Daji the Fox

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3,836 posts. Alias of TreasureFox.


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Hello friends. I am here to finally admit defeat. The DM is dead.

I just don't have my heart in any of these forum games anymore, and I've been trying to find that spark against for a good while. I figured if I made it easier on myself, maybe I'd like it again. So far that's just not the case.

If I find that spark again, I'd love to invite each and any of you to such a game. I won't take such a situation lightly. I'd probably run something quite short, no more than a module. No plans on that any time soon. Who knows, if I finally let go, will it come back to me?

I've had an amazing time playing with each of you. Have fun out there
I'll be around to answer questions about the plot, things I did in the game,etc etc before I eventually mark the game inactive.

It's been a great pleasure,
- TreasureFox


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"Alright. I'll prepare my constructs for a fight, and knock on your door at Varisian dawn? You're one of the ones staying in the cottage, yes?"

Terrah also adds "Oh and one more thing, Furnok. I don't mean to be impersonal, but I think it should be mentioned that while I'll do my best to support you, your mission isn't the barge I want to die on. I mean no offense."

Oziharad has already moved on to speaking with other customers, but is available for questions and trades. One thing he will make note of is that he's interested in trading the magic items found in the black arrows fort.

Oziharad wants to buy:

A +1 composite (+3) longbow, with a simple engraving of a black arrow (Medium)
A +1 billhook (Medium), with a simple engraving of a black arrow
A +1 composite (+3) longbow, with a simple engraving of a black arrow
A +1 defiant (Giants) chain shirt, with a simple engraving of a black arrow
A pair of boots of friendly terrain (mountains), with a simple engraving of a black arrow
A +1 rapier, with a simple engraving of a black arrow
A +1 longspear, with a simple engraving of a black arrow
A +1 composite (+0) longbow, with a simple engraving of a black arrow
A +1 heavy spiked shield, with a simple engraving of a black arrow

He'll also trade for any magic items you guys have on your character sheets. You talk about not having wealth, but I don't think you're correct.

Oziharad won't give gold for these items, instead he'll offer magic items of similar price. Of course, he'll try to trade upwards, just like you.


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Terrah grins when Furnok mentions his "world", but she listens to his explanation. "I'll never say no to helping kill a Night Hag. It sounds like she's got quite the scheme if she's got a family of Ogres working for her. Do you know if she has a coven, or perhaps a leader above her?"

Terrah explains that she's an arcane caster, a lore-focused bard. She studies Lorestones throughout the Lands of the Linnorm Kings, which tell of ancient stories and spells that she eventually learns to tell or cast. She enjoys building things, and seeks to start crafting more elaborate constructs. If she can help defeat the Night Hag, she could stay in Varisia and finally visit the Golemworks in Magnimar. If asked about her heritage, she doesn't really know any details.

Terrah also offers some knowledge about Night Hags, which might help Furnok and his companions prepare for the fight.
- Lots of mind-affecting abilities
- Ability to disturb one's sleep, or observe through dreams
- Can swap between Material and Ethereal realms very easily, and likely has allies hiding in the ethereal.
- Probably won't ever want to fight in hand-to-hand
- Outsider, extraplanar, from the realm of Abaddon


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I'm not dead!
I'm not dead
I'm not
I'm getting better
I don't want to go in the cart
I feel fine
I think I'll go for a walk
I feeel happyyy
Ooph! Ugh

Furnok finds 9 pense in his pocket


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I was also surprised. I made the scroll suggestion because I was 100% sure you had UMD, and then later realized I was wrong.

It's not your fault


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"Hmmmmmm..." Oziharad thinks for a second to consider, but quickly realizes and calls out

"Ms. Terrah, perhaps we could make a deal for your arcane services?"
The Aasimar woman of bronze skin and emerald eyes turns around, carrying a tightly bound tome. Her pupil-less eyes makes it difficult to tell where she is looking.
Oziharad says "Mr. Furnok, may I introduce Ms. Terrah, from the Thanelands North of Varisia. Ms. Terrah, this is Furnok from Varisia. He and his companions are trying to eliminate a Night Hag, but she has a flying barge that they cannot reach. Given your understanding of arcane magic, would you be willing to lend them your services? I have offered Furnok a scroll of dimension door, but none in his group are capable of casting it. If you were to aid them, I would be willing to reduce the price of that Clockwork manual."

Terrah responds "Well met, Furnok. Why do you seek to slay a Night Hag? They are very dangerous creatures."


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If anyone wants to suggest a better deal, you can always write it in OOC or in the discussion thread to help Furnok/Kemras.


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No it turns out that dimension door isn't on any of your spell lists, nor does anyone have Use Magic Device. You'll need to counter his offer with something else.


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Oziharad smiles when Furnok comes over and points out the Witch Broom. "Ah, that makes sense. If I may be so bold Mr. Furnok, and recognize that I wouldn't make as much money, would you prefer if I provided you with a scroll of Dimension Door for you and your party? No need to buy something permanently for a temporary issue, right? I could send you and five others. That would come out to three thousand, which is a little less than a third of that broom's price."


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The hotspring door to the left has a small washing area, before opening up to the hotsprings proper. The door opens to reveal a natural clearing in an old growth forest, under a moonlit sky with more stars than anyone had ever seen. The hotsprings have a short wall for splashes, but most of the water is just below ground level. Bathers can lean back and watch all sorts of animals move through the forest, as if they had no knowledge the cottage and springs were even there. Whenever an animal gets close, they're gently turned away, like they're interested in something away from the springs.
Oddly enough, many of the animals are playing with each other, when they normally would not. Owls play games of tag with Raccoons, Wolves and Crows seem to be howling/cawing at each other, and Deer seem completely unconcerned by the presence of a Cave Bear nearby.


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Okay, this is a decent start. I've spent most of my last 2 days working on this.

Armour, Shields, and Personal Protection:

Ways to identify: Appraise (price), Craft (material quality), Spellcraft (specific magical mechanics). You can always ask Ozi for details, but he will present it from a merchant's perspective, so it's better if you can identify it yourself.

- Bracers of the Roshi
A set of Mithril Bracers studded with tiny diamonds. Designed to protect you from incoming attacks. Can be used by anyone, but not advisable while holding a shield.

- Ring of Adaptive Energy Resistance
A golden band set with small gemstones in a cross formation. A honey brown Agate, a light-blue Cerussite, an Amethyst, and a Citrine. The wearer taps three times on one of these gemstones (as a standard action), which makes it glow.

- Greater Potion of Regeneration
A large flask of thick glass contains a red liquid, which sparkles with gold, and even glows in the dark. Its stopper has a symbol of the sun on it. Drinking this large potion takes awhile, but lets the imbiber heal and regenerate broken or missing parts of their body.

- Magically Enhanced Plate Mail with Reactive Protection
This suit of Plate Mail looks like it was sized for a Dwarf, but there's a sign that says "free resizing upon purchase". It has a blocky look to it, but there's no doubt its incredibly durable. Its visor is reinforced to protect against arrow fire, and the pauldrons are large enough to reliably protect the neck.

- Belt of Dwarven Resilience
A thick leather belt that's twice as heavy as expected. It has a buckle made of brass that resembles a Dwarven face, with a helmet and braided beard. Its eyes are made of diamonds. It gives the wearer the stoutness of a Dwarf (and enhances that of a Dwarf wearing it), and protects the wearer from poisons.

- Heavy Shield from the City of Brass
This shield looks to be made of brass and is warm to the touch. Apparently, it was bought from a city within the elemental plane of fire. It protects the wearer against certain environmental effects, and against both hot and cold.

- Noqual Lamellar, made by the Dwarven CrystalSmith clan
Made from a crystalline, pale-green material, and held together with forest green leather and silver-plated steel. It's surprisingly light and relatively flexible. It does look like its a little banged up from weapons chipping into the crystal.

Weapons and Evocations:

Ways to identify: Appraise (price), Craft (material quality), Spellcraft (specific magical mechanics). You can always ask Ozi for details, but he will present it from a merchant's perspective, so it's better if you can identify it yourself.

- Soulsteel Dagger of Last Rites
This dagger was apparently purchased from a realm known as the Boneyard. The blade looks like it was made of ivory, but with a metallic sheen. There's no sign of wear or tear on it at all. Its very effective against the undead, including ghosts, and it protects the wearer should they die so that they can be revived more easily (and for cheaper).

- Divine Slaying Arrow
A singular arrow made of iron, black wood, and black/white feathers. It's designed to be used by a priestly archer, and can veer towards its target with the ability to kill it and destroy the remains.

- Darkwood Pike of Rapid Bracing
This enormous spear has a reach of 15 feet. It's made of Darkwood to make it light, and features a steel spear tip and crossguard. There's a silver engraving of an elk on one of the langets. It helps the wielder quickly brace the pike against charging foes, and makes readjusting the reach of the weapon more convenient.

- Ashava's Silk Ribbon of Moondancing
Attached to a steel rod is a long length of silvery silk ribbon. It does not look like a weapon at all, rather something you might give a young teen to dance with. It's supposed to turn into a weapon for someone skilled at dancing, and becomes even more formidable under a full moon.

Potions, Splash Weapons, Oils, and more:

Ways to identify: Appraise (price), Craft (material quality), Spellcraft (specific magical mechanics). You can always ask Ozi for details, but he will present it from a merchant's perspective, so it's better if you can identify it yourself.

