Othlo Janke

Ascaria's page

2,042 posts. Alias of Euan.


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Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 vestment (shield), +4 aura (deflection); not included: +2 BoF (dodge))
HP = 110/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (25/40m), Prot Energy (25/40m 120 acid), Prot Energy (25/40m 120 electric), Prot Energy (25/40m 63 fire), Telepathic Bond, Haste, Particulate Form (16/17r), Prayer (13/17), Holy Aura (14/17r), Blessings of Fervor (4/17r), Resist Fire 30 (1/50m)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (7/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (6/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (4/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Mort & Eidi heal 5hp of damage which is transferred to Ascaria. Remember you’re all still fast healing 3 on your turn as well for another round.

Ascaria gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

”Slepptu því nú! Við erum öll að berjast við dreka hérna, hættu að skjóta á okkur!” he calls out a second time to the Giants.

Giant:
”Now cut that out! We're all fighting dragons here, stop shooting at us!”
- - -

To prove his point, he casts a Cure Moderate Wounds Mass on the three hill giants, healing them once again.
Cure Moderate Wounds: 2d8 + 11 ⇒ (1, 6) + 11 = 18

”Thanks for the resistance Eidi, much obliged. I’m going to tighten us up a bit for healing against that red coming in.” Ascaria then moves, his speed enhanced by haste, to the center of the group. His usual spot.

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


1 person marked this as a favorite.
Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 vestment (shield), +4 aura (deflection), not included: +2 BoF (dodge)
HP = 117/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (25/40m), Prot Energy (25/40m 120 acid), Prot Energy (25/40m 120 electric), Prot Energy (25/40m 63 fire), Telepathic Bond, Haste, Particulate Form (15/17r), Prayer (12/17), Holy Aura (13/17r), Blessings of Fervor (3/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (7/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (4/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Mort heals 5hp of damage which is transferred to Ascaria.

Ascaria gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

Ascaria moves forward so he can see the giants (hasted so 40’ total move), and hopes to see Mort again someday. He also looses sight of Sol, which likewise makes him nervous. Mentally he calls out to Sol, "Hey Sol, shift this way if you'd be so kind! Here comes the red!"

He calls out to the giants, ”"Hættu nú þessu fífl! Við erum hér til að hjálpa þér! Geturðu ekki séð að við erum að drepa dreka fyrir þig! Hérna, hér er smá lækning líka til að sanna að við erum á sömu hlið.”

Giant:
"Now stop that you fool! We're here to help you! Can't you see we're killing dragons for you! Here, here's some healing too to prove we're on the same side.”

Diplomacy: 1d20 + 32 ⇒ (6) + 32 = 38
- - -

He’ll then give the giants a little pick-me-up with a Cure Serious Wounds Mass on the three of them.
Cure Serious Wounds: 3d8 + 16 ⇒ (5, 4, 1) + 16 = 26

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 vestment (shield), +4 aura (deflection), not included: +2 BoF (dodge)
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (25/40m), Prot Energy (25/40m 120 acid), Prot Energy (25/40m 120 electric), Prot Energy (25/40m 63 fire), Telepathic Bond, Haste, Particulate Form (14/17r), Prayer (11/17), Holy Aura (12/17r), Blessings of Fervor (2/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (7/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

Ascaria comes out of delay after Mort and moves up behind him and climbing a bit into the air (just 5’). ”Keep moving, I can’t see the giants yet to heal their injuries.”

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 shield (vestment), +4 aura (deflection))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (25/40m), Prot Energy (25/40m 120 acid), Prot Energy (25/40m 120 electric), Prot Energy (25/40m 63 fire), Telepathic Bond, Haste, Particulate Form (13/17r), Prayer (10/17), Holy Aura (11/17r), Blessings of Fervor (1/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (7/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

”C’mon, let’s take the fight to them shall we? I can’t see anything. Mort, Sol, Eidi, lead the way to the hill giants and we’ll aid them first.”

Delay for now.

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 shield (vestment), +4 aura (deflection))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (25/40m), Prot Energy (25/40m 120 acid), Prot Energy (25/40m 120 electric), Prot Energy (25/40m 63 fire), Telepathic Bond, Haste, Particulate Form (10/17r), Holy Aura (9/17r), Blessings of Fervor (1/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (7/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Because he can, when the party closes, he’ll cast Blessing of Fervor on the group!

”Let’s show these giants what we can do!”

He then 5' steps toward ‘K’ planning to move up and help those giants first and draw out any spell casters who might seek to dispel their flight while still over land.

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


1 person marked this as a favorite.
Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 shield (vestment), +4 aura (deflection))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (25/40m), Prot Energy (25/40m 120 acid), Prot Energy (25/40m 120 electric), Prot Energy (25/40m 63 fire), Telepathic Bond, Particulate Form (10/17r), Holy Aura (9/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (7/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Can’t fail that spellcraft.

”Looks like he’s getting orders from his boss.” he telepathically shares with his teammates.

He shrugs as the spriggan disappears, ”Good riddance for now at least. Let’s go!”

