GM Euan's Jade Regent

Game Master Euan

Roll20 Map - Tracking Sheet
The Crown of the World


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Oh right! Ameiko. Her, cough, best save. Haha.

Ameiko tries to resist the greenish gas.
Fort: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 (good hope) vs DC 23

lol

Ameiko turns to stone! Her statue falls 10', chipping slightly from the fall falling damage: 1d6 ⇒ 1

So no inspiration this round since Ameiko stops singing before the round begins. But Good Hope still applies!

- - -

Snowball sees a large chamber beyond, but from her height, only up to the wall of rubble. She can’t see over it unless she enters the chamber. Still…

There is a bridge which leads to a stone ledge overlooking a cobbled stone plaza in a huge chamber. Forty feet above the ledge, a vaulted ceiling soars over the room, supported by great columns, some of which have collapsed. At one time a stone bridge crossed the chamber from the ledge to the opposite wall, but both the span and the enormous archway it led to have collapsed, leaving a pile of shattered rubble on the floor twenty feet below.

Frescoes depicting blinded ettins pulling obscene creatures on vast golden wagons, surrounded by slaves averting their eyes, cover the walls in a riot of extravagant colors.


Male Dwarf
Moose:
Appr+6,Arc +15, Heal +8, Fly +8, Geog +14, Local+9, Nat +16, Perc +21, Driver 16,+8 SenseMot/Surv, Spellcraft +16

1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 Fort
1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 Fort (hero point)

Mukluk gags so hard he stops moving.


NG Human Wizard (Diviner) 11 | AC 12 T 12 FF 10 | max HP 75 | F +5 R +5 W +5 | Init +13 | Perc +7 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed, See Invisibility (all day) | Telepathy, Darkvision (all dungeon)

knowledge (dungeoneering? Nature?): 1d20 + 22 ⇒ (11) + 22 = 33 +2 if it's arcana
Question: does the gorgon breath count as a poison? Or does remove paralysis help?


M Dwarf | AC 30, T 11, FF 29, CMD 24; +2 vs evil | HP 69/83 | F +12 R +6 W +14 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield, Find Traps, FoM, Delay Poison

"We need to kill that thing!"
Assuming Kisaiya resists the breath weapon...

Durgan uses Dimensional Hop (40' used, 40' left) to bring himself and Kisaiya into range of the beast.

He then hits it with a Vital Strike.

Attack, PA -3, GH +2: 1d20 + 15 - 3 + 2 ⇒ (12) + 15 - 3 + 2 = 26
Damage: 4d8 + 8 + 9 + 2 ⇒ (8, 6, 1, 5) + 8 + 9 + 2 = 39


Roll20 Map - Tracking Sheet

Unk (know arcana):
Breath Weapon A gorgon can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary—each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon’s breath weapon a second time while petrified. A creature exposed to the gorgon’s breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally.
- - -

Kisaiya and Unk to go!


F

Fortitude Save (good hope): 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24

Kisaiya feels her skin starting to harden and flexes hard to break the stone before it can fully set.

She looks around to survey the damage, and her jaw sets as she sees both Mukluk and Ameiko turned to stone. She scowls at the creature and takes Durgan’s offer, hopping through dimensions to batter the beast before it can breathe once again. And in case it does, it will at least be pointed away from Ameiko and Mukluk.

Declaring challenge on the gorgon

Primary Attack with Suishen (good hope, twf): 1d20 + 19 + 2 - 2 ⇒ (20) + 19 + 2 - 2 = 39
Primary Damage (good hope, challenge): 1d8 + 8 + 2 + 1 + 1d6 ⇒ (5) + 8 + 2 + 1 + (3) = 19
Crit Confirm: 1d20 + 19 + 2 - 2 ⇒ (3) + 19 + 2 - 2 = 22
Crit Damage: 1d8 + 8 + 2 + 1 ⇒ (6) + 8 + 2 + 1 = 17

TWF Attack with +3 Gauntlet (good hope, twf): 1d20 + 21 + 2 - 2 ⇒ (18) + 21 + 2 - 2 = 39
TWF Damage (good hope, challenge): 1d8 + 6 + 2 + 1 ⇒ (3) + 6 + 2 + 1 = 12

Secondary Attack with Suishen (good hope, twf): 1d20 + 14 + 2 - 2 ⇒ (19) + 14 + 2 - 2 = 33
Secondary Damage (good hope, challenge): 1d8 + 8 + 2 + 1 + 1d6 ⇒ (7) + 8 + 2 + 1 + (4) = 22
Crit Confirm: 1d20 + 14 + 2 - 2 ⇒ (11) + 14 + 2 - 2 = 25
Crit Damage: 1d8 + 8 + 2 + 1 ⇒ (3) + 8 + 2 + 1 = 14

Tertiary Attack with Suishen (good hope, twf): 1d20 + 9 + 2 - 2 ⇒ (1) + 9 + 2 - 2 = 10
Tertiary Damage (good hope, challenge): 1d8 + 8 + 2 + 1 + 1d6 ⇒ (5) + 8 + 2 + 1 + (4) = 20

Nutrition Facts:

HP: 102/102
AC: 26/13/22
Saves: F15/R9/W14
Hero Points: 2
Smite Evil Used: 0/4
Lay on Hands Used: 0/8
Divine Bond Used: 0/2
Resolve Used: 0/1
Challenge: 1/1
Second Chance when I am about to fall unconscious from hit point damage
Spells/Effects Active: heroism, aura of greater courage, good hope

Suishen:
[ dice]1d20+19[/dice] to hit;
[ dice]1d8+8+1d6[/dice] damage.