- Greater Potion of Regeneration
A large flask of thick glass contains a red liquid, which sparkles with gold, and even glows in the dark. Its stopper has a symbol of the sun on it. Drinking this large potion takes awhile, but lets the imbiber heal and regenerate broken or missing parts of their body.

- Inhaled Potion of the Brass Dragon's Breath
Concentrated into a vial, the gas inside is a deep red colour that swirls like a vortex. There's a label that read "warning, inhaling does cause minor damage to one's lungs if they are not protected against fire." The potion is meant to allow the imbiber to breathe out fire as if they were a dragon. Apparently it can incinerate enemies and needs to be used with caution.

- Weapon Oil of Branding
The liquid in this vial looks like lava and has some heat to it.
Pouring the oil over a weapon imbues it with magic. It curses the next creature it hits with a magical brand that makes it easier to track.

- Pitcher of Goodberry Wine
Stored within a literal pitcher plant, this royal purple liquid is about 4 pints. Apparently it makes for a great gift for fey and azatas, as well as druids. It has healing properties, a feeling of joy, and has similar alcohol content to most elven wines.

- Elixir of the Fox
There's a warning that the elixir has the alcohol content of rum, and it is not recommended to drink like a potion of healing. The elixir container is ceramic, with little paintings of foxes playing, hunting, and snoozing. The liquid looks like coffee that has cream in it.
Drinking the elixir bestows various physical traits of a fox, though it does not change the imbiber's form. The imbiber can expect quicker movement, and in most cases better night vision and smelling abilities. It also gives the imbiber some trickster magic that's useful in a variety of situations.

- Poisonous Gas Bomb
This ceramic flask is painted dark green, with images of skeletons chocking to death.
Breaking the flask results in a cloud of poison that rapidly destroys creatures from the inside out. The creatures do not need to inhale the gas for it to still be effective.

- Elixir of the Quick-Moving, Divine Lizard
There's a warning that the elixir has the alcohol content of fortified wine, and is recommended not to drink like a potion of healing.
The liquid inside this glass flask naturally separates between a thick gold on the top, and a thin blue on the bottom. It lets the imbiber run on water for a long period of time.

Utility Items:

Ways to identify: Appraise (price), Craft (material quality), Spellcraft (specific magical mechanics). You can always ask Ozi for details, but he will present it from a merchant's perspective, so it's better if you can identify it yourself.

- Hiker's Walking Stick
A worn-looking walking stick roughly shoulder height. It has little engravings of forest animals. It gives the user extra stability when traversing the wilds, and some protection magic should they stumble into trouble.

- Clockwork Alarm Clock that Works like Clockwork
An intricate clockwork contraption can quickly wake creatures, check for crooks, and keep constant course of conflicting cosmos.

- Witch's Handy Broom
More utilitarian than the Broom of Flying, and more affordable too. It looks like a normal whicker broom.

- Mentor's Ring, the Theologian
This intricate golden ring bears all sorts of religious iconography. It teaches the wearer all sorts of things from religion, including divine weapon use, languages, skills, and traits.


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:)

If you want cuteness, I'm sure you could look up "Support Dogs for Cheetahs" and have a smile.


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I'm working on the shop item list at the moment. I wasn't happy with what I wrote, and I was working more on the minor hoards and the goblin vaults


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"Of course, sir. Right this way please."

Kib the kobold uses the knocker on the brass door and says in Draconic "Heya Kerp, canya open to the marketplace?"

A voice from the door knocker responds "What's the password?"

"Taco Toildays" Kib answers with hope in his eyes

The brass door opens up, revealing a large room with hardwood floors, white crowned walls with moving artwork, and golden chandeliers dangling from the high ceiling. Along the walls are tons of wares displayed in cases or on tables. In the center of the room is a long oak table with snacks and beverages, and several unseen servants, dressed similar to Kib, glide around and serve guests. A quartet of string and wind musicians, all human, play a classical piece. Walking around and dealing is Oziharad himself, who is followed by two Kobolds at all times. Two draconic guards like before stand at attention at the door, while another patrols.
There are other guests browsing the wares and eating delicacies. There's a tall woman with a complexion of literal bronze and eyes of emerald who is looking at some construct manuals. A Dwarven woman clad in chainmail with a sword at her side is eating over the table. A Chelish man wearing a blue doublet is looking at a collection of horseshoes. A young Kelish man in white robes is speaking with Oziharad. And a... treasure chest... is wheeling itself across the floor... with long... thin arms.

Kib says to Furnok "Feel free to browse to your heart's content sir, but Master Oziharad may have something in the back if you ask him for it. I'll be right here if you need anything."


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The Kobold replies "Yes sir. Most certainly, sir. I can take you to the market, where Master Oziharad can assist you?"

As the Kobold Kib walks down the red carpet, Kemras notices him take out a slip of paper. The writing is in Draconic, but that doesn't stop Kemras. What he can read over the Kobold's shoulder is a script for welcoming customers and showing them what the store offers. Kib is frantically trying to remember the script before he has to describe the next sections.

Kib leads the small group to a hallway, which contains a singular door made of brass. A series of runes are displayed on the wall to the side, each of which is written in Draconic. Kib says "Sirs. I would like to explain to you several services that may be of interest, each of which is offered in a different room. The primary service is of course the marketplace, where you can trade with Master Oziharad for magic items of many different rarities. It is most recommended when one wishes to buy something specific, or would like to trade magic items that are in your possession. In the marketplace, Master Oziharad also offers certain spellcasting services if that is of interest to you."

"Next we have the Minor Hoards, which are assorted collections of minor magical items centered around a theme. Such themes can be weapons, armour, potions, clothing, and more, all of which are magical in nature. These items are sold in bulk in order to significantly lower their price. Often, customers are unable or uninterested in the entire hoard, and so pool their money together to purchase, then divvy up the hoard. Such hoards will be for sale tomorrow, and we are expecting no less than six guests who may wish to collaborate with you. However, because Master Oziharad enjoys spicing things up, he does not reveal what the items are before the purchase. Instead, he allows customers to purchase time to examine the hoard before their sale. If there is something within that the customer wants to identify and later purchase, they can pool their money with other customers to acquire the hoard. You can purchase time to examine the hoards today, if sirs wish."

"The last service that I recommend would be the Goblin Vaults. The Goblin Vaults are hand-made dungeons that contain all sorts of items, both magical and mundane in nature, to be acquired with a test of skill at arms. Most denizens of the dungeons are constructs and traps, however we do hire combattants to participate and defend the vaults. Within the Vaults, all forms of damage are magically changed to be non-lethal. We are a civilized establishment, and therefore don't ask contestants to risk their lives, nor the lives of the defenders. It is simply good fun, and is a great way to improve one's wealth through strength and cunning. Master Oziharad is most generous, and includes a prize at the end of the vault worth ten times the entrance fee. In addition, you may keep all treasure found within the vaults."

"Thank you for listening, sirs. May I take you to the marketplace now, or perhaps I managed to entice you with the other offers?"


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Furnok (and other interested parties) open the door that says "Ostentatious Oddities". Inside, they see a room with a red carpet laid out in front of them. The room is made of stone, with the floor being marble, and the walls are a textured slate. On the right hand side is a fireplace with a crackling flame, while the left holds a tapestry depicting a cozy cottage surrounded by woodlands. The carpet goes straight ahead, where three creatures stand at attention. Two of them are bipedal dragon-ish creatures, who stand about 6 feet tall. They do not have wings, but their faces and bodies look very draconic. Both of them are in full-plate armour, and wield metal longspears. They stand on either side of the red carpet as it moves into a hallway. Also near the dragon creatures is a little blue Kobold, dressed in a black and white courtier's outfit, where the black overcoat extends into a little cape. He has a tiny little golden chain coming from his coat pocket. The Kobold says "Welcome customers, Mr. Furnok and company. I am Kib, and I shall be your guide within the mansion. If you would please follow me. Master Oziharad has many generous offers to interest you."

The two Dragon creatures step aside and stand at ease.


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Options:
- Sleep/Chill until dinner
- Relax in forest hotsprings
- Relax in cloud hotsprings
- Go shopping
- Do things that I wouldn't have thought about


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"Soon enough it will be." Says Ozi with a knowing nod. He gives Bacon a few tummy rubs, then three pats as he rises. He turns to the group and says "If you have any other questions, or you wish to trade, please feel free to step through the Ostentatious Oddities door. As I said before, in addition to my regular wares, I will be selling some minor vaults tomorrow. As for the Goblin Vault, that is open for business at any time. Farewell, and please enjoy your rest."
Then with a respectful bow, Oziharad exits through the Ostentatious Oddities door, leaving the group to figure out how they wish to relax.


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Ozi smiles as he watches Bacon flump down onto a comfy rug. He goes over to the boar, crouches down, and asks Bacon if he can pet him.
"Indeed, rated the softest wool on the material plane. They're native to the Five-King Mountains, but Druma has been domesticating them."

Kemras understand most of what Ozi is saying when it comes to Hag magic, and has some idea of what the Vision spell is, though it's far beyond his current capabilities. Most importantly though, Kemras is noticing that Ozi is using an Alter Self spell-like ability over his body with a high caster-level.