Unable to see that far he relies on descriptions from the others, suggesting, ”Both sound a bit away, but close to each other, so let’s try the route with the most cover” I think that means we’re headed to ‘K’ but Ascaria goes with those who can see that far.

We move at 80’ per round (running x3 due to Sol’s armor I expect, plus haste) so we’ll loose four rounds in transit, plus the two wasted talking to the evil spriggan. Six rounds and we’ll be in battle. I’ll knock off the rounds in my tracking.

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


Male, Gnome
GM Rat Sass wrote:
"How am I doing so far?"

”Poorly.” Ascaria suggests. ”I don’t know Kongen Thulnir as yet, so I don’t know if you are in fact an agent or not. Moreover, our last meeting left us with the distinct impression of your evil nature. That’s something that’ll takes some time to overcome.”

”Shall we dine on tea and crumpets while the others die over there?” Ascaria points to the ongoing battle. ”Shall we just lounge around at your behest? I don’t think so.”

He urges the others to leave this creature behind. ”I don’t know if he’s sincere, but I’m sure we can find out later. Let’s go!”

He'll delay one more round.


Male, Gnome

Ascaria eyes the little man and frowns. He replies telepathically, ”No, we certainly do not have time for this creature.” You can feel the bile in his mouth in your minds somehow.

He turns to Zeech’s man, ”You have six seconds to speak your mind. We have dragons that need killin’, and spells a wastin’.”

While he speaks, Ascaria idly examines him with Detect Poison and Diagnose Disease through his spectacles.


Male, Gnome

"A very fine bow Solrisa. Aren't the two bows slightly different? Are they for different purposes?" he idly inquires as he eyes the party (through Status) for ailments.


Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 shield (vestment), +4 aura (deflection))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (20/40m), Prot Energy (20/40m 120 acid), Prot Energy (20/40m 120 electric), Prot Energy (20/40m 63 fire), Telepathic Bond, Particulate Form (1/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (7/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Ascaria lets his magical tether with his allies, and the spell he’s got running, heal Mort and Eidi from their earlier injuries. He’ll cast a couple quick cure light on himself to top up, though the particulate form would do it eventually.
Cure Light Wounds: 2d8 + 12 ⇒ (3, 2) + 12 = 17

”Eidi, while we have spells burning, do you want to jump in over there? Do you have a dimension door, or are we walking?” Ascaria points to the main battle - where the fun is.

I figure if we dimension door over, it’s still like 5 rounds off our spells for healing, discussion, etc. If we’re walking over, how long will it take?

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 shield (vestment), +4 aura (deflection))
HP = 112/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (20/40m), Prot Energy (20/40m 120 acid), Prot Energy (20/40m 120 electric), Prot Energy (20/40m 63 fire), Telepathic Bond, Particulate Form (1/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

* Mort and Eidi each heal 5hp of damage which is transferred to Ascaria. Remember too you have fast healing 3 - so you ‘heal’ 8 each round (5 on Ascaria’s init, and 3 on your own).

Ascaria is relieved when Mortimer takes the dragon down so he can act.

He takes a few deep breaths and eyes the arena. He’s not sure what might best help the team, though things seem to be generally going their way. So he’ll move a little to get in range of Eidi (still to the south between the dragons on my init), and try a simple Prayer (+1 attacks, damage, saves, & skills (luck)).

(I reach the entire party, plus red, but not blue.)
SR: 1d20 + 17 ⇒ (6) + 17 = 23

If by some miracle the already wounded dragon lives, I'll redo my post slightly.

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


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Male, Gnome

Round 2

Status:
AC = 32 (F25/T18) (included: +4 shield (vestment))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (20/40m), Prot Energy (20/40m 120 acid), Prot Energy (20/40m 120 electric), Prot Energy (20/40m 63 fire), Telepathic Bond, Particulate Form (1/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (1/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (1/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +2, Size +1 Damage: +0
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Reflex: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22 (haste) vs DC 22 for 20hp acid damage
Reflex: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21 (haste) vs DC 22 for 41hp acid damage
Reflex: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22 (haste) vs DC 22 or be pinned!

He clacks his bracers together (roll concentration twice and take the best result) as he 5’ steps closer to Eidi. Then he casts Holy Aura.

Concentration: 1d20 + 27 ⇒ (19) + 27 = 46 vs DC 31
Concentration: 1d20 + 27 ⇒ (19) + 27 = 46 vs DC 31

Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)

”Now. Go ahead. Attack me you worthless greenie and be blinded for your efforts for we are the light in dark places!”

Ascaria goes before Eidi so he casts before Eidi moves out of range of the spell.

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blindness Fort DC 27)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


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Male, Gnome

Round 1

Status:
AC = 32 (F25/T18) (included: +4 shield (vestment))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (20/40m), Prot Energy (20/40m 120 acid), Prot Energy (20/40m 120 electric), Prot Energy (20/40m 63 fire), Telepathic Bond, Particulate Form (1/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (1/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +2, Size +1 Damage: +0
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (5/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Remember, you have protection from energy acid, electricity, and fire (120hp) - though some of the fire may have been used (I’m down to 63 of the 120). I’m assuming the protection from evil has worn off - and I pushed all spells 10 minutes figuring we’d plan and prep a bit before heading out.

