15) + 18 = 33 damage: 2d8 + 12 ⇒ (7, 2) + 12 = 21
Blue Club on Kisaiya: 1d20 + 13 ⇒ (9) + 13 = 22 damage: 2d8 + 12 ⇒ (6, 5) + 12 = 23
If he’s not felled by Kisaiya, he hits once.
Green also backs up a step, and swings on Durgan one last time.
Green Club on Durgan: 1d20 + 18 ⇒ (5) + 18 = 23 damage: 2d8 + 12 ⇒ (6, 6) + 12 = 24
Green Club on Durgan: 1d20 + 13 ⇒ (2) + 13 = 15 damage: 2d8 + 12 ⇒ (4, 4) + 12 = 20
Green, luck and skill against him, misses twice!
- Round 4 -
Durgan - 3
- Round 5 -
Unk - 22 (-22hp)
Archon - 22 (-hp)
Kisaiya - 8 (-84hp)
Mukluk - 5+ (-50hp)
Ameiko - 5-
Red - 4 (-104hp, bleeding)
Blue - 4 (-69hp)
Green - 4 (-55hp)
Next up, everyone and Kisaiya twice.
| Mukluk Muletender |
Round 5
Mukluk steps out of cover to offer another double blast of fire to the blue giant.
1d20 + 7 + 1 - 4 - 4 ⇒ (17) + 7 + 1 - 4 - 4 = 17 touch to hit; (-cover,-combat)
4d6 ⇒ (4, 2, 6, 3) = 15 fire damage;
1d20 + 7 + 1 - 4 - 4 ⇒ (12) + 7 + 1 - 4 - 4 = 12 touch to hit; (-cover,-combat)
4d6 ⇒ (4, 6, 6, 4) = 20 fire damage;
"Take that your dirty mule threateners! Teach you to mess with my mule!"
Melee:
[ dice=Trepanator]1d20+5[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage
Mule Bite:
[ dice=MuleBite]1d20+7[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage
Mule Kicks:
[ dice=MuleKicks]1d20+7[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage
[ dice=Divine Mule Piss]1d20+7[/dice] touch to hit;
[ dice]1d4+4[/dice] divine fire
Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (3, 2) = 5 rounds. DC 21 Reflex to avoid being stuck to the ground DC16 str to break free.
Toss some fire at the creature.
1d20 + 7 + 1 + 1 - 4 ⇒ (20) + 7 + 1 + 1 - 4 = 25 touch to hit;
2d6 + 4 ⇒ (2, 3) + 4 = 9 fire damage;
1d6 + 4 ⇒ (4) + 4 = 8 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 10 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, 3, 1) + 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, 200 minutes. And on hisself, also for 200 minutes. Mage Armor (20 hours). Overland Flight (10 hours).
AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+17 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 52/52
Resist 10 cold/acid
Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/11 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."
| Durgan Far-Walker |
Durgan winces as the giant hits Kisaiya again. Ouch. Lots of healing coming up after this fight.
He presses the attack on Green.
Round 3/5 of the Bane Baldric.
Attack, Bane, IC: 1d20 + 14 + 2 + 2 ⇒ (12) + 14 + 2 + 2 = 30
Damage: 2d8 + 8 + 2d6 + 2 + 2 ⇒ (2, 4) + 8 + (6, 5) + 2 + 2 = 29
Iterative: 1d20 + 9 + 2 + 2 ⇒ (9) + 9 + 2 + 2 = 22
Damage: 2d8 + 8 + 2d6 + 2 + 2 ⇒ (2, 4) + 8 + (4, 2) + 2 + 2 = 24
| Kisaiya Shiraishi |
Round 1
Lay on Hands: 4d6 ⇒ (1, 6, 2, 2) = 11
Kisaiya heals herself and moves in to attack the closest giant.
Primary Attack with Suishen (divine bond, twf): 1d20 + 17 + 1 - 2 ⇒ (11) + 17 + 1 - 2 = 27
Primary Damage (divine bond): 1d8 + 7 + 1 + 1d6 ⇒ (5) + 7 + 1 + (5) = 18
TWF Attack with +3 Gauntlet (twf): 1d20 + 19 - 2 ⇒ (15) + 19 - 2 = 32
TWF Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Secondary Attack with Suishen (divine bond, twf): 1d20 + 12 + 1 - 2 ⇒ (19) + 12 + 1 - 2 = 30
Secondary Damage (divine bond): 1d8 + 7 + 1 + 1d6 ⇒ (8) + 7 + 1 + (2) = 18
CritConfirm: 1d20 + 12 + 1 - 2 ⇒ (10) + 12 + 1 - 2 = 21
Crit Damage: 1d8 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Round 2
Lay on Hands: 4d6 ⇒ (2, 2, 6, 2) = 12
Kisaiya heals herself again and continues attacking.