While Oziharad's nature may or may not appear suspicious, Kemras cannot tell. The best Kemras can do is notice that Ozi seems to be motivated by wealth, likes soft and warm things, and seems compassionate at least to potential buyers. People who can afford to purchase magic items are in short supply, so it's possible he would need divination magic to find customers.


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Oziharad opens his hand with long painted fingernails to receive the eye from Kemras. "Oh that's Hag magic. What a bother. Hag magic is one of the most difficult forms of magic to decipher. This eye would represent water creatures, and given its evil aura, I'd guess it has something to do with sea monsters? The way to understand Hag magic is through their material components. The more components you have, the easier it is to identify. Mix three of those components together, consider the intention of the spell, as well as the intention behind the components, and add things that are normally intangible, such as a person's name or word. You can see how it gets out of hand quickly. That's the feywilds, baby." He offers the eye back to Kemras. "A fairly antiquated magic item. I could buy it, but there's only so many customers that would be interested, or capable of using it."

Regarding Kemras' second question, Oziharad answers
"I'm currently residing in Magnimar, and I'm always curious about what has occurred recently in the area. It's part of how I find new customers, a mix of information brokers, general gossip, and some spells such as Eyes and Ears of the City. At any rate, I came across the eradication of the cult of the Skinsaw, which included their leader who was a justice of Magnimar. Not a small fry by any means. Then I came upon the clock tower, the blood hag, and the Aasimar-turned-demon Nualia. From there I travelled to Sandpoint and cast a Vision spell to learn further. Your companions have quite the history, Kemras. Not a bad job for a couple months. I see some great potential in each of you, and look forward to hearing of your accomplishments, and the gold you pick up along the way, of course." He nearly purrs at the thought of coin, as his golden eyes show clear pleasure around the idea of wealth. Then he opens his eyes and says "So I didn't know you were in danger, but when I scryed you, you happened to be in combat. Night Hags are nasty business."

Vision Spell, DC22 Arcana:

A Vision spell is a 7th level Divination spell that allows the caster to learn information about a specific person, place, or thing. The more widespread the knowledge is, the easier it is to learn it. It requires expensive incense as a consumed component, and four pieces of ivory that are used as foci.


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Oziharad introduces himself, and greets everyone as they enter, including Aggah and Bacon. As he shows you around the cottage, he says "This cottage is one of my most favourite collections. I wanted something warm and cozy, simple yet beautiful and endearing. A place to relax and forget the troubles of the world if just for a moment. Come here, and I will show you what it has to offer, though the true benefit has already been made clear."

Ozi rambles about the rooms:

"We have four bedrooms available, each with two beds that are dressed with sheets of Osirion cotton, and blanketed with wool spun from the softest floating sheep. You have duck down pillows to sleep upon, and I've brought incense to help you fall to sleep."

"Here is the reading room. I've collected story books from many different cultures, including some oral tales written down and published. I've taken the liberty to provide as many Halfling tales as possible, with a few stories of human heroes of old, and myths of journeying into the Fey wilds. For Aggah, I found a picture book of jokes and pranks that may entertain her. We have couches and loveseats to relax by the fireplace, and a snuggly bearfur blanket to keep you warm."

"The dining room table was made from teak roots that we combined to seat eight guests. You'll always find snacks and simple beverages here, but each evening there will be a feast cooked specifically for you by the Halfling monks of Cyrrollalee. We can also bring one of them over to play the harp as you eat, if you like."

"This room here has a few purposes. It does serve as a place for you to store your equipment with all of these different racks, cases, chests, and wardrobes. However I've enchanted it to clean and repair your equipment, including all but the most powerful magic items."

"Ah this one needs very little explanation. It is the cleanest, most pleasant smelling outhouse you'll have ever experienced. I recognize that it's inside, making it an inhouse, but I assure you it will not befoul your nose."

"Here at the back of the cottage we have two doors to the hotsprings. The one to the left leads to a secluded pine forest surrounding the springs, under a stary night that could make Desna jealous. It's completely safe there, as none of the animals can sense or enter the hotsprings. To the right is the hotsprings located on the cloud city of Fredemma. There you will find no greater view, but you may have company to converse with if you so choose."

"And of course if you wish to shop, simply open this door over here. It will lead you to my Ostentatious Oddities. In addition to my regular wares, I am selling some minor hoards tomorrow that you're welcome to participate in, or you could dive into the Goblin Vault to try your luck."

Then Ozi turns to the group and says "I believe that's about it. You're welcome to stay for the next twenty-four Golarion hours. If you want to pay now or at the end, I am open to either. Are there any questions you wish to ask?"


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"Wonderous! No need to count them out now, I believe you. Just one moment, please." Says the disembodied voice of Ozi.

A few moments later, a cozy cottage pops into existence, which looks quite out of place considering the... environment. However,

This two-story cottage is surrounded by flower bushes of pinks and reds and soft purples, which help soften the limestone first floor. The second floor is made of white-washed wattle and dorb, but the purple-tinged, almost velvety thatched roof folds over the second floor like a cuddly blanket. Two chimneys made of brick rise from the cottage, and its beautiful stained glass windows glow from the inner fireplace light to depict dragons, knights, and prophets that seem to dance with the flickering firelight. The large oak door swings open with a creak to reveal a middle-aged man with tanned skin, a blue beard, and golden eyes, all under a turban woven from golden thread. He smiles warmly as he bids the group inside. "Come in, my friends. Let us forget the worries of life if just for a moment. Relax and be welcome."


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The voice replies "Oh yes, my deepest apologies for my lack of manners. My folks simply failed to instill them in me, much to their displeasure. I am Oziharad! Owner and Founder of Oziharad's Ostentatious Oddities, eldest son of Sagax the Dream Listener and Deldranna of the Desert Winds. I buy and sell magical wares across the majority of the planes of existence, including but not limited to the Heavens, Boneyard, GThe Lord in Iron's grand Colleseum, the Maelstorm (that was an adventure oh boy), the City of Brass, and most of Golarion."

"I am currently residing in the city state of Magnimar, but I shall meet you inside the Sanctuary. I assume a payment of 1000 gold pieces or equivalent trade would suffice? Complete safety, comfy beds, a warm hearth, magical healing services, one home-made Halfling-cooked dinner, and a hot springs in the back yard. The payment is total, by the way, not per person. Oh and yes I assure you, no Night Hag will disturb your slumber."


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The voice replies quite happily
"Wonderous! Treat these items as a demonstration, to be returned after you kill off the Night Hag. Capishe? Have fun storming the castle!"

Suddenly, each creature sees a magic item appear in front of them, which immediately fits itself over their previous equipment. After accepting these "temporary gifts", the group slice and dice the rest of their undead enemies with minimal injury, though there is some fatigue. The Trolls, who've had their spears enhanced, take a moment to regenerate and eat some food. They speak well of the small folk, and show genuine admiration before deciding that they will travel back into the depths of the forest, and start a new Troll family, who will do their best to be friendly with the short folk if one ever crosses their path.

Aggah:

You are bestowed what is called the Otyugh Armor of Burps and Farts. It is a set of +1 Hide Armor made from hideous green otyugh hide with all sorts of blisters and tumours. It functions exactly the same as the Otyugh Hide, but the DCs are calculated using 10 + half your level + your Constitution modifier.

Bacon:

You are bestowed two Tusk Rings made of solid iron, which are engraved with runes from Stone Giants. Your gore attacks are treated as magical for the purpose of overcoming damage reduction, and you can Bull Rush and Overrun without provoking attacks of opportunity. Whenever you charge to make a gore/bullrush/overrun attack, you do not take a penalty to your AC.

Cleo:

You are bestowed the Bow of the White Stag, which looks like one massive white antler strung with a thread of pure moonlight. It functions as a +2 Merciful Shortbow. Since you are small, you can treat this as if it were a small-sized longbow, however, it has the range of a shortbow. The bow comes with the following 2 abilities:

1. When you cast a harmless divine spell, you can shoot a spiritual arrow as part of the casting to deliver the spell. You will have to make an attack roll, but the ally's AC is treated as 10 (not including things like range increments, prone condition, etc). A natural 1 does result in the wasting of the spell, but a natural 20 results in the spell gaining the Blissful Spell Metamagic.

2. You can focus your channel energy into a spiritual arrow and shoot it as part of your action. An ally's AC is still treated as 10 like before, but if you target an undead, it counts as a touch attack. The healing/damage is maximized, and does double on a natural 20. A natural 1 again does result in the wasting of the channel energy.

Furnok:

You are bestowed a set of armor called Mithril Breastplate of the Silver Spike. The breastplate is covered in magical spikes that count as silver. You treat it exactly like a +1 Grinding Mithral Breastplate.

Kemras:

You are bestowed a new rapier called the Rapier of Scrutinizing. Although it isn't a sentient item, it does occasionally make general snide remarks when someone fails in their attempt to do something. The Rapier functions as a +1 Keen Rapier, but has 2 special properties.

1. When you use Studied Combat on a target, you immediately learn the general fighting style and capabilities of the target. The GM will tell you what their combat feats are, what their BAB and physical abilities are, and what kinds of abilities they have (including a general overview of prepared spells).