Ascaria looks at the green dragons descending. As the group starts with a certain amount of togetherness, he casts Particulate Form on everyone.

”Now scatter a bit so they can’t hit us all with each breath. Remember, you’re all air walking but they might try to dispel it, so I’d still stay somewhat over the platform…” he cautions.

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)

Ascaria also has Status and Lifelink going on the rest of the party. He’s also lit up with Brightest Light so we can see - and be seen.


Male, Gnome

Status:
AC = 32 (F25/T18) (included: +4 shield (vestment))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (20/40m), Prot Energy (20/40m 120 acid), Prot Energy (20/40m 120 electric), Prot Energy (20/40m 63 fire), Telepathic Bond
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (1/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +2, Size +1 Damage: +0
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (5/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Remember, you have protection from energy acid, electricity, and fire (120hp) - though some of the fire may have been used. I’m assuming the protection from evil has worn off - and I pushed all spells 10 minutes figuring we’d plan and prep a bit before heading out.

”Thank you Kagro, we appreciate your kindness and shall not fail to honor it.”

He leaves with the others and heads toward the roof. ”Let’s head to the closest targets shall we? Let’s take on some dragons!” (Area M first)

If Eidi can dimension door the group over, great. If not, he suggests they air walk over. Still, in case of dispel magics, it would be good to be over land, so he'll suggest they follow the paths, if above them.

”Let’s go!” he cries excitedly.

If anyone is wounded, let me know.

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


Male, Gnome

"Yes, it's true - we do seek to take something. But not by force. We will speak with your king, at his earliest convenience. And thank you for trusting us this far."

Ascaria thinks a moment, and asks with confidence, "Could you direct us to the dragon commanders? Where do they vex you, that we might slay one so as to prove ourselves to your king?"

Upon getting an answer, he'll motion to the party to back up, and he'll retreat with them back out of the room - and in fact the whole complex. No need to ruffle them further for the moment.

As the party travels out he thinks through the telepathic bond, "Well, it's not ideal, but I don't see a problem with killing a few dragons to prove our worth if that's what it takes. Evil blighters anyway. We've wind walk to get where we're going, and air walk to take to the skies - though of course the dragons will fly rings around us so we'll need to be careful."

"We've protections a plenty coursing through our veins, so let's use it while we can!" He gets excited at the options before them.


Male, Gnome

Ascaria steps forward, right alongside Sol and Mort to show he’s not afraid. He hopes his sweaty palms and shaky knees don’t betray him.

”My lord giant, we firstly apologize for coming unannounced. We had no idea anyone was here, let alone that they were being besieged by dragons. We slipped invisibly past the dragons to get inside, for we are no lovers of the creatures attacking you now. We wished to speak with your leader. I think that may be you.”

”We are here seeking a very specific item, that we were told was hidden away in Kongen Thulnir. If you would see your way to aiding us in our task, or at least not hindering us, I imagine we’d be able to help you, and help you considerably, with your dragon problem.”

”I hope that you will consider our offer of aid sincerely, and in the spirit it is given, and overlook our sudden presence in your midst. For if we were here allied with the dragons, we’d be the ones pursuing war with you - not discussing peace.”

Diplomacy: 1d20 + 32 ⇒ (9) + 32 = 41


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Male, Gnome

”Look, I know we caught you by surprise sneaking into your home like this, and I apologize for that. But we’re here now. We’ve pissed you off, and you’ve pissed us off - but there must still surely be some common ground shouldn’t there?”

”Please, lower your weapon and call off your powerful companion and let us speak for a time and see if we can avoid a bloodbath. We are all of us very powerful, and it would be a shame to waste that, while the dragons, our mutual enemy it seems, fly overhead.”

Diplomacy: 1d20 + 32 ⇒ (7) + 32 = 39


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Male, Gnome

Yawn

Ascaria rubs his eyes and looks about. "Cedric, have you seen my mace? Can't go into battle without my mace!"

He checks his gear and tries to shake off the lingering feeling of having left the gas on as he heads out the door!

Welcome back! Game on!


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Male, Gnome

It's also political whiplash I suspect. I know it is with me.

Welcome back when you're ready!


Male, Gnome

"Sol, no! We're talking!" Ascaria cries out as Sol presses the attack.


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Male, Gnome

Round 2

Status:
AC = 32 (F25/T18) (included: +4 shield (vestment))
HP = 111/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (10/40m), Prot Energy (10/40m 120 acid), Prot Energy (10/40m 120 electric), Prot Energy (10/40m 63 fire), Protection from Evil (1/8m)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (1/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +2, Size +1 Damage: +0
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (5/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

”Sorry Eidi, Sol. Might have to do that again…” Ascaria murmurs under his breath as he moves up.

Louder, shouting really so the giant can hear him over the noise beyond the door, ”It doesn’t have to be this way sir! We can still come to some arrangement, if you’ll only listen to reason. Our common enemy are the dragons circling overhead, not each other. Stop and think! Attacking us is folly and only helps the dragons!”