NG Human Wizard (Diviner) 11 | AC 12 T 12 FF 10 | max HP 75 | F +5 R +5 W +5 | Init +13 | Perc +7 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed, See Invisibility (all day) | Telepathy, Darkvision (all dungeon)

Unk flies over to Mukluk and tries to find a future where he isn't petrified anymore.
+5 on the save next round, among other things, thanks to Diviner's Fortune
Also, is Mukluk sinking? how deep is that water?

Spells etc:


NG Female | Shilvanshee | max HP 34 | AC 20, TCH 14, FF 18 | CMB 5, CMD 11 | Fort +5 Ref +6 Will +9 | Init +6, Perc +18; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions:

Snowball hears Unk's summons telepathically and flies much closer, giving Ameiko Cat's Luck.

She gets CHA to all saves for the next 10 minutes... so 3 combats?


Male Dwarf
Moose:
Appr+6,Arc +15, Heal +8, Fly +8, Geog +14, Local+9, Nat +16, Perc +21, Driver 16,+8 SenseMot/Surv, Spellcraft +16

Mukluk does not offer many thoughts at the moment, wondering why so many years of huffing Moose's trail farts hasn't better prepared him for this.

He is silent, much like Moose's deadly offerings.


Roll20 Map - Tracking Sheet

Unk and Snowball try to help the hard-cores. Mukluk fails his save, but lands on a flat rock (rather than into the water!) for convenience. He also gets a save at the end of his round to break free of the petrification. Durgan brings the front line to the gorgon and smacks it hard! Kisaiya steps up to the gorgon and hits thrice, critting once. It’s not enough though, as the gorgon remains on its feet, barely! Ameiko, petrified, tries to break out of it for her round!

Fort: 1d20 + 4 + 6 ⇒ (19) + 4 + 6 = 29 (good hope, Cha) vs DC 23

Ameiko breaks free of the stoning!

Green and Blue focus on Durgan, while the gorgon, and it’s soon visible rider, concentrate on Kisaiya.

Blue does what she can against the adventurers but Green, strangely, steps back…
Sister green on Durgan: 1d20 + 13 ⇒ (13) + 13 = 26 damage: 1d6 + 5 ⇒ (1) + 5 = 6
Sister green on Durgan: 1d20 + 13 ⇒ (20) + 13 = 33 damage: 1d6 + 5 ⇒ (1) + 5 = 6
critthreat Sister green on Durgan: 1d20 + 13 ⇒ (5) + 13 = 18 damage: 1d6 + 5 ⇒ (1) + 5 = 6

Sister green on Durgan: 1d20 + 8 ⇒ (4) + 8 = 12 damage: 1d6 + 5 ⇒ (1) + 5 = 6
Sister green on Durgan: 1d20 + 8 ⇒ (15) + 8 = 23 damage: 1d6 + 5 ⇒ (6) + 5 = 11

Sister blue on Durgan: 1d20 + 13 ⇒ (19) + 13 = 32 damage: 1d6 + 5 ⇒ (1) + 5 = 6

No flank on Durgan since he’s elevated, and two hits but no crit.

The gorgon swats at Kisaiya with flank.
Gorgon Gore: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36 damage: 2d8 + 9 ⇒ (7, 8) + 9 = 24
Gorgon Hoof: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19 damage: 1d6 + 5 ⇒ (6) + 5 = 11
Gorgon Hoof: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33 damage: 1d6 + 5 ⇒ (2) + 5 = 7
critthreat Gorgon Hoof: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 damage: 1d6 + 5 ⇒ (4) + 5 = 9

The invisible Ogre Mage Samurai, breaks invisibility and swings also at Kisaiya after challenging her. He’s ‘mounted’ bareback on the gorgon, though you can see he’s actually flying just above it. Sort of. It’s a little odd but it seems to work for them.
Ogre Mage katana on Kisaiya: 1d20 + 20 + 2 ⇒ (13) + 20 + 2 = 35 Damage: 2d6 + 11 + 3 ⇒ (1, 2) + 11 + 3 = 17
Ogre Mage katana on Kisaiya: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25 Damage: 2d6 + 11 + 3 ⇒ (2, 3) + 11 + 3 = 19

Kisaiya is hit twice by the gorgon, including a confirmed critical! The samurai hits but once, but the combination is a lot!

- Round 3 -
Unk - 23
Mukluk - 22 (petrified (tmp) DC 23) two saves - one last round and one this
Kisaiya - 19+ (-57hp)
Durgan - 19- (-12hp)
Ameiko 18
- Round 4 -
Good Folk - 25
Blue - 25 (-60hp)
Gorgon - 25 (-106hp) 1d4 + 1 ⇒ (4) + 1 = 5 (4/5r)
Ogre Mage Samurai - 25 (Kisaiya +3dam)

• Now up - everyone.