Primary Attack with Suishen (divine bond, twf): 1d20 + 17 + 1 - 2 ⇒ (5) + 17 + 1 - 2 = 21
Primary Damage (divine bond): 1d8 + 7 + 1 + 1d6 ⇒ (4) + 7 + 1 + (1) = 13
TWF Attack with +3 Gauntlet (twf): 1d20 + 19 - 2 ⇒ (10) + 19 - 2 = 27
TWF Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Secondary Attack with Suishen (divine bond, twf): 1d20 + 12 + 1 - 2 ⇒ (9) + 12 + 1 - 2 = 20
Secondary Damage (divine bond): 1d8 + 7 + 1 + 1d6 ⇒ (4) + 7 + 1 + (4) = 16
HP: 32/93
AC: 25/12/21 +4 vs smite
Saves: F11/R6/W10
Hero Points: 3
Smite Evil Used: 1/3
Lay on Hands Used: 2/7
Divine Bond Used: 1/2
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active:
Suishen:
[ dice]1d20+17[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| Unk the Conjurer |
Is blue down? That'll change what Unk needs to do, I suspect.
| GM Euan - Jade |
Kisaiya, last round, just manages to topple the blue giant with three hits! Starting this round then, Durgan is able to do the same to green!
We are out of initiative!
- Round 4 -
Durgan - 3
- Round 5 -
Unk - 22 (-22hp)
Kisaiya - 8 (-40hp)
Mukluk - 5+ (-50hp)
Ameiko - 5-
Red - 4 (-104hp, bleeding)
Blue - 4 (-111hp, bleeding)
Green - 4 (-108hp, bleeding)
| Durgan Far-Walker |
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Durgan moves away from the giants.
"Gather round."
He takes out a metamagic rod (last daily use of Rod #1) and casts Path of Glory.
20 healing to everyone over 2 minutes.
Then he channels the power of Abadar.
Channel #1: 5d6 ⇒ (2, 2, 1, 5, 2) = 12
Channel #2: 5d6 ⇒ (1, 2, 2, 1, 1) = 7
Divine Favor to CLW on Mukluk: 1d8 + 5 ⇒ (4) + 5 = 9
Think that leaves Kisaiya down 1 and Mukluk down 2?
| Mukluk Muletender |
| 2 people marked this as a favorite. |
After combat, Mukluk immediately checks on Moose, making sure the pure mule hadn't caught any strays.
"I'm sorry I drove the wagon right up to them, Moose. I just didn't see them. I don't think I was really paying attention," Mukluk says to Moose, even though he is wobbling with not one, not two, but three giant sized giant stone induced welts on his bald noggin. "Good thing I stopped them boulders with my face, it was."
He continues to calm down Moose even as Durgan offers needed, and appreciated, healing.
After all the healing, Mukluk will move over to the giants and take a looksee to figure out what they might have been doing there and why they might have attacked and if they have anything interesting to add to the caravan.
MM is fine being down 2. Thank you.
| GM Euan - Jade |
Mukluk finds little among the giant’s possessions. A few baubles, a fair bit of raw (frozen) meat, and one or two gemstones rattling around in their packs. All told maybe 250gp worth of salable wealth, a few supplies for supper, and the rest trash.
However, there is extensive damage to the caravan. The first wave (or two) of the boulders crunched wagons, injured steeds (though easily healed with channels), and generally mucked up the works. I believe most of Durgan’s spells are on a war footing, which means you’ll need some downtime to handle repairs. A couple of days without Durgan’s aid, but at least the rest of the day with it - if I’m mistaken about his memorized list.
| Durgan Far-Walker |
Durgan has indeed taken a break from preparing Greater Make Whole, using more of his magic to prepare to battle evil spirits. He wasn't anticipating giant attacks.
But, the next day, he will prepare that spell again - twice, in fact - to speed the repairs. So hopefully we can get going in the morning after he casts the spells.
He casts, as usual, Extended Barkskin, Extended Magic Circle Against Evil, and Overland Flight every morning.
1 (5+1): Detect Evil, Divine Favor, Remove Sickness, Liberating Command, Remove Fear, Shield (D)
2 (5+1): Path of Glory, Suppress Charms and Compulsions, Instant Weapon, Instant Armor, Delay Poison,
3 (4+1): Invisibility Purge,
4 (4+1):
5 (2+1): Plane Shift, Dispel Evil,
| GM Euan - Jade |
You are indeed able to get going once Durgan casts his spells - and the few hours of today’s daylight yet as well for the minor issues.
It’s Neth the third, a Fireday, and you get moving again quickly. The day passes uneventfully, though you continue to hear far off noises from time to time, and some not as far off too. You pick up the pace a little and make good time and the day quickly passes into tomorrow (Neth 4 a Starday).
You continue to make good time as you pass through the largely trackless forest. Until you cross a track. Miyaro notes that it’s probably a smugglers trail. You’re not that far from the Spirit Road, but far enough that you’re certainly safe from being found. Taxes are high on the Road, so smuggling exists.
Perception checks please.
| Durgan Far-Walker |
Once the repairs are no longer needed as much, Durgan changes his spells again on Neth 4, but still keeps one Greater Make Whole prepared.
1 (5+1): Detect Evil, Divine Favor, Remove Sickness, Liberating Command, Remove Fear, Shield (D)
2 (5+1): Path of Glory, Suppress Charms and Compulsions, Instant Weapon, Instant Armor, Delay Poison,
3 (4+1): Invisibility Purge,
4 (4+1):
5 (2+1): Plane Shift, Dispel Evil,
Perception: 1d20 + 17 ⇒ (3) + 17 = 20
| Unk the Conjurer |
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
| "Snowball" |
Perception: 1d20 + 18 ⇒ (14) + 18 = 32 Plus darkvision 60' and low-light vision
Snowball, as usual, patrols the caravan in ovals quite diligently.