He takes a chance and reaches over to touch the pyrohydra, trying with all his might to bring it back from the brink of death. He casts Breath of Life

Breath of Life: 5d8 + 18 ⇒ (1, 3, 3, 7, 4) + 18 = 36

If the creature stirs…
”See, there, now I’ve raised your pet. Call him off, and let’s wait for your lord and see if we can sort this out like civilized people.”

If the creature lies dead…
”I’m sorry, I did what I could but it was not enough. I think I can still raise him from the dead if that is important to you, though you’d need to offer more than information and a kind word - we could still make it happen I expect.”

Diplomacy: 1d20 + 32 ⇒ (15) + 32 = 47

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Protection from Evil, Communal (everyone)
Wind Walk (everyone)


Male, Gnome

Round 1

Status:
AC = 32 (F25/T18) (included: +4 shield (vestment))
HP = 111/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (10/40m), Prot Energy (10/40m 120 acid), Prot Energy (10/40m 120 electric), Prot Energy (10/40m 63 fire), Protection from Evil (1/8m)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (1/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +2, Size +1 Damage: +0
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (7/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (5/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Reminder: +2 protection from evil does not apply to the pyro-breath (as per DM), but you do have 120hp worth of fire protection (each). So be sure to track that carefully after your saves. Your 9 temporary hit points apply after the protection wears off (or if you’re hit physically of course as Ascaria was.)

Saves:

Reflex: 1d20 + 12 ⇒ (15) + 12 = 27 vs DC 20 for 5
Reflex: 1d20 + 12 ⇒ (10) + 12 = 22 vs DC 20 for 5
Reflex: 1d20 + 12 ⇒ (5) + 12 = 17 vs DC 20 for 16

Reflex: 1d20 + 12 ⇒ (16) + 12 = 28 vs DC 20 for 4
Reflex: 1d20 + 12 ⇒ (11) + 12 = 23 vs DC 20 for 6
Reflex: 1d20 + 12 ⇒ (8) + 12 = 20 vs DC 20 for 4

Reflex: 1d20 + 12 ⇒ (3) + 12 = 15 vs DC 20 for 10
Reflex: 1d20 + 12 ⇒ (8) + 12 = 20 vs DC 20 for 3
Reflex: 1d20 + 12 ⇒ (11) + 12 = 23 vs DC 20 for 4

57 total fire damage applied to protection
- - -

Shirking off much of the inbound damage, Ascaria worries about future rounds with all that hot air. He’ll trust to his existing spell for now and cast Particulate Form on the party to support the blend. He casts defensively using his bracers to roll twice and take the best result.
Concentration: 1d20 + 27 ⇒ (17) + 27 = 44 vs DC 29
Concentration: 1d20 + 27 ⇒ (13) + 27 = 40 vs DC 29

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Protection from Evil, Communal (everyone)
Wind Walk (everyone)


Male, Gnome

”Lord giant, what Mort here says is true. We seek Dragotha's Phylactery.” Ascaria describes the phylactery, or what he saw of it when the druids rolled it away. ”That is what we seek. Help us destroy it, and the dragons should leave you alone. Those that don’t, we’ll aid you in their destruction, for they are abominations, and evil. Will you help us with this, and thereby help yourself?”

As he says it, the thought occurs to him that the giant too may be evil. But living in Cheliax, under devilish rule, there’s always someone evil you must deal with it seems. So the lesser evil then. He shrugs.


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Male, Gnome
GM Rat Sass wrote:
"How does it decide? You think one head is closer to its stomach than another?"

Ascaria frowns, for now there's one more thing in the world that he wants to know. The instinct is so strong, he wonders for a moment if he was ensorcelled, or just easily distracted. Sadly, he determines it's probably the latter, and he’ll have to live with it.

GM Rat Sass wrote:
"Parley, you say? You want to kill the dragon leader? Your words are pretty slick. I'll give you a chance, then. Show your faces. Only cowards like you sneak around unseen. Especially in war time. You've seen the dragons outside. I don't smell their blood on you." The giant stands, placing both hands on the table. One of those very large hands now rests on a dragon's horn. It could be a drinking horn, might be a signal horn. Hard to tell, from your place on the floor.

Ascaria will move back, suspecting he’s within range of the hydra. He ‘attacks’ the wall with his new mace to make himself visible, and calls out, ”Lord giant, I am visible, and eager to speak with you, but I cannot get past your pet here. So to see me, you’ll either have to come to me, or pull your hydra back a bit.”

”But we’re serious. We’re no friends of the dragons, and could help you with that.”

Diplomacy: 1d20 + 32 ⇒ (5) + 32 = 37


Male, Gnome

Knowledge Arcana: 1d20 + 5 ⇒ (2) + 5 = 7 vs DC 23

”My lord, call off your, ah, pet! We would like to speak with you a moment. I am Ascaria, and we are not necessarily your enemy - will you consider a parley? If you agree, we will come out of hiding to show our good faith, and we can all chat.” Ascaria too doesn’t like being invisible when it comes to parley. Best to be up front. If they can avoid fighting everything from here to their goal, things will be a lot easier.

Diplomacy to aid Eidi automatically succeeds. +2


Male, Gnome

"If divination magics are denied, my scroll won't be any good either. We'll just have to hunt the old fashioned way - one room at a time."


Male, Gnome

"I agree, Mort. Let us descend, as you suggested originally, to the bottom if we can. Then I shall use the scroll, or at least summon forth the spells energies for our purpose." He grins mischievously.

He follows the others to the third floor and prepares himself for the opening of the door.

"Remember, the giants may not be our enemies here, so let's try talking to them if we can, when we encounter them. But if a fight breaks out, stay close at the start - I've a new spell I want to try out. If they be evil, it is quite powerful, and if they're not it won't harm anything."


Male, Gnome

"Let's leave his gear for now," Ascaria cautions. "If the giants are to be our allies - by no means a sure thing! - we shouldn't be looting them. If they turn out to be our enemies, we can come back this way and loot later."

He'll watch as the others heave the doors open, ready with spell or mace as needed. His brightly lit headband is still deep in his (extra dimensional) pocket for now. He'll cast light on the interior to get the group in if needed.

He now casts the communal Protection from Evil he mentioned earlier.


Male, Gnome

Status:
AC = 32 (F25/T18) (included: +4 shield (vestment))
HP = 122/122 +9hp temp
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (8/40m), Prot Energy (8/40m 120 acid), Prot Energy (8/40m 120 electric), Prot Energy (8/40m 120 fire), Protection from Evil (1/8m)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (1/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +2, Size +1 Damage: +0
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (7/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (7/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (5/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Ascaria follows the others as he listens to Eidi’s tales of what can be seen - and what it means. He’s even happier when they alight on the citadel and he can take some measure of where he is in all this space.

Mortimer Smith wrote:
He looks about the citadel roof. "Maybe we should work our way down as far as this goes, see if we can use some kind of magic to detect The Thing. If it works, we deal with the guards guarding It, away from the main fray. It'll distract the dragons away from us, at least until we can destroy The Thing."

Ascaria nods at Mort's plan, ”Good idea! Eidi, do you have Locate Object handy? And do you think it will work? I’ve a scroll if you don’t have it prepped. Oh, and if we’re going to sneak inside as well, instead of talking, can you do that telepathy thing? That’s really neat and will keep us even quieter.”

Pending the outcome, Ascaria will cast another Protection from Evil, communal (8 minutes - using rod of extend) just before the group opens any doors.

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Protection from Evil, Communal (everyone)
Wind Walk (everyone)


Male, Gnome

Ascaria asks for a description and, presuming one is granted, nods along with Sol. [b]"It's as good a place to start as any. Remember, we don't know if the giants are hostile, so be on your guard.

He takes out a light mace and grips the handle uneasily. He's not yet used to the weapon, and though he often carried something in his right hand, it was differently balanced - not as a weapon. So it feels different to him.

He moves as quickly as possible to the citadel.

For spell tracking purposes, how long will it take us to get to the citadel?


Male, Gnome

"Ah, sure, sure. Could be evil on evil battling each other. Who knows? We should find the thing, and then help here if it makes sense to do so. But the thing is more important as Mort said. Let's try to find it, and then talk to the giants after. If we can."

He'll still cast all of the above, except invisibility purge so the party can remain invisible.


Male, Gnome

Status:
AC = 32 (F25/T18) (included: +4 shield (vestment))
HP = 122/122 +9hp temp
Hero Points = 3
Equipped = None
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (1/40m), Prot Energy (1/40m 120 acid), Prot Energy (1/40m 120 electric), Prot Energy (1/40m 120 fire), Inviso purge (1/16m, 80’r), Protection from Evil (1/8m)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +2, Size +1 Damage: +0
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (7/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (7/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (7/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (5/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Ascaria is surprised by the large numbers, "But surely we're not going to do nothing. I dunno who's down there, but these dragons are evil, are they not? So surely their opponent could be good? Who would we be if we didn't help?"

Ascaria begins casting to support an offensive, or even a sneaking - just in case…

Air Walk Communal (40 minutes)
Protection from Energy Communal (40 minutes or 120hp of Acid damage, whichever comes first)
Protection from Energy Communal (40 minutes or 120hp of Electrical damage, whichever comes first)
Protection from Energy Communal (40 minutes or 120hp of Fire damage, whichever comes first)

When the party heads out, he’ll add two more (just before departure - unless we’re invisibly traveling in which case just the Prot Evil).
Invisibility Purge (80’ range)
Protection from Evil, communal (8 minutes - using rod of extend)

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Protection from Evil, Communal (everyone)
Wind Walk (everyone)


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Male, Gnome

When they have gotten some distance from the town, Ascaria wonders, ”I wonder why the prince is upset? Hopefully the work we did when we were here last set him back some.” he grins mischievously.

As they arrive at their destination and set down to begin to solidify, Ascaria asks, ”What’s all that noise. Do I hear shouting in the distance? I smell smoke, does anyone else smell smoke? Is there a BBQ?”


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Male, Gnome

Not having Eri's gift he does the best he can to tell the tale of their trip to old Damsk. He leaves off anything truly embarrassing, and keeps quiet about his own distaste for the man (though elements of the story may tell that plainly enough!). But he does the best he can, knowing it's only fair.

