GM Rat Sass's Age of Worms

Game Master Governayle

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Treasure Log
The Road So Far...
Map of Alhaster
Ascaria's Pub


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Male Human Brawler (17), Thief (0)

Round 6, Init 5

Swift back to Dragon

Mortimer steps five feet to (FLANK?).

This creature is so special, I don't know that it isn't flankable. Mort might, but I don't :-).

"Get back here you flaming flan!" Mortimer growls, mentally noting that hitting the creature is much like trying to hit Jello that has been set on fire.

RPunch: 1d20 + 22 + 2 + 1 + 1 + 2 ⇒ (11) + 22 + 2 + 1 + 1 + 2 = 39 Amulet, Weapon Focus, +BoF, +Haste, +Prayer, +FLANK?
for damage: 2d10 + 10 + 1d6 + 1d6 + 1 ⇒ (6, 2) + 10 + (2) + (2) + 1 = 23 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

LPunch: 1d20 + 28 ⇒ (4) + 28 = 32 Amulet, Weapon Focus, +BoF, +Haste, +Prayer, +FLANK?
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (8, 6) + 7 + (4) + (1) + 1 = 27 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

RHook: 1d20 + 23 ⇒ (9) + 23 = 32 Amulet, Weapon Focus, +BoF, +Haste, +Prayer, +FLANK?
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (7, 6) + 7 + (1) + (1) + 1 = 23 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

RBackFist: 1d20 + 23 ⇒ (19) + 23 = 42 Amulet, Weapon Focus, Imp. Two-Weapon Fight, +BoF, +Haste, +Prayer, +FLANK?
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (10, 5) + 7 + (3) + (6) + 1 = 32 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

ConfirmCrit?: 1d20 + 23 ⇒ (11) + 23 = 34 Amulet, Weapon Focus, Imp. Two-Weapon Fight, +BoF, +Haste, +Prayer, +FLANK?
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (6, 2) + 7 + (3) + (3) + 1 = 22 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver, +Prayer

LHook: 1d20 + 18 ⇒ (14) + 18 = 32 Amulet, Weapon Focus, +BoF, +Haste, +Prayer, +FLANK?
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (2, 4) + 7 + (2) + (6) + 1 = 22 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver +Prayer

LKneeto,er,FloatingRib?: 1d20 + 18 ⇒ (6) + 18 = 24 Amulet, Weapon Focus, Greater Two-Weapon Fight, +BoF, +Haste, +Prayer, +FLANK?
for damage: 2d10 + 7 + 1d6 + 1d6 + 1 ⇒ (2, 8) + 7 + (4) + (3) + 1 = 25 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver +Prayer

Haste
ElbowSmash(R): 1d20 + 28 ⇒ (17) + 28 = 45 Amulet, Weapon Focus, +BoF, +Haste, +Prayer, +FLANK?
for damage: 2d10 + 10 + 1d6 + 1d6 + 1d6 + 1 ⇒ (2, 8) + 10 + (4) + (4) + (3) + 1 = 32 +Dragon, +Cold, +Acid, Good, Magic, Cold Iron, Silver +Prayer

Status:

AC = 31 (+4 on an AoO)
HP = 109/124, 120 Acid +30Acid, 30 minutes
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +1/Cold (x2 Str on 1st, x1.5 Str on second (Dragon))
Condition(s) =
Damage: 2d10 (Monk’s robe)

Slots:
Martial Flexibility: 4 / 10
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 14 / 14
ElementalFists: 14/14
Lightning Sword Fly: 3/3

Saves:
Fort +14 (+1 Feast, +2 Protect from Evil, +4 vs inhaled and contact poisons, +2 vs disease (Trait Black Lung))
Reflex+17 (+1 Feast, +2 Protect from Evil)
Will +12 (+1 Feast, +2 Protection from Evil, +2 vs sleep, paralysis and stun (In battle, Dragon))

Spoiler:
[
--------------------------------------------------------------------
(Innate: Weapon Focus (Unarmed Strike), Dodge, Mobility, Improved Grapple, Power Attack, Combat Reflexes, Combat Expertise, Additional Traits (Bruising Intellect, Spirit Sense), Stunning Fist, Improved Critical, Dragon Style, Dragon Ferocity)

AC 25(26, Buckler), 30(31, Buckler) on AoO, 19 (+4 Mobility) Touch
BAB = +14/+9/+4
124 HP

Armor Class = 26 (27) (Armor +6, Ring +2, Dex +4, Dodge +1, lvl 4, 9, & 13 AC bumps +3)(Buckler +1)
Flat­Footed AC = 18 (Armor +6, Ring +2)
Touch AC = 20 (Dex +4, Dodge +1, lvl 4, 9, & 13 AC bumps +3, Ring of Protection +2)
+4 Mobility (vs AoOs when moving)
+3 Magic Vestment (on buckler, lasts 13 hours)
+2 Barkskin (from wand, lasts 30 minutes)

ToHit = 1d20+20+1+3 (Weapon Focus, Amulet)
RHit = 1d20+24-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
LHit = 1d20+24-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
THit = 1d21+19-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
FHit = 1d21+14-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 acid)
Throw = 1d20+20

Max Flexlo Slots 10
Initiative +4
CMB = 20
CMD = (BAB + STR + 10 + DEX + AC CLASS FEATURE + Ring o' Protection + Dodge) => (14 + 5 + 10 + 4 + 2 + 2 + 1 == 38)
CMD (Grapple) = 38 + (Maneuver Training Grapple + Armbands + Improved Grapple) => (37+3+1+2 == 44)
CMD (Grapple) = 37 + (Maneuver Training Disarm) => (38+2 == 40)
CMD (Grapple) = 37 + (Maneuver Training Overrun) => (38+1 == 39)