2. If the target of your Studied Combat has been identified by you (such as if you succeeded on a Knowledge check), then you gain one of the following benefits (GM's choice) for as long as your studied combat bonus lasts.
- Blaster: Gain the benefits of Evasion
- Brute: If the Brute misses you with a melee attack, then you can make an attack of opportunity against them.
- Controller: Your saving throws and dispel checks against the controller's abilities are treated as if you rolled at least a 10.
- Healer: Each time you deal damage to the healer or a target that was just affected by the healer's abilities, you reduce their maximum HP by your Intelligence modifier.
- Lurker: As long as the Lurker is within 100 feet of you, you can automatically intuit exactly where it is and what it's doing. If the Lurker is benefiting from concealment, you ignore that concealment.
- Skirmisher: You gain the benefits of Uncanny Dodge against the skirmisher, and your attacks ignore their dodge bonus to AC (to a maximum of your Intelligence modifier).
- Soldier: The first attack you make against the Soldier each round gains a bonus equal to your Intelligence modifier. This bonus might be reduced if the Soldier doesn't have high enough armor, shield, natural armor, and enhancement bonuses.

Wabbit:

You are bestowed with some funky feathered shoes. They have little hooks at the bottom. They're called Shoes of the Road Runner. As long as you don't wear medium or heavy armour, your land movespeed increases by 10 feet. You also gain the Run feat.
Three times per day (as a swift action), you can grant yourself one of the following abilities. These abilities last for 1 minute, and you can't have more than one active at a time (though you can cancel one for another).
- Blur
- You can high jump 15 ft, and long jump 30 feet. Both of these can be extended with acrobatics checks.
- Invisibility, which renews itself each time you move at least 20 feet)
- Spider Climb
- Water Walking
- Surfaces you are on treat you as if you only weighed 1 pound

The voice says "Well done! If you require accommodations for rest, I shall grant you one of my cosiest sanctuaries for a minor fee. Please note that if the Night Hag escapes during your rest, I may be able to teleport you to her for a substantially larger fee."


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Okay it took a bit longer, but I'm almost there. Just writing the combat wrap up now


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I think you're right, Furnok, and it's not too bad, because I think you guys can see that it's pretty much won.

I need to simplify x1000. I get really overwhelmed with all the stuff.

I know precisely what needs to be done, so please hold for like 1-2 more hours. There will be a "massive" (in weight, not in volume) post that will free us from a lot of slog.


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Among everyone in the group, the voice of man is heard. It has a heavy accent to it.
"Good morning to you, brave adventurers. I see that you may be a bit busy at the moment. If I were to send some assistance to you against these undead, would you be willing to purchase some of my wares?"


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Kemras wrestles control just enough to remove himself from being a threat to his allies, but it also means there's little he can do to help them.

The gravity wells pull heavily on everyone nearby, while a bomb falls upon Assol. Near Furnok, a goblin turns into ectoplasm, and radiates light. Meanwhile, Kemras charges Cleo, but she's protected at the last moment by her magic circle. The goblin ghost seems to lack any experience fighting with a rapier.
Furnok and Bacon take a total of 17 damage each, while Blagorodna takes 13, Babushka takes 22, DikaBraz takes 10, and even the Ogres start taking damage. The following people are stuck inside the gravity wells: Furnok, Bacon, Blagorodna, Babushka, DikaBraz. You'll need to make a Str check as part of your movement if you want to get out. Blagorodna is also engulfed by an ectoplasmic Ogre.

Everyone except Kemras' turn.

Dice Rolls:

Gravity attract: 1d20 + 10 + 3 ⇒ (19) + 10 + 3 = 32
Dmg: 1d6 + 7 + 1d6 + 7 ⇒ (2) + 7 + (6) + 7 = 22 Blagorodna takes 13, Babushka takes 22, Ogres take 4.
Gravity attract: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
Dmg: 1d6 + 2 + 1d6 + 2 ⇒ (3) + 2 + (3) + 2 = 10 Dikabraz takes 10
Kemras Charge: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Fire dmg: 1d6 ⇒ 6
Gravity Attract: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Dmg: 1d6 + 1 + 1d6 + 1 ⇒ (3) + 1 + (4) + 1 = 9 Bacon and Furnok both take 9
Bomb vs Assol: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16
Dmg: 3d6 + 5 ⇒ (1, 6, 4) + 5 = 16
Furnok Reflex: 1d20 + 7 ⇒ (9) + 7 = 16
Bacon Reflex: 1d20 + 7 ⇒ (3) + 7 = 10
Assol takes 16, Funok and Bacon take 8


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Reinforcements eh? I have a couple ideas of who could help you out. I don't mind for the purposes of moving forward. It's not to save your butts. I believe you all can survive. It's more about how much time is it gonna take before we finish the fight.

Give me a moment to stat him up the way I envisioned, and then we'll move forward. Sorry about the wait time as usual.


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Cleo's channel spits and splutters, drawing the last of her power. Thankfully, it's a decent burst. Bacon launches himself straight at the goblin, but unfortunately passes straight through it with no effect. The troll Assol says to Furnok "Blagorodna says it is magic that hurts de ghost. Tell your familiar so he knows too."

Aggah can see that the Ogre's reach is too long, and that she'll get hurt if she takes any shots. Instead, she withdraws, trying to get far enough away that the gravity well goblins stop pulling her into melee. Unfortunately, since she has to climb up some rubble, she's still just barely in range of the pulling effect.

Furnok rises to his feet, while Wabbit hacks and slashes as wildly as he can. Fortunately, two of his attacks meet their mark, and the goblin (and the gravity well) disperses with a blue flash before it even really got going.

Assol's flaming sphere fails to connect, so its caster pushes her way away from the gravity well. She can't use her magic longspear so close to the enemy. Meanwhile, both Blagorodna and Babushka flail with claws, ripping and tearing into the Ogres. One of them bursts violently into a spray of blobs (two of which almost land ontop of Wabbit and Aggah), while another gets significantly wounded. However, Blagorodna is looking terrified, and might end up turning tail soon, if she even can. Just then, she's engulfed (again) by an Ogre, and she starts taking acid damage. Babushka manages just barely to avoid getting engulfed by the other one.
Blagorodna only takes 1 point of damage, but its enough to remove her regeneration

The barge lingers in the sky, but does not a single sound comes from it.

Kemras' turn, then the Goblins, and then everyone else after that.

Dice Rolls:

Aggah climb: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Wabbit Fort: 1d20 + 13 ⇒ (6) + 13 = 19
Goblin reflex: 1d20 + 6 ⇒ (17) + 6 = 23
Assol Str: 1d20 + 5 ⇒ (14) + 5 = 19
Babushka claw1: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19 kills weak WOgre
Tiles: 1d6 ⇒ 5
Babushka claw2: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 vs BOgre
Dmg: 1d6 + 5 ⇒ (3) + 5 = 8
Blagorodna Will: 1d20 + 9 + 1 - 2 ⇒ (2) + 9 + 1 - 2 = 10
Blagorodna claw1: 1d20 + 11 + 1 - 2 ⇒ (14) + 11 + 1 - 2 = 24
Dmg with rend: 1d6 + 5 + 1d6 + 7 ⇒ (3) + 5 + (4) + 7 = 19
Blagorodna claw2: 1d20 + 11 + 1 - 2 ⇒ (8) + 11 + 1 - 2 = 18
Dmg: 1d6 + 5 ⇒ (3) + 5 = 8

Engulf vs Blag Reflex: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Dmg: 1d6 ⇒ 1
Blag Will: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16
Engulf vs Babushka Reflex: 1d20 + 4 ⇒ (11) + 4 = 15


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Actually the DC to resist for a moment is 17, you need to Nat20 in order to self-exorcise the ghost.

Kemras may be staggered, but he turns to face Cleo and leans forwards to force his feet into a run. Cleo turns to see Kemras, but she notices that something is clearly off. Kemras raises his rapier, and with a face of terror, stabs Cleo. Fortunately, Kemras isn't very strong, so his blade barely pokes through her mithral chainmail to draw a tiny amount of blood. Then, suddenly, Kemras' regains control of himself. Cleo's magic circle has suspended the ghost's control.
Cleo takes a whopping 3 damage on a crit.

The ghost in front of Wabbit primes itself to become yet another gravity well. A lot of Ogres are sucked into another Well, and both Blagorodna and Babushka are having a hard time resisting the pull. Even Aggah and Cleo are getting pulled on. The gravity well in front of Furnok fails to do anything significant, but the two ghosts continue to rain down bombs.
Bacon takes 30 damage, Furnok takes 16, and Assol takes 12. This does mean that Furnok goes back unconscious at -4, but will survive. Up and down and up and down.

Everyone (except Kemras') turn. Furnok you get your healing (5) at the beginning of your turn, so you can use actions.