He'll also leave behind a generous tip by way of thanks for the food.

He takes flight with the others, thoroughly enjoying himself. Thanks to the Status spell, he doesn't need to hover right on top of his friends, but can drift a bit so they're not in each other's air.

GM Rat Sass wrote:
How do you seek out the Rift Canyon? There are plenty to choose from...

Unable to see the ground, let alone any features of said ground, he simply asks, "Are we there yet?"


Male, Gnome

"Sure, I'm up for a second breakfast before a traveling day. Let's see if the town has improved at all." he adds, remembering their local leader.


Male, Gnome

Status:
AC = 32 (F25/T18) (included: +4 shield (vestment))
HP = 122/122
Hero Points = 3
Equipped = None
Conditions = Magic Vestment (1/17h, Ascaria, Mort, Sol), Status (1/17h, Eidi, Mort, Sol), Wind Walk (1/17h, everyone), Brightest Light (1/17h)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (3/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +2, Size +1 Damage: +0
Spells (Caster Level 17, Concentration +27)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (8/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (7/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (8/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (7/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (5/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Ascaria makes his goodbyes with some eagerness. He’s not looking forward to the task ahead overmuch, but rather what lies beyond the pain they must endure first. Peace from the age of worms. Won’t that be something.

The morning of departure as usual, after their Eidi summoned breakfast, he ensorcels the shields of the party (Magic Vestment (+4 on Ascaria, Mort, and Sol)). He'll then watch over his friends (Status (Eidi, Mort, & Sol)) and refresh everyones Life Link just in case. He’ll also cast Wind Walk on the group out of general paranoia and top it all off with the Brightest Light on his hat band (which he’ll put in his vest pocket for now).

When they reach Alhaster, Ascaria asks, ”Anyone need anything? I think I’m set to press on with the wind walking, but happy to poke around first if we like.”

If the party chooses to press on, he’ll take out his white robe, courtesy of Eri, and begin to shift into cloud-form for the flight.

Group effects
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Wind Walk (everyone)


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Male, Gnome

Ascaria relays Lashonna’s reply to his Sending, ”She apologizes, but is busy. She said she hopes to visit when we’ve secured the prize.” He wonders if she’ll have some part to play at that time, but isn’t sure.

He’s very pleased at the healing of Sol. He smiles when he casts Status the following morning and sees a clean bill of health. ”Sol, you look well today, welcome back. Good job Eidi!”

He’ll spend the remaining days before their planned departure drifting between Magepoint and the pub. As the days grow short, he starts to get a little anxious to be back on the road. He knows they must rest, resupply, and prepare themselves for the trials to come. But he’s ready.

Or so he thinks…


Male, Gnome

At the Manor
As they walk away, Ascaria suggests, "I could send her a message. Might be a nice gesture and she'll be able to reply, a little. What should I tell her? And remember, it can only be a sentence or two, so I can't tell the whole story." he grins.

With the druids
"No, wait Eidi," Ascaria tries to stop the powerful mage from casting his spell. "Maxie said we must wait until she's sleeping. We can do it tonight in the pub, if you don't mind a late night intrusion that is, Sol." He turns to the maiden. "It will calm your dreams."


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Male, Gnome

Understanding Eidi
Ascaria is horrified at the Lich research. The things one must do to cross over in that way, to cheat death. He just doesn’t get it. Oh sure, he’s considered reincarnation. It’s a way to bypass death from old age for the truly powerful. But it’s natural if not normal. Undeath is, well, it’s a negative isn’t it? Not being. You’re no longer who you once were deep down, where it counts. You’re someone, something completely different. And evil. No thank you.

”Eidi, is it possible for liches to have two phylacteries at the same time? In other words, if we destroy this one, could he, er, it have another already ready to go?”

At the library:
Ascaria is absolutely floored by the selection. ”Wow, look at all these. It’ll take a long time to get through all this that’s for sure! Thank you. Thank you. Thank you! Oh cool, this one even has illustrations! Look at that penmanship!” He pours through the texts a while in his wonderment, seemingly about to start reading them all right now.

Bartlebee wrote:
“You should have something to help you bear the books away. Do you need a wheelbarrow, or will you have something more magical to transport them from here?” He speaks as one with experience in such matters would.

”Oh right!” he puts a book down back on the pile. ”I need Mort! I’ll be back later to pick al these up. My apologies for not being ready, but I had no idea!” He babbles on excitedly for a while before departing quickly to hunt down his friend with the bag of holding and broad back.

- - -

Mort’s help
”Mort! Mort! Can I borrow you a moment?!” Ascaria rushes in breathlessly to wherever Mort is relaxing at the moment and, perhaps, startles him. ”I have a bunch of books for the library and need to get them to the Pub. Can I borrow you a moment? I need the bag of holding you carry to load it up.”

The Druids
He smiles, Eidi, I think they want us to tell them our story, not the other way around!” He then proceeds to do so. He starts with the storm, flowing easily to the shipwreck, onto the Druids and their challenges, their opponents (who got away), and even the final battle. As he describes the battle, he takes out his drawing (link) and points out their opponents in the charcoal.