+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT


Male, Gnome

Round: 7, Initiative: 21

Status:
AC = 25 (F23/T12) (+3 magic vestment included, +2 from BoF not included)
HP = 74/93
Hero Points = 6
Equipped = None
Conditions = Hero’s Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Eri, Mort, Sol), Wind Walk (1/15h), Brightest Light (1/15h), Air Walk Communal (5/30m, everyone), Protection from Acid (1/30m / 108hp, Ascaria, Eidi, Eri, Mort, Sol), Protection from Fire (1/60m / 120hp, Ascaria, Eidi, Eri, Mort, Sol), Prayer (7/15r, everyone), -5 strength damage, Blessings of Fervor (6/15r, Ascaria, Mort, Sol), Haste, Resist Acid (1/30m, 30), Heroism (1/30m)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (9/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3 through 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
Ascaria is pleased that his magics are holding, and no one is taking damage, as he absorbs a little.*

He takes another step and casts Chains of Light (Reflex DC 24) upon Mr. Squishy, hoping to keep him in place for the warriors to finish off. Out of a sense of paranoia, he casts defensively utilizing his bracers to double his chances (takes the better of two rolls).
Concentration: 1d20 + 25 ⇒ (9) + 25 = 34 vs DC 27
Concentration: 1d20 + 25 ⇒ (11) + 25 = 36 vs DC 27

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (Ascaria, Mort, & Sol)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of Acid damage)(everyone to varying degrees)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)

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


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|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Ah, would you look at that. Yes, the Lantern Archon did indeed manage a strike. In my skimming, I didn't see a Crit Confirm, so assumed there had been no such roll...

Eidi pulls himself back from the brink of unconsciousness, with small thanks to the Archmage's keen crafting, though he still finds his hands weakened enough to cripple his spell casting.

Solrisa steps up with the half-elf's fortification on her blade, and through three effective swings, each an arc of holy light, brings the acidwraith a blessed peace.

Combat is over!

Within moments of post-battle quiet, the party starts to choke on the fumes of the pool, forcing them to hold their breaths. Apparently something has cut off the dragon's lair from the outside air...

Drowning Rules:

Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.

When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.

Unconscious characters must begin making Constitution checks immediately upon being submerged (or upon becoming unconscious if the character was conscious when submerged). Once she fails one of these checks, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, she drowns.

It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain. And the noxious fumes of an acidwraith pool... cough, cough...


Bald male Half-Elf elder

Eidi would grin on the acidwraith defeat, but he is too busy coughing and trying to avoid drowning in the noxious area "Quick! Let's explore this area fast and then get out of here before we get drowned. I have a couple dimensional doors to take us out in case we cannot move that big stone layer over our heads."

The elder looks for clues of Bert and Iam Tipplepot, the dragon horde or the Ebon Triad, before the air starts to go scarce.
Perception+HR+prayer: 1d20 + 20 + 2 + 1 ⇒ (11) + 20 + 2 + 1 = 34
K. religion+HR+paragon+prayer: 1d20 + 27 + 2 + 1 + 1 ⇒ (4) + 27 + 2 + 1 + 1 = 35

He is also interested on what magics or alchemy created the acidwraith.
K. arcana+HR+paragon+prayer: 1d20 + 25 + 2 + 1 + 1 ⇒ (17) + 25 + 2 + 1 + 1 = 46


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Solrisa flies up to examine what might be blocking the way out.

Holding breath, and flying up. 2 move actions.


Male Human Brawler (17), Thief (0)

Mortimer does a quick patrol around the space and pool to see if there is a further way in to (poke air holes through and) explore before joining Sol to investigate the stoppage.

Percept: 1d20 + 24 ⇒ (7) + 24 = 31 Spirit Sense


Male, Gnome

"Remember your wind walk - we can also escape that way if we have but a crack to the outside." he says before keeping the rest of his breath and thinking bad thoughts of nasty dragons shifting big rocks.

Do we get any extra clear air thanks to the gust of wind Eri wisely used earlier to help clear the chamber a bit?

Confident the others will find something useful, he lightly looks around, mostly for things moving up on them, though he does keep his eyes open for the treasure they need to get into the party to talk to the woman to learn what they need to know to defeat evil... etc.

Perception: 1d20 - 1 + 3 ⇒ (14) - 1 + 3 = 16 (Prayer, Heroism)


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Eri's Gust of Wind is the reason you're beginning to hold your breath now, and not in the middle of combat.

Eidi gives the dragon's lair a good looking over.

Eidi:

There are definitely areas in the cavern, the places where once stood quite professional alchemical laboratory set ups, but everything, and I do mean everything, is shattered, decimated, crumbled...

Your perception informs you as to where to dig, but you will require digging, likely for awhile.

If the Tipplepots had been here, in the cavern, there is no sign of them. Only the bubbling puddle lake of acid, which, to the unprotected, might very well destroy all trace of those unfortunate to stumble into the dragon's lair.

As for the acidwraith, you're left to wonder how the incorporeal entity was able to manifest the watery substances of acid, water, and poison. This creature likely manifested when the soul of a marid genie merged with a specific combination of acids and magical alchemical fluids associated with dragons are mixed together. In many ways, the genie’s ghost had possessed this dangerous combination of chemicals, yet it is not technically a ghost. The creature’s head is the only really solid part of its body, a collection of skulls that shift between the draconic and the humanoid. These skulls are real bone manifested by the acidwraith’s presence; they constantly reform and rebuild as the thing’s acidic body eats them away.

Mortimer studies the space and the acid pool.

Mortimer:

There are definitely areas in the cavern, the places where once stood quite professional alchemical laboratory set ups, but everything, and I do mean everything, is shattered, decimated, crumbled...