Dice Rolls:

Cleo Sense Motive: 1d20 + 15 ⇒ (8) + 15 = 23
Kemras staggered charge: 1d20 + 4 + 6 + 1 + 1 + 2 ⇒ (15) + 4 + 6 + 1 + 1 + 2 = 29
Kemras crit confirm: 1d20 + 4 + 6 + 1 + 1 + 2 ⇒ (18) + 4 + 6 + 1 + 1 + 2 = 32
Dmg: 2d6 ⇒ (1, 2) = 3
Kemras Will: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18

Drag: 1d20 + 12 ⇒ (18) + 12 = 30
Dmg: 1d6 + 2 + 1d6 + 2 ⇒ (5) + 2 + (4) + 2 = 13 to only the Ogres. They take 1 damage total
Drag: 1d20 + 11 ⇒ (11) + 11 = 22
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7
Fire damage: 1d6 ⇒ 1
Drag: 1d20 + 10 ⇒ (1) + 10 = 11

Bomb vs Bacon: 1d20 + 10 ⇒ (4) + 10 = 14
Dmg: 3d6 + 5 ⇒ (1, 1, 5) + 5 = 12
Bomb vs Bacon: 1d20 + 10 ⇒ (10) + 10 = 20
Dmg: 3d6 + 5 ⇒ (3, 5, 5) + 5 = 18
Furnok Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
Furnok Reflex: 1d20 + 7 ⇒ (9) + 7 = 16
Assol Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
Assol Reflex: 1d20 + 5 ⇒ (16) + 5 = 21


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Bacon might not be able to charge down the incorporeal ghostly goblin, but he can bull over that excuse for animated Jello. The creature ruptures, and this time stays a pile of slush. It tried to slap Bacon beforehand, but failed due to the boar's barding.

Wabbit Flurries to the best of his ability, but only manages to hit the ghost once. It prances and dodges left and right, then sticks its tongue out.

Cleo does another burst of healing and pulls herself out of the void, while Aggah unleashes a flurry as well. The second shot does hit, but isn't enough to kill the creature.

Blagorodna manages to escape the Ogre, while old Babushka rends it almost completely apart with just her claws. Meanwhile, Assol casts a Shocking Grasp spell, but changes it into a burst of fire at the end. The goblin is successfully struck, and starts burning continuously. DikaBraz the giant porcupine backs into the nearest Ogre, but takes a powerful smack in the process.

The Ogre that had previously engulfed Blagorodna continues fighting, desiring not to lose its prey. It slams the troll hard, and Blagorodna looks shaken. The same thing happens to Babushka, but the old troll is both more experienced and more resilient. The Ogre caught between gravity wells pulls itself through, and tries (but fails) to engulf Blagorodna.
Blagorodna takes 12 damage and is shaken, Babushka takes 14 damage, and DikaBraz takes 9 damage.

Kemras' turn. Kemras, you no longer have the troll enhancement effect.

Dice Rolls:

Ogre AoO: 1d20 + 11 ⇒ (10) + 11 = 21
Ogre AoO: 1d20 + 11 ⇒ (11) + 11 = 22

Blag Cmb: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29
Babushka Claw 1: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Babushka Claw 2: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Total Damage including Rend: 3d6 + 14 ⇒ (5, 6, 6) + 14 = 31
Goblin Reflex: 1d20 + 6 ⇒ (20) + 6 = 26
Assol Touch: 1d20 + 9 + 1 - 1 ⇒ (17) + 9 + 1 - 1 = 26
Element: 1d4 ⇒ 4
Fire dmg: 3d6 ⇒ (4, 4, 5) = 13

Ogre AoO: 1d20 + 11 ⇒ (14) + 11 = 25
Dmg: 1d6 + 8 ⇒ (1) + 8 = 9
Dika Will: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Dika Fort: 1d20 + 6 ⇒ (3) + 6 = 9
Dika tail slap: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Dmg: 2d6 + 3 ⇒ (6, 4) + 3 = 13

Ogre Slam: 1d20 + 11 ⇒ (10) + 11 = 21
Dmg: 1d6 + 8 ⇒ (4) + 8 = 12
Blag Will: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Blag Fort: 1d20 + 12 ⇒ (18) + 12 = 30

Ogre Slam: 1d20 + 11 ⇒ (15) + 11 = 26
Dmg: 1d6 + 8 ⇒ (6) + 8 = 14
Babush Will: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Babush Fort: 1d20 + 14 ⇒ (6) + 14 = 20

Ogre Str: 1d20 + 6 ⇒ (20) + 6 = 26
Blag Reflex: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20

Shaken duration: 1d4 ⇒ 2


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The goblin fighting Wabbit reaches out casually for Wabbit's forehead, but the halfling dodges the strange attack.

The next goblin keeps absorbing material and light, which results in rocks flying towards it, and light often failing to escape. Two of the Ogres are pulled towards it, one of which containing Blagorodna. Though she's safe from the rocks, that doesn't stop the negative energy. Cleo and Babushka are also pulled closer, and Wabbit can feel the pull but resists. Blagorodna takes 3 negative energy damage.

The next goblin does the same thing. Cleo loses her footing and is sucked straight into the ghostly goblin, while Babushka slides closer. While Furnok resists the pull, his lucerne hammer on the ground slides closer. Cleo takes 8 damage (2 blud, 6 neg). She is entangled, and requires a DC11 Str check to move. This check is a free check as part of her move action.

The goblin closest to Kemras comes running over to him, and leaps up to smack him in the forehead. It succeeds, and suddenly vanishes. Kemras feels something sickening inside of him. Kemras takes 6 negative energy damage, and is possessed. This lesser form allows Kemras the option to make a Will save each round as a move action to regain control until the beginning of his next turn. This continues until either the possession is ended with magic, Kemras dies, the ghost decides to leave, or Kemras' Will save Nat20's. I checked and this is neither an enchantment, nor a curse.

Another goblin primes itself next to Assol, while two goblins toss bombs at Furnok. Both bombs combined knock Furnok off his feet, but he does not die. The troll's regeneration keeps him stable, and his wounds will slowly heal. Furnok is unconscious but stable at -11. On his turn, he'll regain 5hp, and this will continue to happen each turn (I believe once his turn starts, he'll have 8 more rounds of healing before the spell wears off. Good thing it doesn't require concentration (transfer regeneration spell).
Assol and DikaBraz take 4 dmg each

Everyone (except Kemras)'s turn.

Dice Rolls:

Goblin touch: 1d20 + 9 ⇒ (11) + 9 = 20

Drag vs WOgre: 1d20 + 10 + 1 + 2 ⇒ (12) + 10 + 1 + 2 = 25 10ft pull
Drag vs BOgre: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 5ft pull
Drag vs SOgre: 1d20 + 10 + 1 + 2 ⇒ (4) + 10 + 1 + 2 = 17
Drag vs Babush: 1d20 + 10 + 1 - 2 ⇒ (16) + 10 + 1 - 2 = 25 5ft pull
Drag vs Cleo: 1d20 + 10 + 1 - 2 ⇒ (18) + 10 + 1 - 2 = 27 10ft pull
Drag vs Wabbit: 1d20 + 10 + 1 - 2 ⇒ (7) + 10 + 1 - 2 = 16
Blud dmg: 1d6 ⇒ 1
Neg dmg: 1d6 ⇒ 3

Drag vs Cleo: 1d20 + 10 ⇒ (20) + 10 = 30 15ft pull
Drag vs SOgre: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Drag vs EOgre: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
Drag vs Dika: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
Drag vs Furnok: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
Drag vs Babushka: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26 5ft pull

Goblin touch: 1d20 + 9 ⇒ (8) + 9 = 17
Dmg: 1d6 ⇒ 6

Assol AoO: 1d20 + 10 ⇒ (6) + 10 = 16

Bomb1 vs Furnok: 1d20 + 10 ⇒ (17) + 10 = 27
Dmg: 3d6 + 5 ⇒ (6, 3, 4) + 5 = 18
Assol Reflex: 1d20 + 5 ⇒ (12) + 5 = 17
Dika Reflex: 1d20 + 6 ⇒ (8) + 6 = 14 Improved Evasion

Bomb2 vs Furnok: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
Dmg: 3d6 + 5 ⇒ (2, 5, 1) + 5 = 13
Assol Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Dika Reflex: 1d20 + 6 ⇒ (12) + 6 = 18 Improved Evasion

Furnok takes 31 damage
Assol takes 4
Dika takes 4

I forgot Cleo's dmg: 1d6 + 1d6 ⇒ (2) + (6) = 8


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The goblins can't make AoOs, but there is a second Ogre with reach that will take that Nat1.

Ogre AoO: 1d20 + 11 ⇒ (6) + 11 = 17
Ogre AoO: 1d20 + 11 ⇒ (12) + 11 = 23
Dmg: 1d6 + 8 ⇒ (4) + 8 = 12
Kemras Fort: 1d20 + 4 ⇒ (3) + 4 = 7
Kemras Will: 1d20 + 10 + 2 + 1 ⇒ (2) + 10 + 2 + 1 = 15

Kemras takes 7 damage I have him now down to 7hp and is staggered for 1 round, which includes a unique -2 to Reflex saving throws. I'm going to say the staggered triggers after you end your turn, so you can hit yourself with that wand first.


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Furnok splatters another slime and hacks at another one. Meanwhile, Aggah is in too bad a situation to be targeting distant blobs. Stuck within this ghostly goblin and getting pelted with rocks flying at her, and an Ectoplasmic Ogre right next to her, she doesn't even realize that she can't breathe. With tremendous willpower to survive, she grips the ground with her bare feet and pulls herself out of the gravity well. The Ogre slaps her again, but she doesn't care. She hurries as far away as she can and gasps for breath.
Aggah takes 12 damage, gets staggered again, and her fear rises from shaken to afraid (see below. It's an in-between of shaken and frightened.