”So you see, we were victorious, in a manner of speaking, and our path is clear. But you are moving, where are you going? What has changed for you?”


Male, Gnome

"Oh charm of finches! I almost forgot! We were going to visit the druids too! Let's do that tomorrow!" Assuming this conversation takes place during the week sometime.

Ascaria very much wants to visit the local druids and thank them for their help and let them know what they saw. And Lashonna too of course!


Male, Gnome

Ascaria is happy to wait out the full 9 days for the bow. He collects his items as they are ready, and places an order for one more thing - he’s a bit worried about his survivability in combat, so he buys some help.

Belt of Physical Might +2 Dex/Con (10,000gp)

At the library:
Ascaria is somewhat cowed and humbled among such a large collection of books. ”I don’t know what I want, actually.” admits the gnome, staring at all the options. ”I must admit, I’m not very well read.” he adds. ”I want something to read while I’m resting. I want a number of different topics of interest so I can change my mind.”

He thinks a little harder, ”How about a collection of 2,000gp worth of miscellaneous books. At least a few about Cayden Cailean, the politics and nobility of Cheliax, and some cooking and gardening books for Cedric. But the rest more generic and about whatever. Surprise me!” He looks up pleadingly into the librarian’s eyes.
- - -

He’ll spend much of the nine days as a runner for Eidi’s research, collecting books for the pub, and hanging out in the pub with Cedric - when he’s not hanging out with the party of course!

Near the end of the week, he’ll ask the group, over supper in the pub so no one can eavesdrop on them, ”So where are we headed next? I presume we’re off to destroy the phylactery, right?”


Male, Gnome

Ascaria thanks Sol for her offer, but declines. (Naw, no need to pony up now. If we need to use the more expensive ones, maybe. But I’m good.)

He spends his days in town, shopping for this and that for the pub and Cedric. More and more though he goes earlier and earlier to the pub to settle in. Even to the point of casting multiple Plane Shifts a day to ferry people back and forth. He really enjoys the pub. And wants to do more there. For example, he really wants to expand the little library they have. He realizes spending time in the pub doesn’t help make that happen and emerges after a few days of sloth to head back into Magepoint.

He heads to the library and tries to gain admittance. (I remember this being a thing, but don’t remember why. Can I get in and chat with the librarian about how to get good books?)


Male, Gnome

Ascaria goes shopping, as only one can in a place like this - whole hog. He sells off a little extra of his own and picks up trinkets for himself as he goes, seemingly buying up everything he sets his eyes on. Some may requires some time to procure…

SELL
Rod of reach (+5,500gp)

BUY
Holy Symbol, Iron Flask (15gp)
Holy Water (25gp) x12
Rare Incense (Atonement) 2,500gp
Scroll of Atonement (cl 7, 1,125gp + 2,500gp in optional rare incense)
Scroll of Break Enchantment (cl 15, 1,875gp)
Scroll of Commune with Plane (cl 7, 1,125gp)
Scroll of Delay Poison, Communal (cl 5, 375gp)
Scroll of Locate Object (cl 5, 375gp)
Scroll of Make Whole, Greater (cl 10, 1,000gp)
Scroll of Remove Blindness/Deafness (cl 5, 375gp)
Scroll of Remove Curse (cl 15, 1,125gp)
Scroll of Stone Shape (cl 5, 375gp)

Light Mace of Reaching (+2, spell storing (Dispel Magic) / Rod of Reach) (34,805gp)
Headband of Alluring Charisma improve to +6 (+20,000gp)
Improve Cloak of Resistance improve to +5, +(9,000gp)

TOTALS
77,416gp (divvy) + 5,500gp (sold) - 76,870gp (purchases) = 6,046gp

I have some cash if anyone needs a loan to get geared up. I have about 10kgp to loan out, though I have my eye on a belt… Rat Sass, let me know if all this is acceptable. Thanks.


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Male, Gnome

Status:
AC = 31 (F25/T17) (included: +4 shield (vestment))
HP = 105/105
Hero Points = 3
Equipped = None
Conditions = Magic Vestment (1/16h, Ascaria, Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, everyone), Brightest Light (1/16h)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (12/12)(10/10) (DC: 27)(Avoid 9, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (3/3, 6th lvl)
Rod of Reach Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 17, Concentration +26)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (7/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (8/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (7/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (5/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Though Ascaria enjoys his time with Manzorian, he eventually suggests departure, with plenty of time to make it for dinner. After all, it’s a standing rib roast we’re talking about here. After dinner, he suggests, ”We should take a few days to get geared up so we’re ready. We should also see if we can figure out how to destroy this phylactery before we get there - in case we need special materials, spells, or whatnot. I’m not very good at research, but I’m happy to help Eidi, if you need it.”

He sleeps soundly in his own bed (ahhhh) and rises early to at least coffee from Cedric (assuming we’re eating the usual Heroes’ Feast). The two of them chat amiably while the party eats, with Ascaria telling Cedric everything that’s been happening to them, and Cedric providing a list of things he needs for the Pub. Mostly just a few last minute goods, as well as some hard-to-find seasonings that would be helpful. Ascaria promises to do what he can.