Good Hope (3e, +2 saves, attacks, checks, damage (morale)).


NG Human Wizard (Diviner) 11 | AC 12 T 12 FF 10 | max HP 75 | F +5 R +5 W +5 | Init +13 | Perc +7 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed, See Invisibility (all day) | Telepathy, Darkvision (all dungeon)

@Mukluk: You get a +5 insight on last round's roll (per the buff posted above), and if that fails you get a +5 insight (Unk again) and +1 competence (Snowball's Guidance) on the round 3 save


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F

Kisaiya sighs as the ogre mage pops out. As if the gorgon was not enough of a problem at the moment. She calls upon the Empress of Heaven’s power to protect her against the ogre mage and sharpen her cuts against it.

GM Euan:
Okay, gonna be a complicated turn to resolve here, as she is starting attacking the gorgon, but will switch to the ogre mage once it drops, and her bonuses to attack and damage with smite on the ogre mage will be higher. I will roll all like she is attacking the gorgon, and you can adjust as needed. It’s a flat +4 extra to hit vs the ogre mage and an extra +9 damage to the ogre mage from the gorgon (since the gorgon has challenge on it). Don’t forget to add the damage twice if the crit goes on him and confirms! Ogre magi don’t have the evil subtype so no double smite damage on the first hit

Primary Attack with Suishen (good hope, twf): 1d20 + 19 + 2 - 2 ⇒ (12) + 19 + 2 - 2 = 31
Primary Damage (good hope, challenge): 1d8 + 8 + 2 + 1 + 1d6 ⇒ (2) + 8 + 2 + 1 + (3) = 16

TWF Attack with +3 Gauntlet (good hope, twf): 1d20 + 21 + 2 - 2 ⇒ (7) + 21 + 2 - 2 = 28
TWF Damage (good hope, challenge): 1d8 + 6 + 21 ⇒ (2) + 6 + 21 = 29

Secondary Attack with Suishen (good hope, twf): 1d20 + 14 + 2 - 2 ⇒ (20) + 14 + 2 - 2 = 34
Secondary Damage (good hope, challenge): 1d8 + 8 + 2 + 1 + 1d6 ⇒ (2) + 8 + 2 + 1 + (4) = 17
Crit Confirm: 1d20 + 14 + 2 - 2 ⇒ (13) + 14 + 2 - 2 = 27
Crit Damage: 1d8 + 8 + 2 + 1 ⇒ (4) + 8 + 2 + 1 = 15

Tertiary Attack with Suishen (good hope, twf): 1d20 + 19 + 2 - 2 ⇒ (4) + 19 + 2 - 2 = 23
Tertiary Damage (good hope, challenge): 1d8 + 8 + 2 + 1 + 1d6 ⇒ (1) + 8 + 2 + 1 + (3) = 15

Nutrition Facts:

HP: 46/102
AC: 26/13/22 (+4 all vs ogre mage)
Saves: F15/R9/W14
Hero Points: 2
Smite Evil Used: 1/4
Lay on Hands Used: 0/8
Divine Bond Used: 0/2
Resolve Used: 0/1
Challenge: 1/1
Second Chance when I am about to fall unconscious from hit point damage
Spells/Effects Active: heroism, aura of greater courage, good hope, smite evil (ogre mage)

Suishen:
[ dice]1d20+19[/dice] to hit;
[ dice]1d8+8+1d6[/dice] damage.


Male Dwarf
Moose:
Appr+6,Arc +15, Heal +8, Fly +8, Geog +14, Local+9, Nat +16, Perc +21, Driver 16,+8 SenseMot/Surv, Spellcraft +16

1d20 + 6 + 2 + 5 ⇒ (5) + 6 + 2 + 5 = 18 Fort
1d20 + 6 + 2 + 5 ⇒ (12) + 6 + 2 + 5 = 25 Fort (Hero Point)

Mukluk seems to hack and wheeze, almost freezing up, but then shakes his head, having some weird insight that saved the day. Thank you!


Roll20 Map - Tracking Sheet

Mukluk can't use two hero points in the same round, so these two saves are the last round's end-of-round save and this round's end-of-round save.

Result? Mukluk is no longer stoned, but is out of actions this round. Welcome back!


NG Human Wizard (Diviner) 11 | AC 12 T 12 FF 10 | max HP 75 | F +5 R +5 W +5 | Init +13 | Perc +7 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed, See Invisibility (all day) | Telepathy, Darkvision (all dungeon)

"Aha, thank you Snowball, I knew your healing touch was what we needed." Unk says as he pets his familiar and Mukluk moves again.

10->9 uses of diviner's fortune, then. And Unk will spend his move to pet the kitty xD

Spells etc:


NG Female | Shilvanshee | max HP 34 | AC 20, TCH 14, FF 18 | CMB 5, CMD 11 | Fort +5 Ref +6 Will +9 | Init +6, Perc +18; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions:

Snowball is conflicted, enjoying the scratches and success but also wanting to scold Unk for getting distracted mid-combat.


M Dwarf | AC 30, T 11, FF 29, CMD 24; +2 vs evil | HP 69/83 | F +12 R +6 W +14 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield, Find Traps, FoM, Delay Poison

Durgan swings once at the monk that is flanking Kisaiya, then uses Dimensional Hop again to move Kisaiya and himself out of full-attack range.

Vital Strike vs Blue, PA -3, GH +2, Hatred +1, Higher Ground +1: 1d20 + 15 - 3 + 2 + 1 + 1 ⇒ (4) + 15 - 3 + 2 + 1 + 1 = 20
Damage: 4d8 + 8 + 9 + 2 ⇒ (7, 1, 4, 1) + 8 + 9 + 2 = 32

Using the remaining 40' for the day; bringing Kisaiya along if she wishes (after her full-attack) so she does not take a flanked full-attack in reprisal.


Roll20 Map - Tracking Sheet

Unk helps Mukluk who breaks free of his petrification! Kisaiya doesn’t quite finish the mighty steed with her first swing, but she kills it with her second! Then a crit on the ogre mage and her follow up swing also connect s!(damage: 74 correct?) Durgan swings hard, but cannot pin down the nimble monk as he removes himself and Kisaiya from further harm. Ameiko rises to her feet, takes a 5’ step back to the edge of the water, and begins to inspire courage.

”Nice drop! We got this!”

Green and Blue close on the front line, leaving Ameiko for the moment. Green attacks Kisaiya while Blue goes for Durgan again.

Sister green on Kisaiya: 1d20 + 13 ⇒ (17) + 13 = 30 damage: 1d6 + 5 ⇒ (6) + 5 = 11
Sister blue on Durgan: 1d20 + 13 ⇒ (4) + 13 = 17 damage: 1d6 + 5 ⇒ (5) + 5 = 10

The sister on Kisaiya hits!

The oni flies above the crumbled form of his steed, and anger washes over his face. Quite oblivious of his own significant injuries, he says nothing as he closes with Kisaiya, flying over the sisters to attack her!
Ogre Mage katana on Kisaiya: 1d20 + 20 ⇒ (5) + 20 = 25 Damage: 2d6 + 11 + 3 ⇒ (1, 3) + 11 + 3 = 18

In his anger, he swings wide of the mark.

Note - The ogre mage is 20’ up. The tops of your heads are 10’ up, so just within his reach. You however cannot reach him without climbing, which will result in an AoO from him. At least that’s the intent. Three dimensional combats make my head hurt… :)

- Round 4 -
Unk - 23
Mukluk - 22
Kisaiya - 19+ (-68hp)
Durgan - 19- (-12hp)
Ameiko 18
- Round 5 -
Good Folk - 25
Blue - 25 (-60hp)
Gorgon - 25 (quite dead)
Ogre Mage Samurai - 25 (-74hp, Kisaiya +3dam)

• Now up - everyone.

Good Hope (3e, +2 saves, attacks, checks, damage (morale))
Ameiko inspires (+2 attack, +2 damage, +1d6 sonic damage (comp))


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M Dwarf | AC 30, T 11, FF 29, CMD 24; +2 vs evil | HP 69/83 | F +12 R +6 W +14 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield, Find Traps, FoM, Delay Poison

Durgan takes a 5' step down and back (so out of the Ogre Mage's reach but still adjacent to Kisaiya) and then casts Dimension Door, bringing himself and Kisaiya straight up.

High enough that she can get higher ground advantage on the Ogre Mage if possible, for a full attack.


F

Kisaiya finds the entire experience of hopping back-and-forth between dimensions disorienting, but all the practice walking on air with Suishen has prepared her well enough. She heals herself again quickly before unleashing another combo on the ogre mage.

Lay on Hands: 5d6 ⇒ (1, 4, 3, 6, 3) = 17

Primary Attack with Suishen (good hope, higher ground, inspire, smite, twf): 1d20 + 19 + 2 + 1 + 2 + 4 - 2 ⇒ (10) + 19 + 2 + 1 + 2 + 4 - 2 = 36
Primary Damage (good hope, inspire, smite): 1d8 + 8 + 2 + 2 + 10 + 1d6 ⇒ (2) + 8 + 2 + 2 + 10 + (6) = 30

TWF Attack with +3 Gauntlet (good hope, higher ground, inspire, smite, twf): 1d20 + 21 + 2 + 1 + 2 + 4 - 2 ⇒ (7) + 21 + 2 + 1 + 2 + 4 - 2 = 35
TWF Damage (good hope, inspire, smite): 1d8 + 6 + 2 + 2 + 10 ⇒ (7) + 6 + 2 + 2 + 10 = 27

Secondary Attack with Suishen (good hope, higher ground, inspire, smite, twf): 1d20 + 14 + 2 + 1 + 2 + 4 - 2 ⇒ (16) + 14 + 2 + 1 + 2 + 4 - 2 = 37
Secondary Damage (good hope, inspire, smite): 1d8 + 8 + 2 + 2 + 10 + 1d6 ⇒ (3) + 8 + 2 + 2 + 10 + (1) = 26
Crit Confirm: 1d20 + 14 + 2 + 1 + 2 + 4 - 2 ⇒ (13) + 14 + 2 + 1 + 2 + 4 - 2 = 34
Crit Damage: 1d8 + 8 + 2 + 2 + 10 ⇒ (3) + 8 + 2 + 2 + 10 = 25