Your perception informs you as to where to dig, but you will require digging, likely for awhile.

The bubbling puddle lake of acid, which, to the unprotected, might very well destroy all trace of those unfortunate to stumble into the dragon's lair, is self-contained, with nothing connecting it to the waters of the Eel River above. Poking holes at the depth of 50' will likely only get you the start of tunnels under the Eel...

Solrisa races to the top of the shaft, to inspect the massive stone cover concealing the dragon's lair.

Solrisa:

It is a massive slab, likely 1000 pounds weight of stone. Easy enough for a pair of young dragons to move aside, as witnessed before, or perhaps an older dragon by itself.

Ascaria keeps everyone company, while Eri contemplates his own actions.

Eventually, Mortimer makes his way up the shaft, to join Solrisa in her inspections.

Mortimer:

It is a massive slab, likely 1000 pounds weight of stone. Easy enough for a pair of young dragons to move aside, as witnessed before, or perhaps an older dragon by itself.

I advanced the round count to account for Mortimer's buzz of activity. Others are free to take another round to consider things. I await Standard or Full Round Actions, by which I might continue robbing you of breath...

Holding Breaths:

Ascaria = 22/24
Eidi = 30/32
Eri = 18/20
Mortimer = 27/30
Solrisa = 25/28


Male Human Brawler (17), Thief (0)

Round ???, Init ???? Because we're still in them...? 'Cos if I knew, I'd have taken the Look later!

Mortimer looks at Eidi. "If we're in a hurry -- and I'm guessing we are -- we should take you up on that ... 'dimension door' Thing."


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Ahh, my lungs are gonna start to burn here pretty soon. Eri tries to calm himself.

He does NOT take a deep breath, but looks around the room to see if he can find the source of the fumes. Like a cauldron, a giant open jar or a cave entrance that looks menacing.

what’s killing us?: 1d20 + 1 ⇒ (8) + 1 = 9 prayer

Knowledge (Arcana) = +19 (15 ranks)
Knowledge (Dungeoneering) = +11 (7 ranks)
Knowledge (Geography) = +6 (1 rank, trait)
Knowledge (local) = +7 (2 rank)
Knowledge (nature) = +5 (1 rank)
Knowledge (planes) = +5 (1 rank)
Perception = +6 (6 ranks)
Survival = +5 (1 rank, trait)


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Sorry if I wasn't clear enough about you needing to Hold Your Breath, moving forward. I thought it would be an interesting change of pace to switch to a counter-downer, and I find it's more downer than interesting...

Eri:

Perhaps the giant pool of magical, alchemical acid across the room, from where the acidwraith emerged, has something to do with your inability to breath freely. This, combined with the giant slab of stone placed over the lair's 'blowhole', and air is now quite scarce.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Solrisa pushes and pushes against the stone, using all her mighty strength...and some of her remaining and valuable breath.

1d20 + 6 ⇒ (3) + 6 = 9 Str
1d20 + 6 ⇒ (7) + 6 = 13 Str

”If I had my stone *cough* tools, I could get through *cough* this! Also, would need about a week! *cough*” Solrisa says to Mort, only somewhat smiling.


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Male Human Brawler (17), Thief (0)
Ascaria wrote:
"Remember your wind walk - we can also escape that way if we have but a crack to the outside."

Oh, right.

Mort attempts in trying to move the stone but to make but a small enough escape crack -- because he is stronger than an adult black dragon.

Rawr: 1d20 + 5 ⇒ (8) + 5 = 13
RAWR: 1d20 + 5 ⇒ (20) + 5 = 25


Male, Gnome

Round: 12, Initiative: 21

Status:
AC = 25 (F23/T12) (+3 magic vestment included, +2 from BoF not included)
HP = 93/93
Hero Points = 6
Equipped = None
Conditions = Hero’s Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Eri, Mort, Sol), Wind Walk (1/15h), Brightest Light (1/15h), Air Walk Communal (5/30m, everyone), Protection from Acid (1/30m / 108hp, Ascaria, Eidi, Eri, Mort, Sol), Protection from Fire (1/60m / 120hp, Ascaria, Eidi, Eri, Mort, Sol), Prayer (11/15r, everyone), -5 strength damage, Blessings of Fervor (10/15r, Ascaria, Mort, Sol), Haste, Resist Acid (1/30m, 30), Heroism (2/30m)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (9/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3 through 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (5/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -

Cool, thanks GM!

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

As the others search, Ascaria continues to absorb damage* until there is no more to absorb. He’ll then cast a trio of Cure Light Wounds to heal some of his injuries. (So three more rounds for Ascaira, though spell casting might cost him double, I don't remember.) I also moved on the map (moving toward the entrance where Mort and Sol are so we're together for the Dimension Door should that be needed).

Cure Light Wounds: 3d8 + 18 ⇒ (3, 4, 6) + 18 = 31

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (Ascaria, Mort, & Sol)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of Acid damage)(everyone to varying degrees)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)

* Mort heals 10hp of damage total which is transferred to Ascaria.


Bald male Half-Elf elder

Eidi joins the others, only then releasing some of the valuable air to speak words softly "I think *oouf* *ooouf* I found where to dig, but that will require us to free the cave, because it is gonna take a way *oouf* *cough*"

If nothing else happens Eidi will wait for everyone to gather and cast dimension door to get out at the first opportunity.


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Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Eri moves toward Eidi.
”Eidi, can you build a wall over the pool of acid?”


Bald male Half-Elf elder

"That's a great idea Eri! It might help to seal the noxious gasses" Eidi casts wall of stone to seal the pool.