In the morning, he does his usual prep - even though they’re supposedly safe in Magepoint. He doesn’t take any chances. Ascaria ensorcels the shields of the party (Magic Vestment (+4 on Ascaria, Mort, and Sol)). He'll then watch over his friends (Status (Eidi, Mort, & Sol)) and refresh everyones Life Link just in case. He’ll also cast Wind Walk on the group out of general paranoia and top it all off with the Brightest Light on his hat band.

He tucks his hatband in his vest pocket for now as, hopefully with Mort’s help, he goes shopping. He collects all the parties goods, and sells them off wherever he can - there’s a lot!

Party Divvy!
Each of us receive 77,416gp. We are also picking up: Raise Dead Diamond (5k, x2), True Resurrection Diamond (25k), Diamond Dust (5k), Commune Incense (5k)

Eidi, as you’re the one who casts commune, please take the incense. Let me know if you need more in the future as well.

I’ll do a purchase post later. Let me know if any of you need a loan - I’ll have about 10kgp extra if you need it, though I might get some boots too, we’ll see.


Male, Gnome

We'll divvy tomorrow when we have an opportunity, presumably, to sell things. Should be over 75kgp.

Ascaria nods, "By all means, let's visit Lashonna as well, perhaps for tea tomorrow if she's available. We've some things to unload in the morning, then maybe visit the druid's at lunch, then Lashonna for tea, or maybe even supper depending on her availability. We can figure out what we're doing from there over the next few days."

He dimly remembers the rod, and wonders what Mort's interest in it is.


Male, Gnome

Eidi, with only a week I don't imagine you're going to be able to do anything for anyone else, but if you have extra days for crafting, let us know.

Maybe we can share them, or think of some group item or two so all your days are used.


Male, Gnome

Ascaria isn’t sure he agrees with Manzorian’s belief on the nature of their shared memory. He still thinks they might well have assisted in that battle, but it doesn’t matter. He keeps to himself on that at first while he listens to the litany of new magics available. Nothing really grabs his attention - though it is an impressive list, and he says so, ”My that’s an impressive list. So much power.”

He agrees with Eidi’s remarks about the remarkability of it all, and nods with Mort, ”Memory is indeed a tricky thing. But I feel as though we were there too.” He agrees further with Mort’s idea of visiting Maxie and Valeris, ”Let’s head out there tomorrow morning and see them when we’ve more time to spend. They should know what their help of us has wrought.”


Male, Gnome

Ascaria happily assists Eidi in his research, knowing that knowing is half the battle. Sure, lot’s of things are half the battle, but they’ve done well learning something about their opponents, and he sees no reason to stop now. He provides light as much as anything, though he’ll fetch tomes to Eidi so he always has what he needs at hand.

”Sounds like we’ll need to Wind Walk there aye Eidi? Or is there enough information here for you to teleport safely?” he wonders as they finish.

Reminding the party they have a standing rib roast in a few hours, he joins the others in the visit to the rather manic Manzorian. He looks over the Amulet of Light, ”Very nice.” and starts to wonder about his own custom magics. After all Consecration is nice but there are cheaper ways to make such a device he thinks - though he may be wrong, not having the skills needed to actually manufacture anything.

He asks Manzorian, ”So when you say this knowledge ‘sprang up’, what do you mean exactly? Something changed when we entered the dream-state, or past, or whatever it was, but we’re not sure what. What has changed?”


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Male, Gnome

Ascaria responds to Mort, "Yeah, we might see him again, though I suspect he'll avoid us if he can. As for his stuff, we could just burn it. Or dump it in the town's dump."

"As for whether these successes have to do with us, I don't know. I kinda think they might, but we may never know for sure." he clinks his mug against those of the party, "To us!"


Male, Gnome

Ascaria’s eyes grow wider and wider as he joins in the revelry. He circles here and there, sampling everything he can reach - and if he can’t reach he asks for help (politely of course)! As he learns the reasons for the festivities he wonders, to himself at first. At some point, probably hours in, growing tired from the, uh, morning’s activities, he’ll find a suitable spot to sit, with a table, easel, barrel, or even just a board that he can spread out some paper upon. He’ll quaff from his belt flagon for focus.

Then he’ll draw.

He’ll do little doodles at first. Small hazy images of faces, food, drink, and even animals that he can see with his limited vision. All smiles. Once he places all these smaller works around the edges of the page, he gets to work on the center. Within the middle of the page, he’ll draw the dragons fighting - soaring through the air the black and the silver intertwined. Below that, he draws the party, failing to include himself as usual, battling the Swords of Kyuss while the druids retreat carrying a blurry smudge.

Craft Drawing: 1d20 + 23 + 2 ⇒ (10) + 23 + 2 = 35 (heroism)

He’ll carefully wrap the image into a scroll tube and seek out the party. Whether he finds them together, or one at a time, he imparts the same message. ”Lord Krathanos said no. We’ll have to dispose of his ‘trophies’ ourselves I suppose.” You can read Ascaria’s spoiler above.

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