Tertiary Attack with Suishen (good hope, higher ground, inspire, smite, twf): 1d20 + 9 + 2 + 1 + 2 + 4 - 2 ⇒ (3) + 9 + 2 + 1 + 2 + 4 - 2 = 19
Tertiary Damage (good hope, inspire, smite): 1d8 + 8 + 2 + 2 + 10 + 1d6 ⇒ (8) + 8 + 2 + 2 + 10 + (4) = 34

Nutrition Facts:

HP: 51/102
AC: 26/13/22 (+4 all vs ogre mage)
Saves: F15/R9/W14
Hero Points: 2
Smite Evil Used: 1/4
Lay on Hands Used: 1/8
Divine Bond Used: 0/2
Resolve Used: 0/1
Challenge: 1/1
Second Chance when I am about to fall unconscious from hit point damage
Spells/Effects Active: heroism, aura of greater courage, good hope, smite evil (ogre mage)

Suishen:
[ dice]1d20+19[/dice] to hit;
[ dice]1d8+8+1d6[/dice] damage.


Male Dwarf
Moose:
Appr+6,Arc +15, Heal +8, Fly +8, Geog +14, Local+9, Nat +16, Perc +21, Driver 16,+8 SenseMot/Surv, Spellcraft +16

The map is not working for Mukluk this morning.

Mukluk coughs up some unfun air and looks around, happy to be moving. He takes in the scene and plans his action.

Will try this evening to get the map to work.


NG Human Wizard (Diviner) 11 | AC 12 T 12 FF 10 | max HP 75 | F +5 R +5 W +5 | Init +13 | Perc +7 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed, See Invisibility (all day) | Telepathy, Darkvision (all dungeon)

Unk delays until after he can tell if Kisaiya killed the oni.


Roll20 Map - Tracking Sheet

Unk is up, as Kisaiya kills the oni with a critical blow!

Mukluk is also up. I checked the settings on the map for your icon, and it all looks OK. Let me know if it's still not working for you.


NG Human Wizard (Diviner) 11 | AC 12 T 12 FF 10 | max HP 75 | F +5 R +5 W +5 | Init +13 | Perc +7 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed, See Invisibility (all day) | Telepathy, Darkvision (all dungeon)

Unk begins casting Summon Monster III.

Spells etc:


NG Female | Shilvanshee | max HP 34 | AC 20, TCH 14, FF 18 | CMB 5, CMD 11 | Fort +5 Ref +6 Will +9 | Init +6, Perc +18; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions:

Snowball flies up to Kisaiya to give her a little Guidance in case she needs it.


Male Dwarf
Moose:
Appr+6,Arc +15, Heal +8, Fly +8, Geog +14, Local+9, Nat +16, Perc +21, Driver 16,+8 SenseMot/Surv, Spellcraft +16


Round 4

Mukluk moves up to help control the battlefield. He creates an Acid Pit: DC 24 Reflex to avoid, 60' deep, 10'x10': 1d6 ⇒ 1 nonlethal, 5d6 ⇒ (4, 1, 2, 2, 6) = 15 lethal, and 2d6 + 6 ⇒ (5, 2) + 6 = 13 acid damage per round, under the two sisters.

Muk Around, Find Out:

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+5[/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.

1d6 + 4 ⇒ (6) + 4 = 10 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 11 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. 6d6 + 6 ⇒ (3, 5, 3, 1, 4, 4) + 6 = 26 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, 220 minutes. And on hisself, also for 220 minutes. Mage Armor (22 hours). Overland Flight (11 hours). Resist Fire (220 minutes). Innate Resist 10 Acid/Cold.

Acid Pit: DC 24 Reflex to avoid, 60' deep, 10'x10': 1d6 ⇒ 6 nonlethal, 5d6 ⇒ (2, 4, 4, 6, 1) = 17 lethal, and 2d6 + 5 ⇒ (2, 2) + 5 = 9 acid damage per round.

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: 57/57
Resist 10 cold/acid

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/11 used
Rod Extend Lsr: 1/3 used (endure elements MM/Moose alt days)
Speedy Mukluks: 0/10 used

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."

Greasy puddle of mule puke DC21 Reflex.


Roll20 Map - Tracking Sheet

Mukluk opens up a new pit, trying to keep some of the opposition out of the fight. Durgan plays dimensional games to setup the end of the oni. Kisaiya warms up with a pair of hits before the critical takes out the oni! Unk begins to summon aid. Ameiko steps into the air and readies a strike for any who come her way.