Then, he grasps everyone and casts dimension door to bring the Outcasts out, just on the surface where they can see what blocked the entrance.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The weight of the massive stone slab covering the entrance begins to budge under Mortimer's massive heave, until something large suddenly lends its weight to oppose such a gesture!

Meanwhile, the half-elf and sorcerer set themselves to the task of sealing off the source of the noxious magical fumes. Unfortunately, the expanse of the pool exceeds the wily half-elf's ability to produce a floor of stone capable of supporting itself with buttressing.

Wall of Stone:

I really wanted this to work! Let me know if there's a way, but the spell allows for the crafting of a 4" thick wall that occupies 15 5' squares, which can be doubled to 30 squares if the thickness is halved. Due to the floor construction, and a span greater than 20', the 30 squares are reduced back to 15 squares, for the need of arching and buttressing...

When Eidi casts the Dimension Door, bringing everyone suddenly outside, and into the relatively clean, cough, air of the Traitors' Graves, it quickly becomes apparent why the muscular Mortimer couldn't execute an opening- one of the black dragons currently sits on the slab! It is alone, and it doesn't seem to bear any wounds...

Initiative:

Ascaria: 1d20 + 1 ⇒ (13) + 1 = 14
Eidi: 1d20 + 1 ⇒ (20) + 1 = 21
Eri: 1d20 + 2 ⇒ (9) + 2 = 11
Mortimer: 1d20 + 2 ⇒ (17) + 2 = 19
Solrisa: 1d20 + 4 ⇒ (20) + 4 = 24
BD: 1d20 + 5 ⇒ (9) + 5 = 14

Position:

Ascaria: 1d8 ⇒ 4
Eri: 1d8 ⇒ 1
Mortimer: 1d8 ⇒ 6
Solrisa: 3d8 ⇒ (4, 4, 2) = 10

Round 1
Solrisa- 24
Eidi- 21
Mortimer- 19
Black Dragon - 14
Ascaria- 14-
Eri- 11

Solrisa, Eidi, and Mortimer are up! Roll20 Map has been updated. For the somewhat harrowing experience of premature burial, remember your unhealed states, whatever they may be. I'm ruling that any Buffs based on Rounds/Level are winked out.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 1, Init 21

Sol takes a big gulp of air as she is blipped outside the stinking acidic death trap. She quickly sees the problem and moves to engage, moving to attack. 4th smite used

Power attack. Two hand.
1d20 + 24 - 4 + 4 + 1 + 1 ⇒ (19) + 24 - 4 + 4 + 1 + 1 = 45 to hit; (-PA,+Dragon,+prayer,+haste)
1d10 + 9 + 12 + 1d6 + 19 + 1 + 19 ⇒ (3) + 9 + 12 + (5) + 19 + 1 + 19 = 68 magic w/electrical damage

Power attack. Two hand, pot crit:.
1d20 + 24 - 4 + 4 + 1 + 1 ⇒ (18) + 24 - 4 + 4 + 1 + 1 = 44 to hit; (-PA,+Dragon,+prayer,+haste)
1d10 + 9 + 12 + 2d10 + 19 + 1 + 19 ⇒ (9) + 9 + 12 + (6, 6) + 19 + 1 + 19 = 81 magic w/electrical damage (shock burst)

Sol Stats:

AC= 26 normal, 34 vs. wraith [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin] +4 Wraith +2 champ armor (vs. wraith)

HP= 126/126
Right hand = long sword
Left hand =
LoH 0/11 used (7d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (26/50 left) 8/8/2018
The Dragon Invoked 4/7 used (+4 to hit/AC,+18 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 14 minutes)
Nice Booties 1/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used

Power attack. One hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage

Power attack. Two hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Battered, poisoned, and slowly working their way to drowning, the Outcasts suddenly appear at the side of a lone black brood. Within the blink of an eye, Solrisa's sword swiftly separates the dragon's head from its base. The promise of its savage greatness cut short in the prime of its life...

Combat is over. Swiftly.

The Traitors' Graves grows quiet, leaving a massive slab of stone to cover the dragon's alchemically-tainted lair to prevent its fumes from reaching you. Whatever lies below waits securely, until the Outcasts, or some foolish black dragon, returns to search it more thoroughly...


Male, Gnome

Status:
AC = 25 (F23/T12) (+3 magic vestment included, +2 from BoF not included)
HP = 93/93
Hero Points = 6
Equipped = None
Conditions = Hero’s Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Eri, Mort, Sol), Wind Walk (1/15h), Brightest Light (1/15h), Air Walk Communal (10/30m, everyone), Protection from Acid (5/30m / 108hp, Ascaria, Eidi, Eri, Mort, Sol), Protection from Fire (5/60m / 120hp, Ascaria, Eidi, Eri, Mort, Sol), Resist Acid (5/30m, 30), Heroism (5/30m)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (9/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3 through 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (5/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -

"Dragons." Ascaria shakes his head once they're clear of the fumes, and their tormentor. Like big cats, he thinks, playing with their prey.

He'll immediately spend some time (three rounds per casting) fixing the strength drain on himself and Eidi. (I think everyone else made that save, right? Also, I think I healed everyone prior to leaving the cave, but let me know if I missed you.)

Lesser Restoration: 2d4 ⇒ (2, 3) = 5 (Ascaria)
Lesser Restoration: 2d4 ⇒ (2, 1) = 3 (Eidi)

When everyone is healed in one way or another, he suggests, "Can we roll that stone away so we can go back in there and search the place? After we give the fumes some time to clear of course. There might be some useful information down there, but I'm also hoping for some loot we can use as gifts or sell to buy gifts."

Group effects
Air Walk Communal (everyone)
Protection from Energy Communal (up to 120hp of Acid damage)(everyone to varying degrees)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)


Bald male Half-Elf elder

Wall of Stone:

A pity! If only Eidi had a Widened Wall of Stone...