The giant porcupine DikaBraz backs up to slap one of the small slimes with its tail, but misjudges direction and nearly backs into Furnok. At the same time, the flaming sphere finally burns and flattens the other slime. Only one remains. The red-haired troll Assol steps to the other side of Furnok. She looks to him and says "Фёpнok, I can launch you to top of tower. You kill ghost goblin up dere. What say you?"

Blagorodna activates her wand again and makes another slash across the Ogre in front of her. Kemras feels the regeneration effect, though he's in a tight spot. Babushka doesn't regenerate anymore, but that doesn't seem to worry the old wart. She hobbles over to Blagorodna's back and says "Oi, you won't pull dat fish out of de pond wid one hand. Give me de wand." With her long arms, she tries to rake the Ogre by reaching over her daughter's shoulder, but it's an unlikely miss.

The bouncing Ogre bounces twice more, but misses on both of its attempts in lands right between Babushka, Blagorodna, Aggah, and Cleo, and this wrecks the last of Aggah's morale. Aggah is now frightened. This state is reduced back to afraid once Aggah gets 30ft away from all Ogres, or 2 rounds pass, which ever happens first.)

The Ogre attacking Blagorodna pushes forward, and Blagorodna can't get away fast enough. It engulfs her in its ectoplasmic body, and Blagorodna's eyes go wide with terror. It's acidic. The other Ogre easily pushes through the gravity well to attack Kemras. This blindsides the half-elf, but thankfully he doesn't succumb to any other effects.
Blagorodna takes 1 point of acid damage, which nullifies her regeneration. She's also suffocating and pinned. Kemras takes 9 damage.

The last little slime slips over the remains of the Ogre it spawned from, and reforms into a very pathetic-looking Ogre.

Nothing happens from the barge above.
Kemras' turn, then goblins, and after that will be everyone else.

Afraid:
Functions in all the same ways as shaken, except that the creature cannot willingly move closer to the object of their fear and if in melee then they must withdraw. If they have no choice other than to fight in melee, then they must use defensive fighting or combat expertise, else take Total Defense or surrender.

Dice Rolls:

Furnok confirm: 1d20 + 15 ⇒ (1) + 15 = 16 Oooo that was the only possible bad result
Aggah Str: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20
Ogre AoO: 1d20 + 11 ⇒ (15) + 11 = 26
Dmg: 1d6 + 8 ⇒ (4) + 8 = 12
Aggah Fort: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Aggah Will: 1d20 + 8 + 1 - 2 ⇒ (3) + 8 + 1 - 2 = 10
Dika poke: 1d20 + 8 ⇒ (1) + 8 = 9
Dmg: 2d6 + 3 ⇒ (2, 1) + 3 = 6
Slime reflex: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg: 3d6 ⇒ (2, 6, 6) = 14
Blag claw: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Dmg: 1d6 + 5 ⇒ (1) + 5 = 6
Babush claw: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12

Ogre Acro: 1d20 ⇒ 9
Direction: 1d8 ⇒ 3
Cmb: 1d20 + 12 ⇒ (1) + 12 = 13
Ogre Acro: 1d20 ⇒ 15
Aggah fear: 1d20 + 8 + 1 - 2 ⇒ (3) + 8 + 1 - 2 = 10
Duration: 1d4 ⇒ 2
Engulf vs Blag reflex: 1d20 + 3 ⇒ (10) + 3 = 13
Acid: 1d6 ⇒ 1
Blag Will: 1d20 + 9 ⇒ (19) + 9 = 28
Slam vs Kemras: 1d20 + 11 ⇒ (13) + 11 = 24
Dmg: 1d6 + 8 ⇒ (1) + 8 = 9
Kemras Fort: 1d20 + 4 ⇒ (15) + 4 = 19
Kemras Will: 1d20 + 10 + 2 + 1 ⇒ (15) + 10 + 2 + 1 = 28


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I'm the King, because if I die, then the whole game ends, also because I move so unbelievably slowly and infrequently.

I think all of your choices are excellent.

Game will continue shortly :)


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The ghostly goblin had no idea Wabbit was coming, but as Wabbit activates his ring, the goblin gets just enough time to realize he's about to be attacked, and dodges to the side before Wabbit touches to ground. Meanwhile, Cleo heals a significant portion of Kemras' health, bringing him back to the fight with plenty to spare.


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Kemras quickly darts out of the way, evading a sloshing attack from the ectoplasmic Ogre in front of him. The goblin doesn't make any attack against him, as it seems completely oblivious to what's going on.

More bombs explode over the party, but very few overlap with each other, meaning the damage is relatively minor. Another goblin primes itself and runs up close to Kemras, while the other one starts pulling creatures closer to it, including the ectoplasms. Aggah is one such unfortunate victim, being squished between ectoplasms when pulled into this incorporeal vacuum.
Kemras takes 15 damage, which puts him at -4. Furnok takes 14, Cleo 13, Blagorodna 20, Assol 12, and Babushka 8.
In addition, Aggah takes 6 damage (3 bludgeoning, 3 negative energy) and is entangled. Moving out of the gravity well requires a DC10 Str check as part of the movement.

Everyone else (except Kemras') turn. Cleo and Furnok can redo their actions if they'd like.

Dice Rolls:

Ogre slam AoO from prone: 1d20 + 11 ⇒ (1) + 11 = 12
Bomb vs Blag: 1d20 + 10 ⇒ (20) + 10 = 30
Bomb vs Blag confirm: 1d20 + 10 ⇒ (19) + 10 = 29
Dmg: 4d6 + 5 ⇒ (2, 6, 3, 4) + 5 = 20

Pull: 1d20 + 10 ⇒ (10) + 10 = 20

Bomb vs Kemras: 1d20 + 10 ⇒ (6) + 10 = 16
Dmg: 3d6 + 5 ⇒ (5, 2, 3) + 5 = 15
Kemras Will: 1d20 + 10 + 2 + 2 ⇒ (20) + 10 + 2 + 2 = 34

Bomb vs Furnok: 1d20 + 10 ⇒ (11) + 10 = 21
Dmg: 3d6 + 5 ⇒ (5, 1, 3) + 5 = 14

Bomb vs Cleo: 1d20 + 10 ⇒ (19) + 10 = 29
Dmg: 3d6 + 5 ⇒ (1, 2, 5) + 5 = 13
Cleo Will: 1d20 + 12 ⇒ (16) + 12 = 28

Bomb vs Assol: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22
Dmg: 3d6 + 5 ⇒ (3, 1, 3) + 5 = 12
Assol Will: 1d20 + 4 ⇒ (4) + 4 = 8
Babushka Reflex: 1d20 + 4 ⇒ (8) + 4 = 12

Aggah dmg: 1d6 + 1d6 ⇒ (3) + (3) = 6

Blag 20
Kemras 15
Furnok 14
Cleo 13
Assol 12, hazed
Babushka 8


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Oh and you're no longer shaken, Furnok

The Ectoplasm Ogres continue their assault, with one slamming into Blagorodna, and another into Aggah. While the troll withstands the assault, Aggah is not so fortunate. The poor goblin is horrified by the monster, and in her fear staggers as if she's not in full control of her body.
Blagorodna takes 10 damage, Aggah takes 14 and is both shaken and staggered. This staggered condition imparts a special -2 to reflex saves. Both last 1 turn. Aggah is no longer immune to the fear aura of Ogres.

The green slime falls from the barge, impacting the ground right next to Blagorodna. It's another Ogre, and with its squishy body it rockets back up over a hundred feet in the air. It manages to hone in on Kemras, bludgeoning him before coming up again, and bludgeoning him a second time. On the third, it's only 30 feet into the air, but it looks like it'll decend on Kemras, Aggah, and DikaBraz.
Blagorodna takes 17 damage, and Kemras takes 29. Both Blagorodna and Kemras are prone.

From the barge above, "HAHAHAHAHAHA! What!? What d'you mean that's the last one? FOOLS!! Be grateful I need you here, or I'd throw you down next! I'll get some more from the keep myself!"

Kemras' turn. The Ogre is 30 feet above and is likely to come back down on you.

Dice Rolls:

Slam: 1d20 + 11 ⇒ (11) + 11 = 22
Dmg: 1d6 + 8 ⇒ (2) + 8 = 10
Blag Will: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Blag Fort: 1d20 + 12 ⇒ (3) + 12 = 15
Slam: 1d20 + 11 ⇒ (13) + 11 = 24
Dmg: 1d6 + 8 ⇒ (6) + 8 = 14
Aggah Will: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Aggah Fort: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
Ogre cmb: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 miss, 300
Ogre acro: 1d20 ⇒ 19
Ogre cmb: 1d20 + 12 ⇒ (11) + 12 = 23 hit, 150
Dmg: 1d6 + 8 + 2d6 ⇒ (2) + 8 + (2, 5) = 17
Acro: 1d20 ⇒ 6
Direction: 1d8 + 1d4 ⇒ (1) + (1) = 2
Cmb: 1d20 + 12 ⇒ (16) + 12 = 28 hit, 75
Dmg: 1d6 + 8 + 2d6 - 5 ⇒ (2) + 8 + (3, 4) - 5 = 12
Kemras Reflex: 1d20 + 14 ⇒ (4) + 14 = 18
Acro: 1d20 ⇒ 19
Now in air, 30 feet up


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I'm pretty sure the one you're using now puts you down to 2/5, so I think you've got 2 more.

I figured. DC is 20 to get the jist, 25 to know exactly.

I wasn't waiting on you, Furnok, but thank you for speaking up none the less. I'm battling medication withdrawal and it suucks.

Furnok swings with his falchion, dealing the final strike to the Ogre ectoplasmic ooze. The creature is split apart, and four small oozes escape 10 feet in each direction. Furnok nearly destroys one with his second swing. These oozes are slowly travelling back to the center, suggesting they will recombine eventually. Furnok's lucerne hammer now lies at his feet, covered in goop, but not stuck any more.

Cleo sends out a wave of healing again, giving everyone whiplash of pain and restoration over and over again. She moves out of the way so the ghost bombs are less effective, while Aggah rapid fires two shots at the darkening goblin next to Kemras. The first shot is a hit, but the second is dodged by the nimble thing.

Wabbit eviscerates the darkening goblin in front of him, which results in a faint burst of blue light before the ghost is dispersed into the wind. Wabbit takes 1 point of negative energy damage

Blagorodna is stuck where she is, so she simply keeps her wand activated, while hunkering down for whatever may be falling. Assol's flamish sphere fails to connect, but she stabs the same ooze that Furnok slashed, killing it immediately. Even DikaBraz, the giant porcupine Assol summoned, gets in on the action, backing up at great speed before launching several spines into one of the small oozes. Babushka looks over at Furnok, who even with Cleo's help is hurt badly. The old troll hobbles closer to him, and with her long arms touches him on the head. Furnok's wounds suddenly start to regenerate, though Babushka's cease. "Be strong, Фёpнok. You are like miniature troll. Do not stop fighting."
Furnok now has regeneration 5, which kicks in at the beginning of his next turn. As regeneration, this continues even if unconscious, and restores limbs and organs.

Ogre's turn, then Barge, the Kemras. I need more coffee and some food. These take me a while to write.

Dice Rolls:

Split: 1d4 ⇒ 2
Wabbit Reflex: 1d20 + 15 ⇒ (5) + 15 = 20
Wabbit Fort: 1d20 + 13 ⇒ (19) + 13 = 32
Dmg: 1d6 ⇒ 1
Baby Ooze reflex: 1d20 + 5 ⇒ (16) + 5 = 21
Longspear: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Dmg: 1d10 + 8 + 2d6 ⇒ (9) + 8 + (3, 2) = 22
Dika tailslap: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Dmg: 2d6 + 3 ⇒ (6, 2) + 3 = 11


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I need a perception check from Kemras, please. Though with your bonuses I'm going to assume you pass.

You've jumped the gun my friend Furnok

Kemras notices the next bomb as it falls. It's bigger, greener, and has a deeper scream to it. He believes it will fall nearby, possibly right on top of Blagorodna. Then he stabs at the Ogre again, and although it looks like the ectoplasm will fall apart from one or two more hits like that, it isn't exactly encouraging.

Then the goblins launch their bombs, and since everyone is clumped up, deal incredible amounts of damage. Cleo nearly passes out from being the center target, and Furnok and Kemras aren't looking good either. The trolls are fighting hard, relying on their regeneration to keep themselves alive, but anyone else apart from Kemras does not have that kind of luxury.

In addition, the goblin that Wabbit is fighting, as well as one near Kemras, don't attack. Instead they start getting darker and darker, all except for their yellow teeth and red eyes. Both Kemras and Wabbit feel cold.

Kemras takes 12 damage, Aggah takes 16, Cleo takes 48, Furnok takes 28, Assol takes 28, Babushka takes 12, Blagorodna takes 20, and DikaBraz takes 4. Kemras regained 2hp during his turn.

Everyone's turn (except Kemras). The bomb will land after your actions.

Dice Rolls:

Launch: 1d20 ⇒ 7
Direction: 1d8 ⇒ 2
Distance: 1d4 ⇒ 1

Bomb vs Blagorodna: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
Dmg: 3d6 + 5 ⇒ (5, 6, 4) + 5 = 20
Kemras Reflex: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29
Dika Reflex: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 Improved Evasion
Aggah Reflex: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 Evasion

Bomb vs Cleo: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
Dmg: 3d6 + 5 ⇒ (6, 1, 6) + 5 = 18
Kemras Reflex: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
Dika Reflex: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 Improved Evasion
Aggah Reflex: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21 Evasion
Furnok Reflex: 1d20 + 7 + 2 - 2 ⇒ (17) + 7 + 2 - 2 = 24
Babushka Reflex: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Assol Reflex: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Cleo Will: 1d20 + 12 ⇒ (8) + 12 = 20

Bomb vs Cleo: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
Dmg: 3d6 + 5 ⇒ (6, 5, 6) + 5 = 22
Kemras Reflex: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
Dika Reflex: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 Improved Evasion
Aggah Reflex: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 Evasion
Furnok Reflex: 1d20 + 7 + 2 - 2 ⇒ (16) + 7 + 2 - 2 = 23
Babushka Reflex: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Assol Reflex: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Cleo Will: 1d20 + 12 ⇒ (13) + 12 = 25

Bomb vs Furnok: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Dmg: 3d6 + 5 ⇒ (2, 2, 3) + 5 = 12
Assol Reflex: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Cleo Reflex: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24

Bomb vs Assol: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
Dmg: 3d6 + 5 ⇒ (4, 1, 2) + 5 = 12
Furnok Reflex: 1d20 + 7 + 2 - 2 ⇒ (3) + 7 + 2 - 2 = 10
Cleo Reflex: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13

Blag 20
Kemras 12
DikaBraz 4
Aggah 16
Cleo 48
Furnok 28
Babush 12
Assol 28


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I also want to remind Cleo that in a previous post... yesterday? I questioned if you were actually out of channel energies. It didn't seem to add up.


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Where ish are you located, Kemras? I'm in Western Canada, the cowboy province of Alberta, one of the cities.


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Cleo Gingerberry wrote:
"Writing on the wall"? Is that a reference? It sounds cool either way

It's an expression I grew up with. It means... when you know something will happen, because the evidence is in plain view. Usually something bad. So you could say "They haven't fired me yet, but since I missed the deadline again, they could fire me any day. The writing is on the wall."

It's a little bit of an older expression, but I do hear people in their late 20's say it from time to time. My parents use it, and they're in their late 60's now. So it's got quite the age gap. I have no idea where/when it comes from.


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Wabbit slashes wildly at the spectral goblin, but this time he's fighting an opponent his size! Two of his slashes meet their mark, and together they nearly take the goblin back to the ethereal plane, but not quite. The incorporeal goblin feels no pain, and just continues its onslaught with a mad grin on its face. The only signs of damage being its frayed and dispersed form, like disrupting a smoke ring.

Cleo uses her channel energy in desperation to keep everyone alive. Then with Kemras' advice, swiftly gets out of the way of the falling soul bomb.
Just checking, Cleo, how sure are you that this is your last channel? Because I know that this is the first fight you've had since dawn, and I think we're only on round 3. Morning you guys woke up at the unicorn den, then met the trolls, and then entered here. I mean no offense, just checking.

Aggah fires a magical arrow at a goblin, but the goblin easily dodges with such nimbleness that no corporeal form could ever do. Meanwhile, Furnok bashes the ectoplasmic ogre like he was smashing jelly with a hammer. It bobs and bounces back with the first swing, but when Furnok tries to go for the backswing, he fails to pull his hammer free of the creature. Assol the red-haired troll tries to set it on fire with her flaming sphere, but the ectoplasmic ogre shows surprising nimbleness and dodges away. She then gets frustrated, and sticks it with her fiery longspear, which can reach over Furnok like a military pike. The Ogre sizzles from the fire, but just barely manages to survive.
"Assol! Use your claws on the fat ones, your spear on the ghosts." Blagorodna instructs. Assol just grunts and considers just dropping the spear.

"Blaggard. Tey took me lightning!" The old Babushka curses. Blagorodna maintains her wand's power over Kemras, then fights the Ogre that's trying to engulf her with a claw. Though its just a mundane claw, it does rip and tear into the undead's rubbery hide like butter. Babushka stays back, and uses her longspear to fight over Blagorodna's shoulder. All of the trolls are able to retrieve their weapons from the sticky hide of the Ogres.

The Ectoplasmic Ogre fighting Blagorodna lurches at her, throwing its arms and head and stretching beyond what a living creature could do. It impacts her right in the chest, but she shakes off whatever nasty effects the bludgeoning might have done. The other two Ogres also make similar attacks against Kemras and Furnok, but both are able to dodge the unsettling strikes.
Blagorodna takes 14 damage

The scream from before gets louder and louder, before what looks like a black fireball comes into view and swiftly impacts the area Kemras just pointed out. A 15ft sphere of violet energy erupts from the impact, with horrific screams emanating from swirling violet faces. Then a second afterwards, it collapses in on itself before bursting out to 30 feet. Babushka the elderly troll, DikaBraz the summoned giant hedgehog, Aggah, and even Bacon are caught in this after blast. For Aggah and Bacon however, they manage to evade the whole thing at the last moment. Babushka takes 13 damage, and DikaBraz takes 6.