Sister red reflex: 1d20 + 13 ⇒ (9) + 13 = 22 vs DC 24 pit
Sister orange reflex: 1d20 + 13 ⇒ (1) + 13 = 14 vs DC 24 pit

Ameiko Ready:
Ameiko rapier: 1d20 + 10 + 5 ⇒ (17) + 10 + 5 = 32 (hope, inspire, height)
damage: 1d6 + 3 + 4 + 1d6 ⇒ (6) + 3 + 4 + (2) = 15 (hope, inspire)

Ameiko hits green as they close!
- - -

Green and Blue close on Ameiko.
Sister green on Ameiko: 1d20 + 13 ⇒ (17) + 13 = 30 damage: 1d6 + 5 ⇒ (5) + 5 = 10
Sister blue on Ameiko: 1d20 + 13 ⇒ (19) + 13 = 32 damage: 1d6 + 5 ⇒ (3) + 5 = 8

Both hit as they trade blows.

- Round 5 -
Unk - 23
Mukluk - 22
Kisaiya - 19+ (-68hp)
Durgan - 19- (-12hp)
Ameiko 18 (-18hp)
- Round 6 -
Good Folk - 25
Blue - 25 (-60hp)
Green - 25 (-15hp)
Ogre Mage Samurai - 25 (quite dead)

• Now up - everyone.

Good Hope (3e, +2 saves, attacks, checks, damage (morale))
Ameiko inspires (+2 attack, +2 damage, +1d6 sonic damage (comp))


M Dwarf | AC 30, T 11, FF 29, CMD 24; +2 vs evil | HP 69/83 | F +12 R +6 W +14 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield, Find Traps, FoM, Delay Poison

Durgan flies down and tries to hit Blue with a Vital Strike.

Vital Strike, PA -3, GH +2, IC +3, Hatred +1, Higher Ground +1: 1d20 + 15 - 3 + 2 + 3 + 1 + 1 ⇒ (4) + 15 - 3 + 2 + 3 + 1 + 1 = 23
Damage with sonic: 4d8 + 8 + 9 + 2 + 3 + 1d6 ⇒ (1, 5, 4, 8) + 8 + 9 + 2 + 3 + (6) = 46


Male Dwarf
Moose:
Appr+6,Arc +15, Heal +8, Fly +8, Geog +14, Local+9, Nat +16, Perc +21, Driver 16,+8 SenseMot/Surv, Spellcraft +16


Round 5

Mukluk offers the scorchingest of scorching rays at blue, then moves out of the way.

Divine Mule Piss: 1d20 + 7 + 2 + 2 ⇒ (13) + 7 + 2 + 2 = 24 touch to hit;
4d6 + 1d6 ⇒ (3, 6, 4, 4) + (6) = 23 fire+sonic damage

Divine Mule Piss: 1d20 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15 touch to hit;
4d6 + 1d6 ⇒ (5, 3, 6, 2) + (1) = 17 fire+sonic damage

Divine Mule Piss: 1d20 + 7 + 2 + 2 ⇒ (17) + 7 + 2 + 2 = 28 touch to hit;
4d6 + 1d6 ⇒ (3, 1, 6, 2) + (6) = 18 fire+sonic damage

Muk Around, Find Out:

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+5[/dice] divine fire

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (1, 2) = 3 rounds. DC 21 Reflex to avoid being stuck to the ground DC16 str to break free.

Toss some fire at the creature.

1d6 + 4 ⇒ (1) + 4 = 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 11 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. 6d6 + 6 ⇒ (5, 3, 1, 4, 6, 3) + 6 = 28 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, 220 minutes. And on hisself, also for 220 minutes. Mage Armor (22 hours). Overland Flight (11 hours). Resist Fire (220 minutes). Innate Resist 10 Acid/Cold.

Acid Pit: DC 24 Reflex to avoid, 60' deep, 10'x10': 1d6 ⇒ 6 nonlethal, 5d6 ⇒ (5, 4, 6, 1, 6) = 22 lethal, and 2d6 + 5 ⇒ (2, 1) + 5 = 8 acid damage per round.

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: 57/57
Resist 10 cold/acid

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/11 used
Rod Extend Lsr: 1/3 used (endure elements MM/Moose alt days)
Speedy Mukluks: 0/10 used

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

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

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

Greasy puddle of mule puke DC21 Reflex.


NG Human Wizard (Diviner) 11 | AC 12 T 12 FF 10 | max HP 75 | F +5 R +5 W +5 | Init +13 | Perc +7 | spells etc | Active Conditions: 3 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Overland Flight, Phantom Steed, See Invisibility (all day) | Telepathy, Darkvision (all dungeon)

Unk conjures a Lantern Archon next to Ameiko.

Then he hurls acid at the foe next to her.
Ranged Touch vs green +good hope +ic -into melee: 1d20 + 7 + 2 + 2 - 4 ⇒ (12) + 7 + 2 + 2 - 4 = 19
Acid + good hope + ic + sonic: 1d3 + 2 + 2 + 1d6 ⇒ (2) + 2 + 2 + (4) = 10


NG Female | Shilvanshee | max HP 34 | AC 20, TCH 14, FF 18 | CMB 5, CMD 11 | Fort +5 Ref +6 Will +9 | Init +6, Perc +18; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions:

Snowball pounces on Mukluk, giving him a modicum of Guidance as well.