Eidi attempts to recompose himself on the new environment when he contemplates Solrisa in all her prowess.

"Wow! I do understand now why you are the Dragon Knightess Solrisa!" the elder coughs deep trying to extract all the acid from his lunges, then he performs a couple of deep breaths "Aaaah! The swamp air does not seem that terrible now" the half-elf offers a wide smile now recomposed.

"I think I saw a place there we could dig up to find more" Eidi thinks a second before continuing "Maybe we should leave that rock there until we find digging material. Perhaps we can find some magic to help us too"

EDIT
Eidi feels much better as Ascaria provides gnomish healing "Ahhh! That's better... I felt so weak for a moment..."


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Male Human Brawler (17), Thief (0)

Mortimer, still holding his breath, rushes the reclining dragon and reaches it just in time to catch its cleanly severed head.

He looks at the head in his arms. "HA!" He exhales at it vehemently. "Where are your remaining cocky friends now?!"

He looks up at Sol and grins. "Nice work." He wanders closer to the water's edge, and plants his quarter staff into a patch of firmer ground. He then impales the head onto the top of the staff, and looks around. Where are his remaining cocky friends?

He moves back to the hole, careful not to get too close to the ugly fumes. "So, the Wall of Stone didn't work?! That's too bad, it was a great idea. Very solid." Mortimer ignores his own pun. I wonder if Walls of Stone can be stacked...

He ponders for a moment. "While I was looking around down there, I too saw a place to dig where there might be buried treasure, but it would take awhile, and in those fumes! Though, if we poked a largish man-sized hole into the wall through to the tunnel under the Eel, maybe we could get a nice breeze going through that might help clear the air."

Feel free to read Mortimer's spoiler. (link!)

He thinks some more. "Hey, Eidi -- You tried to shape a wall under the Cenoby (link!) once. Can you shape a seal over the acid pool?"


Bald male Half-Elf elder

Eidi nods to Mortimer "Those magics would not let us cover the whole pool. Although they could be fine to remove rock during our digging, or to make an opening into the dragon's stone" the elder points at the rock blocking the entrance "I think our best bed is getting some digging tools, then perhaps sealing the pool with a couple wall of stone. If you have the tools, I could prepare the spells just now"

If the group wants to return back into the cave, Eidi will pray for 15 minutes to fill his level 5 and 4 spell slots with an additional wall of stone and a stone shape spell.
We could also attempt to get our hands on a scroll of move earth


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Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

When we land up top, Eri will put on a brave coughing face, getting ready to cast. When he sees the immaculate reception with the dragon head he doubles over and retches, ending up on his hands and knees.

When he recovers...

"Is this slab big enough to cover the acid pool?"

Up top Eri will cast Detect Secret Doors

He will do so when we go underground, too.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22
Eidi wrote:
"Wow! I do understand now why you are the Dragon Knightess Solrisa!"

Solrisa smiles her wide and sunny smile, looking from her sword then to the lopped neck of the dragon. She claps her sword against her shield in giddy exultation.

”That was fun! Let’s do that again!! Are there more bad mean dragons around!?” Solrisa, still shimmering in the sunlight with her gleaming sword, looks around expectantly.

When no more show up to be slain by her mighty blade, she will clean it and put it away so she can help others move stones and look for magics and smile a lot.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

I'm enjoying the respite from battle. We have Ascaria suggesting removing the stone, and Eidi offering to pray for stone construction spells from Aroden. To completely cover the Acid Pool below with a Wall of Stone, you'll require enough fire power to address the need for a 70' span. That's a pretty sizeable pit. Eidi's Wall of Stone is good for a 15' floor span each casting, so... 5 castings of Wall of Stone, caster level 15.

You were only threatened with Drowning when you were cut off to the oxygen of the upper world, when the slab was in place. Acid protections in place, and you can suffer all the inhalation and skin contact you desire...


Male Human Brawler (17), Thief (0)

Did we not see shovels and the like in the skiff or on the way in? Ascaria and I could've sworn that we did, but it's possible we're both misremembering the same ... memory. I can find no post to confirm this, so I'm guessing not.

Also, are there many hole covering sized boulders laying about, or by any chance did the remains of the Grackleflint Quintet* find the only one on the island suitable for the job? If no more boulders...

Mortimer looks at Eidi:

Eidi wrote:
"Although [Stone Shape] could be fine to remove rock during our digging, or to make an opening into the dragon's stone" the elder points at the rock blocking the entrance "I think our best bed is getting some digging tools, then perhaps sealing the pool with a couple wall of stone. If you have the tools, I could prepare the spells just now"

He looks at Eri.

"Can you just conjure -- or whatever you call it -- some tools for the job? ... Or maybe a few huge terriers, or giant friendly moles or something?"

He looks at The Stone blocking the lair entrance.

"As for that, can you shape in in such a fashion that it falls clear through the hole? Then we can roll it into the space, over the acid skulls, and out of our way while we dig."

If more boulders...

Mortimer looks at Eidi:

Eidi wrote:
"Although [Stone Shape] could be fine to remove rock during our digging, or to make an opening into the dragon's stone" the elder points at the rock blocking the entrance "I think our best bed is getting some digging tools, then perhaps sealing the pool with a couple wall of stone. If you have the tools, I could prepare the spells just now"

He looks at Eri.

"Can you just conjure -- or whatever you call it -- some tools for the job? ... Or maybe a few huge terriers, or giant friendly moles or something?"

He looks at The Stone blocking the lair entrance, then scans the Eel defining the island.

"Maybe either Sol or I -- or both of us should stay up here to discourage dragons -- or raise the alarm if need be."

