The Whispering Cairn (Inactive)

Game Master Death-Lok

The worms crawl in and...stay

Wormcrawl Fissure

Wormcrawl Map Key:

1. Entrance to Wormcrawl Depths
2. Brazzemal's Aerie
3. Northern Lake
4. Southern Lake
5. