Jeggare Noble

Casimir's page

1,795 posts. Alias of Jacob Trier (RPG Superstar 2012 Top 16).


RSS

1 to 50 of 1,795 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Yes, let’s free this poor fellow. We also must not forget the paralyzed centaur we came upon further back. And hopefully we’ll find more survivors from Varnhold somewhere.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Fenna may want to roll some spellcraft and Knowledge (arcana) checks. Other than that, we should be good.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2
Kip Bendybrook wrote:

Glad to hear you are on the mend Alex!

No worries James!

Welcome back Fenna! :)

This. :-)


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir puts a hand on Kips arm and shakes his head.

Much as I hate to leave anyone trapped like that, we should wait until we rest and free Ricter and Kalev. If it is a trap, we barely have enough strength among us to defeat a kitten, and all our hard fighting may be for naught. We will set him free in the morning.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Flextime

Before settling down, Casimir retrieves a sack from his pack and scoops up the red oculus, taking care not to touch it directly.

Before we know what this is, I suggest we handle it with the utmost care.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir rises from an uneasy rest. Despite his utter exhaustion, the horrors that surround them chill his bones, and he stirs several times, grasping at the hilt of Brightclaw and every fiber ready for another fight.

None the less, his fitful sleep has granted him enough respite to clear his head and replenish his magical energy. As he feels the familiar sense of his full arcane power at his disposal once more, he breathes a bit easier. His mind also feels clearer, since some of the mental damage he took during their fights has also healed. Sheet updated.

Don't worry yourself, Fenna. There is still plenty of opportunity to be useful. Beside your healing arts, there are several magic items here, which both Kip and I are hard pressed to identify. Perhaps you can help? he says when he hears Fenna apologize.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

New rule: Fly spells for everyone, THEN pits!


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Fenna and Ricter - are you still with us?


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Knowledge (Arcana) - Oculus aura #1: 1d20 + 5 ⇒ (18) + 5 = 23
Knowledge (Arcana) - Oculus aura #2: 1d20 + 5 ⇒ (1) + 5 = 6
Knowledge (Arcana) - Oculus aura #3: 1d20 + 5 ⇒ (18) + 5 = 23

Knowledge (Arcana) - Cloak: 1d20 + 5 ⇒ (10) + 5 = 15
Spellcraft - Cloak: 1d20 + 12 ⇒ (11) + 12 = 23

Knowledge (Arcana) - Headband: 1d20 + 5 ⇒ (18) + 5 = 23
Spellcraft - headband: 1d20 + 12 ⇒ (18) + 12 = 30

Knowledge (Arcana) - magic flail: 1d20 + 5 ⇒ (1) + 5 = 6
Spellcraft - magic flail: 1d20 + 12 ⇒ (20) + 12 = 32

Casimir joins Kip in the study of the various items.

As Kip prepares to touch the soul jar, Casimir cautions him.

Careful now, Kip. This place has more traps and dangers than an Owlbear has fleas. Fenna, you may want to keep that scroll of Break Enchantment handy.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Once Malthir rests, he may want to consider which spells to pray for. Also, have anyone pinged the rest of the group that the game is back on?


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir turns to face his liege lord.

I agree, we’re far from done here. But we must rest and recover our strengt first. And we must find a way to free Kalev, Richter and anyone else paralyzed by Vordakai’s touch. Let us search and secure this room, then move on once we have a few hours of respite. If any foes remain, hopefully they do not venture lightly into their Master’s private chambers.

After examining the ruby eye, Casimir searches the treasure pile where he found the flail, looking specifically for ways to undo the paralysis.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Moving to join Malthir and Kip, Casimir allows himself to feel the fatigue that runs through every fiber of his body.

So did I, Kip. But all our years in the Stolen lands have taught me never to count a battle lost until it’s over. We truly have a talent for overcoming unbeatable odds. Mind you, we’re not home yet. Gods know how many more terrors lurk in this dread place. But no matter what, we have rid this world of a powerful evil.

His eye turns to the ruby eye in Vordakai’s crumbled remains. Certain that it holds some ancient evil magic, he studies it carefully.

Spellcraft w/detect magic: 1d20 + 12 ⇒ (4) + 12 = 16


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

A cliffhanger and a miracle turnaround just when absolute doom seems certain. I expected nothing less from this game.

Welcome back!


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Chatted briefly with him on friday. He sounded optimistic.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Totally agree, the worlds best fantasy writers couldn’t have scripted a more epic fight and finale. This is the ultimate heroic paladin charge. And I’m pretty sure we’re doomed if he doesn’t fall.

I literally woke up in the middle of the night and checked my phone to see if Stephen had posted the attack.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Snatching a tanglefoot bag from his adventurer's sash, Casimir takes a step towards the retreating lich and hurls the bag of sticky goo.

5-ft step to E 14

Normally, it would take extraordinary accuracy to throw such a distance, but the bag flies far and true, guided by Casimir's magic.

Tanglefoot bag (True Strike, Haste): 1d20 + 11 + 20 ⇒ (10) + 11 + 20 = 41 Splat!

That ought to slow him down! Get him, Malthir! Strike him down and avenge all the innocent souls of Varnhold who perished in this horrid place.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

My poor refresh button...


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

You are right. Haste on Kip, Fenna, Kalev and Casimir expired round 13. But all except Kalev could be included in the fresh casting last round.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Regardless of what he does, our greater numbers work in our favor. Barring any AoO’s, he can only paralyze one of us, since he is using a natural attack that does not give multiple attacks. If he paralyses Richter, he gets a smite to the face from an enlarged Malthir. If he moves on Malthir, Richter smacks him with an AoO plus standard attack. And Cas has +20 on his next hit, which can be either a tanglefoot bag or melee attack. This is of course in addition to any Kip shenanigsns or weaponized heal spells from Fenna.

If he has a dimension door left, he can make a run for it, but with all of us hasted, we’ll hunt him down quickly.

All in all, our odds for victory are MUCH better than I had dared hope for just a few rounds ago.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

By Jove, you're right...lovely!

Pathfinder combat rules wrote:
If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Sadly, I don’t think the crit confirms, since Malthir is throwing into melee.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir’s mind sings with elation at the sight and sound of Richter’s brutal strike. Sensing more than seeing that the blow is just shy of it’s full potential, he swiftly grasps the hilt of Brightclaw and siphons enough arcane energy to magically boost Richter’s attack.

STRIKE TRUE, RICHTER!

Gallant inspiration: 2d4 ⇒ (1, 4) = 5

The magical inspiration is just barely enough to strengthen the blow, ensuring grievous injury to Vordakai.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Wohoo! Crit that sucker! GM, if the confirm fails, can Cas use gallant inspiration from his arcane bond to boost the roll?


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2
Fenna Thistleswade wrote:
Bit of a crazy/desperate thought that might make the last ditch effort I had in mind actually work... does true strike provide the bonus to attack on a dancing weapon's attack, if that is the first attack on the caster's next turn?

Fenna:
I think I see what you’re thinking, but I think Malthirs idea of a tanglefoot bag is a better use of the true strike, since that just requires a single touch attack to apply the debuffs. The whip token needs two succesful rolls (to hit and a separate grapple check), and the true strike bonus would only apply to the hit. And my guess is that Vordakai has a pretty hefty CMD. Cool idea, though.

hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2
Malthir Al Dagon wrote:
We have to slow him down, anyone have a Tanglefoot bag they could use on him?

Yeah, might have a few of those left.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Spellcraft: 1d20 + 12 ⇒ (10) + 12 = 22

Casimir smiles through the sudden fatigue, even though he desperately wants this fight to end.

You must truly be decrepid, Vordakai. Is that all you can achieve with such a powerful spell, a bit of weariness? I look forward to a nice nap on your throne in a minute, once we’re done smashing you to bone dust he taunts the giant undead horror.

Taking a single step forward, he taps into the scant remains of his magic power to guide his aim in the final confrontation. 5-ft step forward, store wand of haste, cast true strike from trait ability.

He then adds a command for his unseen servant: Servant, take the bag of holding from my pack and give Fenna anything she requests from within.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Casimir pull out his wand of haste and prepares to enhance Malthir and Richter.

Readied action. I should be able to haste them from the bottom of the pit, as soon as I have line of sight to both.

Malthir and Ricter, move so I can see you both. I will speed you up. Fenna, my unseen servant will get you anything you ask from your pack. I’ll give you more supplies in a moment.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

GM AK, with all this running back and forth, is Casimirs unseen servant still active? The range of the spell is 45 feet and the last command was to assist Fenna.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2
Fenna Thistleswade wrote:
Kip Bendybrook wrote:
Who has the 3 scrolls of CSW?
I think they're in the bag of holding with Casimir.

Correct


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2
Malthir Al Dagon wrote:
Definitely not my plan.

Just checking :-)

I don't think we have to be worried about him escaping. If he runs, we have a chance to regroup and search his trove for more useful items. We have extra healing scrolls and a break enchantment that can get Kalev free if we have the time required to cast it.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2
Malthir Al Dagon wrote:
The issue is he could be long gone by the time that happens. Prefer not to face him again, though we may be a little better prepared.

Please, please, please don’t rush after him alone. You have already been paralyzed twice and we can’t get you free again.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Alright folks, just did a quick tally of our succesful hits on the BBEG.

Between Kalev and Richter’s hits and crits, we’ve dealt over 130+ effective damage, even accounting for some hefty DR vs non-blunt weapons. Even with his healing, Big V has got to be hurting very badly. 2-3 solid hits or even a lucky smite crit, and he’s toast.

Keep the faith and avoid his AoO at all costs. Richter and Malthir have to stick together, preferably within Kip’s magic circle, and let him come to them. At least until you are both enlarged. He can only paralyze one of you per turn, so be sure the other is ready to punish him with a full attack if he does.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Lying bruised and alone at the bottom of the pit, Casimir retrieves a potion from his bandolier that can help fortify his defenses against Vordakai’s paralyzing touch when he is outside Kip’s protective circle. He swallows it and call up to Malthir and the others.

Stand as one, and let the undead tyrant flee his own lair. Do not let him pick us off one by one. Once Kip and Fenna bolster you with more spells he will fall against our united strength.

Grab and drink potion of protection from evil


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

You know that saying, when all you have is a hammer...?


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Someone kill this clown while I sulk in my private pit.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

In a high-risk bid to disrupt Vordakai's casting, Casimir takes off running, vaulting leapfrog over both conjured pits.

Jump #1: 1d20 + 21 ⇒ (1) + 21 = 22

Jump #2: 1d20 + 21 ⇒ (16) + 21 = 37

His enhanced speed almost makes him stumble head first into the first pit, but his extraordinary athletics skill carries him safely over both pits.

In position, he swings his captured weapon with all his might, adding his own arcane power to it. But swinging the flail is obviously not as easy for the arcane duelist as using his favored aldori sword.

Attack (Haste, IC, Arcane strike): 1d20 + 7 + 2 + 1 ⇒ (9) + 7 + 2 + 1 = 19 plus unknown weapon bonus, if any

Damage (2H, IC, Pwr Att, Arcane Strike): 1d8 + 1 + 4 + 2 + 3 ⇒ (1) + 1 + 4 + 2 + 3 = 11

Miss chance, low is bad: 1d100 ⇒ 70

Once his attack is completed, Casimir obviously falls into the pit, because why not....
Ref save vs pit: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 I swear, the dice roller showed a 19 in preview. For f*** sake....


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Alright, waiting for Fennas action, then we'll see if the dice roller is up for some heroic acrobatics...


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

I’m going to assume failure with the spellcraft roll

Although unable to identify the exact spell, Casimir recognizes that Vordakai’s extended spellcasting is both a threat and an opportunity.

Vordakai is casting a lenghty spell I can’t identify. He has to concentrate, so rush him now if you can, and break his focus.

Since I’m hasted, I think I can make it to H14 by jumping over the pit with everyone in it. Hard to tell on this map, so please confirm.

Regarding Inspire courage. Casimir has had it active since the early rounds of the fight (+2/+2). My sheet shows two rounds remaining when we resumed play, which would mean that this is the last round.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Speaking of retcons, now that I am aware that the Bag of Holding has a medium +1 heavy mace, I think it would make sense for that to have been given to Kalev rather than Agai’s small-sized Greatclub. Kalev can wield the mace without penalties.

Ok with you GM AK?


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Spellcraft: 1d20 + 12 ⇒ (2) + 12 = 14


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

A brief tactical reminder, based on the re-reading of our fight with Vordakai.

He can paralyze with a single touch, has very high to-hit vs touch AC and has reach 10. The Fort save DC to avoid paralysis is 24+.

So, DO NOT draw any unnecessary AoO's. I can't stress this enough. Most of us have a 75%+ chance of failing our save and getting stuck again.

Kip has a wand of enlarge, and can take care of the reach problem given a round or two. Big V's displacement is also due to expire any second now.

I'll limit any further tactical discussion to IC, but please think very hard before you take your actions.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

My item audit reveals that we are carrying the following, found in Varnhold. Apart from the scrolls of remove paralysis, they are all in the Bag of Holding, carried by Casimir.

Ten magical scrolls found in emergency storage in the Church of Erastil:
- Cure Serious Wounds x3
- Remove Paralysis x3 - 1 left, carried by Malthir
- Restoration
- Break Enchantment
- Breath of Life
- Raise Dead
a Folding Boat
Four potions of Water Breathing.
A +1 Heavy Mace.
Agai's gear (all small): +1 Mithril Agile Breastplate, +1 Greatclub (given to Kalev), +1 Seeking Heavy Crossbow
Bag of Holding Type IV.
a wand of Spectral Hand with 17 charges,
a ring of Friend Shield (useless without its pair however)
Maegar Varn's +2 Defending Aldori Duelling Sword.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Malthir has the last scroll of remove paralysis. He may want to pass that on before engaging.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

I ain't going in there. Nuh uh, no way. I just got me a new Lich-smashing tool, and I plan to use it.

By the way, I found out my Bag of Holding contains a +1 heavy mace from Varnhold, so if Malthir would like a weapon that doesn't come with a hefty DR penalty, say the word. Between the flail Casimir just found, Agai's greatclub, Richter's flail and the mace, every martial type should have a blunt weapon.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Before Kalev climbs, Casimir calls:

Kalev, grab Ricters flail! It will harm our foe more than Cleft!


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

2 points of Wis dmg, taken way back somewhere. Not during this fight.

A faint glimmer of hope surfaces in Casimir's gloomy thoughts. He dashes for the flail, intending to use Vordakai's trophy against him.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Weary as if the fight had lasted years instead of a few minutes and keenly aware that his favored weapon could barely scratch the deadly lich, Casimir scanned the room, desperate to find some way to smash Vordekai's ancient bones.

Perception: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21

Looking for any kind of weapon that can deal bludgeoning damage. Perhaps Vordakai has a mace of disruption mounted on the wall. Casimir's HP are accurate. By some miracle, I've only taken ability damage and been briefly blinded, not a physical scratch on my (yet).


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

Ready and able, assuming we can find a way to survive our current encounter.


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2
Professor Aristedes wrote:
DM oKOyA wrote:


Ahkenaten is up. <gulp>
]

*flex*

Never underestimate me when i'm playing any type of Bard :D

That's right, folks. Bards freakin' ROCK! (and polka too, on request)


hp 66/66, AC 26/17/20, CMD 23/24, F: +8, R: +11, W: +7, init: +5, per: +10 Human Bard 6/Fighter 2

In a desperate effort to make Kalev's reckless charge count, Casimir expends yet another of his magical inspirations.

Kalev, strike true!

Gallant inspiration: 2d4 ⇒ (4, 1) = 5

1 to 50 of 1,795 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>