*The Dragons.


Male Human Brawler (17), Thief (0)

Nevermind.

Eidi wrote:
"Although [Stone Shape] could be fine to remove rock during our digging, or to make an opening into the dragon's stone" the elder points at the rock blocking the entrance "I think our best bed is getting some digging tools, then perhaps sealing the pool with a couple wall of stone. If you have the tools, I could prepare the spells just now"

He looks at Eri.

"Can you just conjure -- or whatever you call it -- some tools for the job? ... Or maybe a few huge terriers, or giant friendly moles or something?"

He looks at The Stone blocking the lair entrance, then scans the Eel defining the island.

"Maybe either Sol or I -- or both of us should stay up here to discourage dragons -- or raise the alarm if need be."


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The Slab appears to be a well-crafted piece of stone, capable of blending into the ground of the Traitors' Graves, requiring a very, very keen eye to locate its presence. Amidst the rotting corpses of the traitors, the Slab sits silently in the soggy surrounds.

The skiff had no shovels, as the bodies brought to the hanging crosses would not be buried, but hung instead for all river travelers to see.

The grounds of the vicinity provide nothing boulder-like for you to work with.

As Mortimer and Solrisa, well Mortimer mainly, take to surveying the waters and opposite shores, no black dragons reappear, nor any boats appear along the river.


Male Human Brawler (17), Thief (0)

Sorry, I left this part out. I was trying to simplify my last if/else/then post.

He looks at The Stone blocking the lair entrance.

He looks at Eidi.

"As for that, can you shape in in such a fashion that it falls clear through the hole? Then we can roll it into the space, over the acid skulls, and out of our way while we dig."

He looks at Eri.
"Can you just conjure -- or whatever you call it -- some tools for the digging job? ... Or maybe a few huge terriers, or giant friendly moles or something?"

He scans the Eel defining the island.

"Maybe either Sol or I -- or both of us should stay up here to discourage dragons -- or raise the alarm if need be."

He looks at Sol.
"Sol, can I have some Barkskin?"

Open to suggestions here, or anywhere, really.

The boulder question was really a concern about the remaining two dragons coming back to -- I dunno -- pick up a 'slab' in the middle of the Traitors' Graves (or anywhere else on the island) to use it to re-block the Lair some of us might be about to enter.

It's moot now. Mort is now assuming the dragons will try to block the lair with whatever, so he thinks Guard should thus be posted.

Hope this post clarifies things. I was just trying to move things along, not hang them up.


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

"I'm afraid I can't create any "things." I can summon a bunch 1d4+1 of small earth elementals. Each one can clear a little more than one 5x5 ft cube in one casting"

DM_Sass:
By the rules, earth elementals would not have tools, but I would argue that they would be more efficient than humans at digging. Would you authorize that they be treated as having tools and therefore be able to dig 2 5ft cubes per casting?

check my math, please:

the book wrote:
In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs 1 ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand.

Small earth elemental has a str 16 and the heavy load is up to 230 pounds. Rounding down each one can clear a 5x5 ft cube in one casting (13 rounds).

The source for the math:
https://rpg.stackexchange.com/questions/77402/does-an-earth-elemental-give- a-bonus-or-benefit-to-digging


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Eri:

Looks good, at a glance! Earth Elementals can be considered digging tools, as long as you can instruct them in Terran.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

”Oh what, Mort?!” Solrisa looks like she doesn’t even know Mort, much less anything about any wand for a moment, then smiles even more brightly as she remembers things. She was too caught up in killing dragons to be able to pull the answer forward...but slowly, she does.

”Yes the wand! Yes yes!” Solrisa hands her blade for Mort to hold while she rummages in her bag for the wand. Drawing it, she taps Mort gently on the forehead with it after deftly commanding the magics to work.

”There you go, Morty-poo! Is there anything else you needed? Did you happen to see any more dragons around? I was hoping to kill a few more...” Solrisa asks hopefully, putting away her wand and getting her sword back from Mort.

She will help with the stone lifting or smashing or just watching as needed, occasionally calling out for more dragons to come.


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Eri contemplates a bit more.

"Does anyone speak Terran by chance?"


Bald male Half-Elf elder

Eidi nods understanding and kneels in front of the rock asking for the needed spells.

Once finished he uses shape stone to adjust the rocky obstacle to fit the hole and slip in, trying for a cilindric shape the group might roll later.

" The air might be still acid there, but your elementals should be save there Eri" Eidi swallows "I hope... Or they might need new protections. I guess we will have to point them where to dig Mortimer"


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

"They need a little more than pointing, I think. Do you have a spell that will allow us to speak to them?"


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Male, Gnome

Status:
AC = 25 (F23/T12) (+3 magic vestment included, +2 from BoF not included)
HP = 93/93
Hero Points = 6
Equipped = None
Conditions = Hero’s Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Eri, Mort, Sol), Wind Walk (1/15h), Brightest Light (1/15h), Air Walk Communal (20/30m, everyone), Protection from Acid (15/30m / 108hp, Ascaria, Eidi, Eri, Mort, Sol), Protection from Fire (15/60m / 120hp, Ascaria, Eidi, Eri, Mort, Sol), Resist Acid (15/30m, 30), Heroism (15/30m)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (9/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (2/3 through 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (5/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -

”Of course I know Terran, sir. It's like a second language for me. I'm as fluent in Undercommon…”

Ascaria reiterates the plan, ”A couple a guards up top, while the rest of us dig and search - a sound plan. Let’s get going.” he watches Eidi ‘remove’ the rock and walks down, after 10 minutes or so for the air to clear a little, into the chamber. (advanced spells 10 minutes)

He can’t help with the search much himself, so he stands 2/3 or so up toward the entrance of the hole so his light can cascade on the whole chamber equally. Except when he’s guiding Earth Elementals of course.

Group effects
Air Walk Communal (everyone)
Protection from Energy Communal (up to 120hp of Acid damage)(everyone to varying degrees)
Protection from Energy Communal (up to 120hp of Fire damage)(everyone)
Wind Walk (everyone)


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Male Human Brawler (17), Thief (0)
Eri wrote:
"I'm afraid I can't create any "things." I can summon a bunch 1d4+1 of small earth elementals. Each one can clear a little more than one 5x5 ft cube in one casting"

Mortimer scratches his head while attempting to muster an aspect of comprehension. ... "earth elementals" -- sounds like "things" to me... He nods and smiles at Eri.

Solrisa wrote:
”Oh what, Mort?!” Solrisa looks like she doesn’t even know Mort," Solrisa hands her blade for Mort to hold while she rummages in her bag for the wand.

Oblivious to her forgetful nature, Mortimer receives the sword gladly. Looking it over, he appraises it:

Smith, Craft: 1d20 + 7 ⇒ (20) + 7 = 27
"Yea, if I ever end my adventuring career and decide to go back to smithing, I think I'll work for the guy who made this..." So taken in by the sword's form and beauty, he absentmindedly tucks it safely into his Mule Back Cords and prepares to accept a tapping on the head.

"Ah, thank you!"

Solrisa wrote:
”Morty-poo! Did you happen to see any more dragons around? I was hoping to kill a few more...”

Mortimer shakes his head, turning to scan the waters and boggy landscape for any signs of the remaining dragons.

Percept: 1d20 + 24 ⇒ (11) + 24 = 35 Spirit Sense

"Me too, but at the moment I don't see any of the COWARDS," he bellows the single word out into the swamp.

"Heeeey...?!" He suddenly feels a gentle but firm tug across his back, and turns back to discover Solrisa reclaiming her sword from his Muleback Cords. "Oh, heh -- right!" he chuckles, embarrassedly "... and it looks better on you, too."

~~
He watches as Eidi shapes the stone blocking the lair entrance. At fist it shifts this way and that, then suddenly plunges clean through the hole."Yes!" Mortimer exclaims heartily. "That's exactly what I was after! Nice work!" He stays behind as his companions enter the hole.

He risks thirty seconds away from his dragon vigil to peer into the hole, and watch Eri conjure summon earth elementals. "Oh, would you look at that! Those little Things remind me of that little guy we found in the Air Duke's apartment under the Whispering Cairns! Do they make good pets, or something?" He resumes his vigil.


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F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Solrisa smiles at Mort.

”Oh yes! That’s such a nice sword...but that one is really really old. And so not sure you want to go work for the very very old smith that created the sword you hold. That one is the sister to the once you have...the Aqua one. You know?” Solrisa seems confused to think that maybe smiths live a really really long time.

She will stand watch while others deal with the stone and digging.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

GM Rolls:

1d20 ⇒ 19
1d20 ⇒ 6
1d20 ⇒ 5

Solrisa and Mortimer take their post topside, observing very little in way of dragonsign, while eventually spying a water craft working its way slowly down the Eel towards the city's piers in the bay.

Eidi opens the slab for easy passage back down the shaft, and Eri, Eidi, and Ascaria make their way back down to investigate the Lair.

Arriving below, Eri summons 1d4 + 1 ⇒ (2) + 1 = 3 earthen elementals, who look confused, as Ascaria tries to act as intermediary for the alien things of rock, and the sorcerer summoner who speaks nary a word of their native Terran tongue.

For their lack of Acidic Protections, the earth elementals are not long for the work or moving aside the rubble of a destroyed alchemical lab, and the pieces of floor destroyed to create the pit of acid. 5d6 ⇒ (1, 4, 4, 4, 6) = 19 acid damage, so 5 rounds...

Meanwhile, the wizened half-elf studies the Pit of Acid, and debates the work he would require to see it sealed off to the outer world. For the Lair in general, he concludes that he has two options- sealing the Pit itself, or sealing the Lair at the shaft, both very viable options, as long as the Slab is left to look like its soggy surrounds on the grounds of the Traitors' Graves...

Eidi's keen eyes and magical resistance to acid triumph here. Through the detritus of the wraith's destruction, various baubles, all highly resistant metals, come to light.

Spoils:

Light Shield, Mithral
200 platinum
1000 gp in various undamaged jewelry

More interestingly, you manage to extract from a highly mangled metal cabinet three strange-looking adamantine vials. And, yes, they detect as magic.

Spellcraft DC 32, Vial 1:

The elixir contained herein grants a Permanent +1 Bonus to both Constitution and Strength. It is valued at 55,000gp.

Spellcraft DC 32, Vial 2:

The elixir contained herein grants a Permanent +2 Bonus to Charisma. It is valued at 55,000gp.

Spellcraft DC 32, Vial 3:

The elixir contained herein grants a Permanent +3 Natural Armor Bonus, though the side effect is rather ghastly- the consumer becomes covered across his/her shoulders, forehead, arms, legs, and abdomen in thick black scales. It is valued at 55,000gp.


Bald male Half-Elf elder

Surviving to the acidic nature of the cave Eidi examines the remains of the wraith's destruction, raising the shield to show them to the others "Ah! Some metals and richness resisted the acid of the wraith! I will need the help of one of you Solrisa or Mortimer, to bring all this up! Oh, my back!" the half-elf touches his back in pain while showing the shield.

While Eri and Ascaria attempt to make the earth elementals to dig, Eidi starts opening different furniture around. In particular he retrieves three vials made of adamantine and studies them with detect magic.
Spellcraft+HR DC 32: 1d20 + 25 + 2 ⇒ (8) + 25 + 2 = 35
Spellcraft+HR DC 32: 1d20 + 25 + 2 ⇒ (18) + 25 + 2 = 45
Spellcraft+HR DC 32: 1d20 + 25 + 2 ⇒ (14) + 25 + 2 = 41
"Outcasts... I think we found distilled in here something that will pay for all our efforts... the elixirs that will bolster our abilities permanently. Strength and Constitution..." he shows the first vial "Charisma and... the thickness of your skin... although... this one seems to come with an interesting side effect... to have real black dragon scales..."

After making sure he has found everything at his hand, Eidi starts planning on closing the cave "Mmmm... once you have dig out I think we better close this place so no one else falls down here. Perhaps the easiest way is to cover the shaft with a wall of stone... what could we use to cover the stone with marsh vegetation like the one in the swamp?"


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Solrisa waits outside, keeping a watch for more dragons while others loot and dig.

Given time, she will help carry what needs to be carried. She has no interest in the shield.

The first two vials are of interest to Sol, but know that others may also want or need them as well.

”Ooooh! We got drinkies!? I like drinkies!!”


Male, Gnome

Ascaria is very pleased when Eidi discovers and describes the haul. It was both more and less than he had expected. "Wow, OK, that's interesting." he admires the flasks and the power they contain.

”I suspect a few of us might like this one” he holds up the charisma flask. ”Maybe we should draw lots.” he looks at Eri and Sol.

Wanna roll off for it? D20’s at ten paces, we each roll and ties roll off. High roll gets the charisma potion. Obviously, anyone can roll for it if they like - it's a good one.

He looks at the dragon-scale potion and the other lesser items, ”Maybe that’s the one we sell to buy a gift to get in the party. Thicker skin is nice, but scales? I don’t think that’s a good thing to do to yourself.”


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

"Do we have an idea about the non-scaly potions? I mean, will they knock us out for a while to go into affect or will they work instantly? Should we drink them now or wait till we get to safety?"

knowledge arcana: 1d20 + 19 ⇒ (16) + 19 = 35

Ascaria wrote:
”Maybe we should draw lots.”

"That sounds fair. I think we've all had some kind of boost or other."

Let's roll when we are all in agreement


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Eri considers the elixirs, and concludes that their effects should be immediate things, not like pouring time into a tome, and gaining its effects over days.


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

If it was blue scalies, Sol would want #3, but black? No. That clashes with her whole look.

@Ascaria: 1d20 ⇒ 4 gnome check

Solrisa smiles and rocks on her heels, while the party decides who gets what.


Male, Gnome

Ascaria nods and collects some fresh chalk. He breaks one piece shorter than the others, and holds them in his hands, hiding their length. He offers a piece each to Sol and Eri (anyone else?) and keeps the remaining piece.

@ Eri: 1d20 ⇒ 6

He breathlessly waits to see which chalk Eri selects, the short or the long, knowing from Sol's draw that one of them must surely win...


Male Human Brawler (17), Thief (0)
Solrisa wrote:
"Oh yes! That’s such a nice sword...but that one is really really old. And so not sure you want to go work for the very very old smith that created the sword you hold. That one is the sister to the once you have...the Aqua one. You know?”

"Oh yea!" Mortimer exclaims, drawing the Companion Short Sword of Aaqa. "I could see that..." he says, inspecting it. "Maybe the smith isn't old at all... maybe he's just in some parallel dimension or something," he adds, optimistically. He holds it up to the sky proudly. I am worthy!

Eidi wrote:
"Ah! Some metals and richness resisted the acid of the wraith! I will need the help of one of you Solrisa or Mortimer, to bring all this up! Oh, my back!"

Erm? "' be right back," Mortimer says to Solrisa as he drops down into the Pit.

He surveys the scene

Perception: 1d20 + 24 ⇒ (4) + 24 = 28 This is it?

He makes sure the skulls are truly done with being nasty skull dragon blob jerks, smashing as many as he can with his crowbar.

He packs everything they find into his Muleback cords and returns to the fresh air.

Clearly, the Charisma elixir is the pastel pink one with sparkles. Mortimer eyes it with great curiosity.
Clearly, the Strength and Constitution elixir is clear indigo. Mortimer eyes it with greater interest.
Clearly, the Black Dragon Scale elixir is black, shimmering dimly with rainbow streaks and opaque. Mortimer wrinkles his nose in disgust, regarding it as one might when offered a fresh glass of used motor oil.

He silently scans the bog for any signs of returning dragons (or other threats) while the chalk lots for Charisma are drawn.


Bald male Half-Elf elder

Eidi brings the three elixirs under his tunic "You can split them among you. I am not interested. A half-elf has liven all days that were already relevant to live." he stares at the pieces and the games "But can we focus on unearthing whatever is there hidden in the earth? It seems you can play some true game, like Towers and Knights to discover who should take them later once back at home"

Seeing the problems making the earth elementals survive long enough, Eidi touches his ring and calls for its power to cast a single spell from his spellbook. In a brisk and lively manner his body becomes that one of a small earth elemental and submerges on the dense rock.

GM Rat Sass:

Eidi looks around below where we were trying to dig attempting to locate what is there hidden under the earth.
Perception+HR: 1d20 + 20 + 2 ⇒ (12) + 20 + 2 = 34

Provided he can grasp everything there, the elder attempts to cast his second and last dimension door for the day while touching whatever of interest he found, and attempts to teleport up the pit where Solrisa was waiting.
According to polymorph rules I can use verbal components if my form allows to talk, dimension door only has verbal component and earth elementals can talk Terran. I am not sure if Terran qualifies as talking, I would not like to commit any abuse, but I would try this in the only hope it helps to make things move!

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