Simon N. (GM):hi all
Karzoug:
rolling d20+6
(
)
+6
16
22
rolling d20+3
(
)
+3
20
23
rolling 2d20
(
+
)
8
3
11
rolling d20
(
)
4
4
rolling 1d20+3
(
)
+3
13
16
rolling 1d20+3
(
)
+3
5
8
rolling d20+2
(
)
+2
11
13
rolling d20
(
)
9
9
Other PCs are not in combat as they are bak where it says PCs Seoni OK
esp you James :p
Right, Q is going to do two things. First, she's going to lay down a zig zag wall of stone behind the RG purposely leaving 1.5 inches between the wall and the wall of stone on the opposite side of Karzoug - I'll draw it, then she is going to take air elemental form - using boon of speed and the AE form's ability to squeeze through 1 inches of space and zoom back to the others :D
Passage is 15' wide at narrowest, 50' high
So you could block it with a single 6" thick wall
No, I'd rather have 20' panels - they either have to smash through them or climb over them, making them targets or slow :D
She'll be howling for Mal's attention in auran - hope Mal is listening :D
rolling 2d20
(
+
)
8
16
24
18
GM: Is Q sticking with 10 20' high 3" thick panels in a crinkle formation?
then flies past the rune giant
It gets an opp att?
disad w your foresight
rolling 2d20
(
+
)
20
17
37
ok Q flies down crinkle-tunnel and round the corner, angry giants roaring behind her.
#22 Karzoug - he casts Dispel Magic at level 5 & the Wall of Stone vanishes.
oh hold on
Karzoug laughs.
"Not so fast, maggot!"
CLaw will ouble dash down the ocrrior that he can hear the sounds from"
2 dash, can't get past the RG though :D one moves up
Hi James2!
Timely
Eldrin roll init pls
18
Initiative (+6)
Eldrin Ætherwood
26
Initiative (+6)
Eldrin Ætherwood
Nice perfect roll
#4 Rune Giants
The female RG who was further from Quillax moves 50' towards her...
and throws her two heavy lightning javelins at Q
disad from Foresight
rolling 4d20
(
+
+
+
)
1
17
8
17
43
31 piercing and 28 lightning dmg to Q
yes the lightning dmg is halved by lightning resistance
hit on a 3!
rolling 8d20
(
+
+
+
+
+
+
+
)
19
8
20
17
16
1
1
10
92
40
tunnel
the squares are 10'
Disengage + Move + Bonus Action is ok
OK so you can use it now
nice drawing K!
rolling d2+1
(
)
+1
2
3
ok you catch 1 RG 3 SG & 3 CG
rolling 8d6
(
+
+
+
+
+
+
+
)
4
4
1
6
1
6
2
5
29
bonk "Ow!"
rolling 28d6
(
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
)
6
3
1
3
2
4
2
3
2
1
3
1
2
4
3
4
5
2
2
2
3
4
4
1
1
3
3
3
77
77 dmg each!
Eldrin hi fives Q
"tag, i'm in"
not 120' right?!
So she can just make it to the green square
ok?
#16 Claw your go
He steps past her ready to defend her
(double dsah to do that obv"
OOC good thing you dispelled the Karzoug behind you earlier BTW!
#10 Malassandra your go
also moving up?
"I'm coming!"
"Anal Nathrah Karzoug Bendas Dochiel Tienve!"
ooc wait a sec not o lower the tone or anything but Anal?
Claw smile at the giant
with a woink
most need a clear line to effect but some like clairvoyance or scrying don't.
(probably not a great spell, i'm sure the giants have high con save)
To target something, you must have a clear path to it, so it can't be behind total cover. If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction."
Eldrin & Claw if you are both competing to see if giant will attack you, you may roll eg Intimidate
Claw roll Intimidate or Persuasion vs DC 10 then
rolling 1d20+6
(
)
+6
20
26
rolling 1d20-1
(
)
-1
16
15
as a bonus action
You are enveloped in fire & lightning
45 fire & 45 lightning, roll DC 18 DEX saves for half (22-22), Totem halving applies of course
Karzoug: "Kill the Druid!"
rolling 1d20+4
(
)
+4
6
10
rolling 1d20+4
(
)
+4
3
7
8
16
Dexterity Save (+6)
Eldrin Ætherwood
22
16
Dexterity Save (+6)
Eldrin Ætherwood
Components: S
3Triggering Type
Self
Absorb Elements
Eldrin Ætherwood
rolling d20
(
)
15
15
rolling d20+7
(
)
+7
10
17
half for Claw
"Mal get her up!"
(Gotyou about the bag, Keelia)
Got given 10 ointments
I take it Foresight is ineffective while lying unconscious on the ground so advtg to hit her
rolling 2d20
(
+
)
7
7
14
hit AC 25, 47 dmg so 1 failed death save
2nd attack
free attack?
rolling 1d20+20
(
)
+20
3
23
yep
reaction
rolling 3d6+25
(
+
+
)
+25
2
3
3
33
rolling 5d6
(
+
+
+
+
)
5
4
2
5
2
18
Whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 18 CON save or be Blinded until the end of their next turn."
Claw & Eldrin roll DC 18 CON save pls
33
28
Constitution Save (+15)
Eldrin Ætherwood
27
28
Constitution Save (+15)
Eldrin Ætherwood
rolling 1d20+17
(
)
+17
17
34
rolling 2d20
(
+
)
20
16
36
rolling d20+18
(
)
+18
12
30
4th on Claw
rolling d20+18
(
)
+18
10
28
end of turn
Karzoug: "Kill them! Kill them all!!"
R3 #26 Eldrin
damn no spell to help that
\Im going to try attack this giant then
15Slashing
Scimitar of Speed
Eldrin Ætherwood
14Slashing
Scimitar of Speed
Eldrin Ætherwood
AC 23 giant
BA
Misty Step
2nd Level Conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
#16 Claw your turn
rolling d6
(
)
4
4
(bear with me on this, i don't have the damage bonus noted down)
rolling 1d20+18
(
)
+18
15
33
Guessing if gives you some hp back?
rolling 2d12+15
(
+
)
+15
9
12
36
I think thats right?
brb
2nd attack?
rolling 1d10
(
)
10
10
woot!
now second attack
rolling 1d20+18
(
)
+18
13
31
rolling 2d12+14
(
+
)
+14
3
1
18
:(
woops!
its been ages since i used this weapojn -.-
anyway, necro damage
rolling 1d10
(
)
2
2
gashing the iron hide
he sees that she dead for the first tim e
Hard to tell on the map
She moves 30'closer to cover everyone with both Circle of Power and her own aura.Then... and I have no idea what this wildo...
"KURSHA! KURESHA! HERALD OF HOLY LISSALA I EVOKE OUR BONDING PACT! CVOME!LKET US BATTLE KARZOUG TOGETHERT!"
End turn
...but if you roll 00 on d100 she comes :D
rolling 1d100
(
)
8
8
I thught thay had their turn when they killed Q?
Female giant moves up, the ground shaking beneath her feet.
Male giant
rolling d6
(
)
2
2
Runes don't recharge yet
He just attacks Claw
rolling 4d20
(
+
+
+
)
11
20
3
9
43
hit crit miss hit
dmg 47 69 47 all /2 so 23 34 23 = 80 dmg net.
circles are the RGs :)
rolling 4d20
(
+
+
+
)
10
15
13
3
41
3 hits so 66 dmg net. Still up?
#26 Eldrin your go
Wall of Force
5th Level Evocation
Casting Time: 1 action
Range: 120ft.
Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
Duration: Concentration up to 10 minutes
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
(& can't move)
Karzoug is a jerk!
plus you killed two of his pets. Mokmurian & now Viorian!
We can go out of combat sequence now
LIke 34
roll Investigation both of you
rolling d20+3
(
)
+3
14
17
rolling 1d20+-1
(
)
+-1
18
17
rolling d20+3
(
)
+3
16
19
19 is Q's best investigation
The Rune Giants are still at the wall of force though
looking very annoyed :)
Earthquake won't do anything up here.
30
28
Arcana (+11)
Eldrin Ætherwood
30
Q has saved Mazl a dozen tiimes over
Teleport
7th Level Conjuration
Casting Time: 1 action
Range: 10ft.
Components: V
Duration: Instantaneous
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
Familiarity
Mishap
Similar Area
Off Target
On Target
Permanent circle
-
-
-
01-100
Associated object
-
-
-
01-100
Very familiar
01-05
06-13
14-24
25-100
Seen casually
01-33
34-43
44-53
54-100
Viewed once
01-43
44-53
54-73
74-100
Description
01-43
44-53
54-73
74-100
False destination
01-50
51-100
-
-
Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
Familiarity
Mishap
Similar Area
Off Target
On Target
Permanent circle
-
-
-
01-100
Associated object
-
-
-
01-100
Very familiar
01-05
06-13
14-24
25-100
Seen casually
01-33
34-43
44-53
54-100
Viewed once
01-43
44-53
54-73
74-100
Description
01-43
44-53
54-73
74-100
False destination
01-50
51-100
-
-
Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. You and your group (or the target object) appear where you want to.
Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Depends how much ive seen it i suppose
soz, misunderstood
She casts Mass Cure Wounds
(after dragging Seoni over)
rolling 3d8+7
(
+
+
)
+7
2
5
1
15
rolling 1d8
(
)
7
7
Not great, but 22 hp more each
rolling 1d100
(
)
71
71
close but no cigar...
rolling d10
(
)
6
6
rolling d10
(
)
9
9
rolling d8
(
)
3
3
Eldrin turns to the group, scratching the back of his head and laughing a little "Not quite where i was aiming for.....but better than the hallway yeah?"
If she has 5 minutes, she'll literally coat herself with Keogthoms :)
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