Mukluk & Kisaiya have a floating +1 now, it's competence so won't stack with Inspire Courage


triggering AoOs for ranged attacks in melee, but also DR 10/evil :D
The archon blasts in green's general direction.
Ranged Touch vs green? +ic +gh -melee: 1d20 + 3 + 2 + 2 - 4 ⇒ (7) + 3 + 2 + 2 - 4 = 10
untyped damage +ic +gh +sonic?: 1d6 + 2 + 2 + 1d6 ⇒ (5) + 2 + 2 + (4) = 13
Ranged Touch vs green? +ic +gh -melee: 1d20 + 3 + 2 + 2 - 4 ⇒ (2) + 3 + 2 + 2 - 4 = 5
untyped damage +ic +gh +sonic?: 1d6 + 2 + 2 + 1d6 ⇒ (4) + 2 + 2 + (1) = 9


F

Kisaiya flies down and slashes at the same hobgoblin as Durgan.

Attack with Suishen (good hope, inspire courage, high ground): 1d20 + 19 + 2 + 2 + 1 ⇒ (15) + 19 + 2 + 2 + 1 = 39
Damage (good hope, inspire courage): 1d8 + 8 + 2 + 2 + 1d6 ⇒ (8) + 8 + 2 + 2 + (4) = 24
Crit Confirm: 1d20 + 19 + 2 + 2 + 1 ⇒ (19) + 19 + 2 + 2 + 1 = 43
Crit Damage: 1d8 + 8 + 2 + 2 ⇒ (2) + 8 + 2 + 2 = 14


Roll20 Map - Tracking Sheet

Mukluk hits twice, burning the sister painfully. Durgan hits right on the nose, dropping blue! Kisaiya then swings at green, wounding it further with a crit! Unk manages to miss all around (monk!) surprisingly enough. Ameiko withdraws from the spinning nunchaku, and stops singing - for now (inspiration off).

AoO Sister green on archon: 1d20 + 13 ⇒ (4) + 13 = 17 damage: 1d6 + 5 ⇒ (4) + 5 = 9
AoO Sister green on archon: 1d20 + 13 ⇒ (17) + 13 = 30 damage: 1d6 + 5 ⇒ (2) + 5 = 7 (combat reflexes)

Two hits, but she cannot overcome DR.

Green then attacks Kisaiya.
Sister green on Kisaiya: 1d20 + 13 ⇒ (6) + 13 = 19 damage: 1d6 + 5 ⇒ (6) + 5 = 11
Sister green on Kisaiya: 1d20 + 13 ⇒ (1) + 13 = 14 damage: 1d6 + 5 ⇒ (1) + 5 = 6
Sister green on Kisaiya: 1d20 + 8 ⇒ (1) + 8 = 9 damage: 1d6 + 5 ⇒ (5) + 5 = 10
Sister green on Kisaiya: 1d20 + 8 ⇒ (12) + 8 = 20 damage: 1d6 + 5 ⇒ (3) + 5 = 8

Alas, her attacks are feeble, and she cannot get the job done.

Mukluk - 22
Kisaiya - 19+ (-68hp)
Durgan - 19- (-12hp)
Unk - 18+
Ameiko 18- (-18hp)
Green - 25 (down)

There’s no way the remaining sister can survive the onslaught that is coming! We are out of initiative as you dispatch the two in the hole as well.


Male Dwarf
Moose:
Appr+6,Arc +15, Heal +8, Fly +8, Geog +14, Local+9, Nat +16, Perc +21, Driver 16,+8 SenseMot/Surv, Spellcraft +16

Mukluk keeps his eyes open for trouble while the brute squad does the brute things.

1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 Perception (+see invisibility)


Roll20 Map - Tracking Sheet

The party gets to looting, and while the oni was, well, you know, more important - at least in theory - but he was poorly equipped.

The sisters had
Nunchaku, MW (302gp ea, x4)
Amulet of Natural Armor +1 (2,000gp ea, x4)
Bracers of Armor +2 (4,000gp ea, x4)
400gp worth of jewelry between them

The oni had no particular gear of value other than his Katana, MW.


M Dwarf | AC 30, T 11, FF 29, CMD 24; +2 vs evil | HP 69/83 | F +12 R +6 W +14 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield, Find Traps, FoM, Delay Poison

I believe Kisaiya is actually at -51 HP since she used Lay on Hands for 17

Durgan channels the power of Abadar to heal.
Channel #1: 6d6 ⇒ (6, 4, 2, 4, 6, 1) = 23
Gets himself and Ameiko to full, and Kisaiya to -28

Shield of Faith to CLW on Kisaiya: 1d8 + 5 ⇒ (8) + 5 = 13
Remove Fear to CLW on Kisaiya: 1d8 + 5 ⇒ (1) + 5 = 6
Kisaiya to -9

He uses one of his two Pearls of Power to regain Shield of Faith.


Male Dwarf
Moose:
Appr+6,Arc +15, Heal +8, Fly +8, Geog +14, Local+9, Nat +16, Perc +21, Driver 16,+8 SenseMot/Surv, Spellcraft +16

Mukluk helps identify the magics, and will be ready to move on after Durgan is finishing with the repair of skin and bone.

"Well, that wasn't great. But also, wasn't too too awful, but also not great. Moose ain't gunna like that story," he grumbles as he gets ready to move on.