The energy from the initial blast seeps deep into the soil, causing it to twist and worm with necrotic magic. Then another scream is heard from high above. The hag has launched another bomb!

Kemras' turn. He can use a move action to determine where the bomb will land. The bomb will land after 1 round, so everyone will have a chance to avoid it.

Dice Rolls:

Assol Will: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Ogre reflex: 1d20 + 3 ⇒ (16) + 3 = 19
Longspear: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Dmg: 1d10 + 8 + 2d6 ⇒ (7) + 8 + (5, 1) = 21

Blagorodna Will: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Claw: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Dmg: 1d6 + 5 ⇒ (5) + 5 = 10

Babushka Will: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Longspear: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Dmg: 1d10 + 7 + 2d6 ⇒ (7) + 7 + (2, 5) = 21

Aggah Will: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Furnok Str: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
Assol Str: 1d20 + 5 ⇒ (20) + 5 = 25
Blag Str: 1d20 + 5 ⇒ (13) + 5 = 18
Babu Str: 1d20 + 4 ⇒ (20) + 4 = 24

Ogre slam: 1d20 + 11 ⇒ (18) + 11 = 29
Blag Will: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Dmg: 1d6 + 8 ⇒ (6) + 8 = 14
Blag Fort: 1d20 + 9 ⇒ (6) + 9 = 15

Ogre slam: 1d20 + 11 ⇒ (3) + 11 = 14

Ogre slam: 1d20 + 11 ⇒ (6) + 11 = 17

Babushka Reflex: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 (half)
Dika Reflex: 1d20 + 6 ⇒ (6) + 6 = 12 Improved Evasion (quarter)
Aggah Reflex: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20 Evasion (none)
Bacon Reflex: 1d20 + 7 ⇒ (12) + 7 = 19 Evasion (none)
Dmg: 8d8 ⇒ (1, 8, 2, 5, 1, 7, 2, 1) = 27 half is 13, quarter is 6
Babushka Will: 1d20 + 9 + 2 + 2 ⇒ (11) + 9 + 2 + 2 = 24
Dika Will: 1d20 + 6 ⇒ (14) + 6 = 20 failed, but doesn't really matter


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Thank you very much Wabbit. It's less about time or even energy, and more about habits, medication, and discipline.

I've been running forum games for... well since this one started (July 2015. Some of you were there back then. Wow). I've seen people do what I'm doing: Coming back for a second, then disappearing, over and over again. I view it as writing on the wall when I'm GMing. So the whole disappearing forever thing isn't like some allusion to suicide or anything, just a refusal of the mind to acknowledge what the heart has already figured out. Is that right? I'm not sure.

I can't guarantee that I can fulfill your request, but I'm willing to try.

And just in case that last post felt like it was alluding to suicide, no I'm not in that kind of space. I feel more joyful and appreciative of the world now more than any other time in my (relatively short) adult life. I'm a pretty happy boy, just with some struggles here and there.


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Thank you guys =) for your patience and everything else. If for whatever reason I end up disappearing forever, please know that I've always appreciated each of you.

I'm gonna try to stay though. I swear


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Kemras takes a good look into the sky, peering to get a glimpse of the falling goblin's trajectory. His eyes are keen enough to know that it's being blown off course with the wind, making it land right in front of the double doors. It should hit in a matter of seconds (1 round), and Kemras remembers the blast area was 15 feet from the impact. This means Babushka, Cleo, and Aggah need to MOVE, before a necromantic fireball detonates overtop of them.

Kemras' rapier thrust easily penetrates the gooey skin of the ectoplasmic ogre, though it lacks the cutting capacity to sever the skin off.
Kemras regains 2hp. Side note, you can add a +2 bonus to your Str checks from that wand of troll blood

The goblin right in front of Wabbit tries to lunge straight into the middle of the paladin, though Wabbit easily dodges and fends him off with his magical waveblade. The rest of the goblins throw bombs, causing yet more devastation. Furnok sees hazy images of nightmares in his past, which distract him whenever he moves.
Kemras takes 23 damage. Furnok takes 29 damage and his movespeed is halved for 5 rounds. Blagorodna takes 23 damage, Assol takes 24 damage, and Babushka takes only 8 but she lost concentration on her spell.

Everyone (except Kemras) turn

Dice Rolls:

The Big One: 1d20 ⇒ 14
direction: 1d8 ⇒ 4
distance: 1d4 ⇒ 2

Touch vs Wabbit: 1d20 + 9 ⇒ (7) + 9 = 16

Bomb vs Blagorodna: 1d20 + 10 ⇒ (7) + 10 = 17
Dmg: 3d6 + 5 ⇒ (5, 4, 1) + 5 = 15
Kemras Reflex: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
DikaBraz Reflex: 1d20 + 6 ⇒ (14) + 6 = 20 Improved Evasion

Bomb vs Blagorodna: 1d20 + 10 ⇒ (3) + 10 = 13
Dmg: 3d6 + 5 ⇒ (2, 3, 3) + 5 = 13
Kemras Reflex: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
DikaBraz Reflex: 1d20 + 6 ⇒ (18) + 6 = 24 Improved Evasion

Bomb vs Kemras: 1d20 + 10 ⇒ (17) + 10 = 27
Dmg: 3d6 + 5 ⇒ (6, 2, 2) + 5 = 15
Blagorodna Reflex: 1d20 + 4 ⇒ (6) + 4 = 10
DikaBraz Reflex: 1d20 + 6 ⇒ (19) + 6 = 25 Improved Evasion
Kemras Will: 1d20 + 10 + 2 + 2 ⇒ (15) + 10 + 2 + 2 = 29 Enchantment, TrollBlood

Bomb vs Furnok: 1d20 + 10 ⇒ (8) + 10 = 18
Dmg: 3d6 + 5 ⇒ (2, 1, 2) + 5 = 10
Assol Reflex: 1d20 + 5 ⇒ (16) + 5 = 21
Furnok Will: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8 Shaken

Bomb vs Furnok: 1d20 + 10 ⇒ (5) + 10 = 15
Dmg: 3d6 + 5 ⇒ (2, 3, 5) + 5 = 15
Assol Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
Furnok Will: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21 Shaken

Bomb vs Assol: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
Dmg: 3d6 + 5 ⇒ (1, 5, 1) + 5 = 12
Furnok Reflex: 1d20 + 7 ⇒ (16) + 7 = 23
Babushka Reflex: 1d20 + 4 ⇒ (9) + 4 = 13
Babushka Concentration: 1d20 + 8 ⇒ (6) + 8 = 14 Failed

Bomb vs Assol: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
Dmg: 3d6 + 5 ⇒ (5, 1, 3) + 5 = 14
Furnok Reflex: 1d20 + 7 ⇒ (16) + 7 = 23
Babushka Reflex: 1d20 + 4 ⇒ (19) + 4 = 23


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Oh shoot, how long was I out for?
I'm sorry everyone. No great excuses here.

If you're curious, but I don't consider this any good reason for my absence, here's what I've been up to:

Warning: Maybe you don't want to know personal details about your GM's life. I don't think I have anything tooooo shocking, but consider that I'm very much a flawed human being with his own life in some frozen wasteland of a country.

- I'm on different ADHD meds now. I'm not convinced they're great

- My girlfriend left. It wasn't actually all that hard on me, because I knew it was going to be temporary and the time was coming up. She lived out of town, and between heavy Canadian snowfall and increasing gas prices, it was pretty much doomed.

- My other girlfriend (I had two, they both knew about it way ahead of time, it was all between consenting adults) and I are doing pretty darn well. I did put my foot in my mouth a few days ago, but we were able to repair pretty quickly and spend some really good days together.

- I butted heads with one of my real-life players and it has not gone well and things have not been resolved yet.

- I've watched every nature documentary I can find about jaguars, leopard, tigers, and other big (and small) cats. This was because I was running a dnd session that involved big cats. I have lots of cat fun facts if you're interested.

- I've been low-key obsessed with observing the Ukrainian war

- I have no clean laundry at all. If I spill something on this pair of sweatpants, I will have to resort to boxers.

- I play a ton of Heroes of the Storm. I didn't think my obsession would last so long. It's been going for about two months now. My favourites are Sgt. Hammer, Fenix, Tychus, Zagara, Junkrat, Murky, Leoric, and I'm working on Tassadar at the moment and enjoying it.

I'm doing well with my family, my pets, my income, my in-person games. I'm healthy (I narrowly dodged getting covid). I have a lot of people who care about me. I would say I'm overall doing pretty darn well, with a few bumps here are there. I would like to be able to concentrate on one thing for longer than 15 seconds < but > less than 40 hours.

If you happen to have me (as a GM or player) in one of your other games, please feel free to give them the gist of what's going on. I might do something incremental like one post a week per game just to get back into the flow. I'm still trying, but I get distracted / overwhelmed and lose the momentum really fast. And of course if anyone wants to leave or remove me from a game, I fully understand and respect the decision.

I hope you are all well in your own lives. If you want to be friends on facebook or discord to help prod me, I'm down for that. Otherwise, I hope to post in the games really really soon.
With love,
- Treasurefox


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Well that's the nicest and easiest mistake I've seen in a while! :)

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