When others are ready he will follow others up to the first junction and look around.

1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38 Perception


Roll20 Map - Tracking Sheet

Mukluk looks down on the slow moving water (moving east) but sees and hears nothing. He can tell there's a passage to the south and north just a little ways down stream.


Male Dwarf
Moose:
Appr+6,Arc +15, Heal +8, Fly +8, Geog +14, Local+9, Nat +16, Perc +21, Driver 16,+8 SenseMot/Surv, Spellcraft +16

Mukluk coughs, looks around.


M Dwarf | AC 30, T 11, FF 29, CMD 24; +2 vs evil | HP 69/83 | F +12 R +6 W +14 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield, Find Traps, FoM, Delay Poison

Durgan takes the lead heading to the north.


Roll20 Map - Tracking Sheet

The northern chamber is quite gruesome.

The bridge leads to a stone ledge overlooking a cobbled stone plaza in a large chamber. Forty feet above the ledge, a vaulted ceiling soars over the room, supported by great columns, some of which have collapsed. At one time a stone bridge crossed the chamber from the ledge to the opposite wall, but both the span and the enormous archway it led to have collapsed, leaving a pile of shattered rubble on the floor twenty feet below.

Three huge grappling hooks attached to long chains hang from hooks on the south wall along the ledge. Dried blood still cakes the hooks, where victims in the plaza below were once hooked like fish and tormented by watching guards on the ledge above.

Behind the chains, frescoes depicting blinded ettins pulling obscene creatures on vast golden wagons, surrounded by slaves averting their eyes, cover the walls in a riot of extravagant colors. There are five key figures - The Oni of the Five Storms! You can now at least visually identify your enemies. You are sure you have seen none of these creatures so far, just their minions.

I’d love to give you descriptions now of all five, but alas, those descriptions are scattered across three books. So you’ll have to make do with your imagination for now. :)

A tunnel continues to the south under the ledge at ground level.


Male Dwarf
Moose:
Appr+6,Arc +15, Heal +8, Fly +8, Geog +14, Local+9, Nat +16, Perc +21, Driver 16,+8 SenseMot/Surv, Spellcraft +16

Mukluk moves up, following the brute squad. He looks around, and notes the mural. He casts Detect Magic.

1d20 + 21 + 2 ⇒ (2) + 21 + 2 = 25 Perception

"Oh those are them Onis, huh? Yeah, okay, let's go get them."

He will follow the squad as they move.


M Dwarf | AC 30, T 11, FF 29, CMD 24; +2 vs evil | HP 69/83 | F +12 R +6 W +14 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, MCaE, Shield, Find Traps, FoM, Delay Poison

Durgan will examine and then open the door in the south wall of the room.

Perception, Good Hope: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27


Roll20 Map - Tracking Sheet

An easy door to miss, an easy room to ignore…

The wooden door to this room is swollen shut with dampness and age and will need to be kicked in - though it’s not hard. Water slowly drips onto the damp floor of this torture chamber. Rusted anchor points on the walls and floor show where manacles and torture devices once lay, but they have all succumbed to rust and age. Looks like a water torture room.

However, a small, wilted bonsai tree (image) in a simple pot sits on the floor - a few meager roots slurping up what water may be found here. But there is no light, and so the tree is dying - but it’s not dead yet.


Male Dwarf
Moose:
Appr+6,Arc +15, Heal +8, Fly +8, Geog +14, Local+9, Nat +16, Perc +21, Driver 16,+8 SenseMot/Surv, Spellcraft +16

Mukluk moves up to support Durgan, and the found tree.

He will move over to check the area, and also see if he thinks he can help the tree.

1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28 Know (Nature)


Roll20 Map - Tracking Sheet

Mukluk feels that light and tender care will heal the tree - though there are perhaps some druidic spells that'll help too. For now, getting it out of here and getting it some sunlight would be nice.

He doesn't feel the tree is in imminent danger of death. But a few more days of complete darkness might tip the balance.


NG Female | Shilvanshee | max HP 34 | AC 20, TCH 14, FF 18 | CMB 5, CMD 11 | Fort +5 Ref +6 Will +9 | Init +6, Perc +18; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 5/5 | Conditions:

"I'll take care of the tree." Snowball says before picking it up with her teeth by the rim of the pot.

Is the pot+tree 5 lbs or less? :D


Male Dwarf
Moose:
Appr+6,Arc +15, Heal +8, Fly +8, Geog +14, Local+9, Nat +16, Perc +21, Driver 16,+8 SenseMot/Surv, Spellcraft +16

Mukluk hopes that Snowball can handle the tree, and wonders if going back to return the tree now is the wiser action, or pressing forth.

"Okay now, what now?" Mukluk asks, ready to follow the brute squad deeper.


Roll20 Map - Tracking Sheet

It's a pretty substantial pot, and the tree is maybe 2' tall. I don't think it's under 5#. To be clear, the tree isn't going to die in the short time you plan to be below.

And while you've done well bypassing the hobgoblins, and killing another dozen or two when you came back in just now, some of that is hand waving, some of it is invisibility sphere, and flight. You don't think it's 'safe' to keep going back and forth however, even with Snowball's DR.

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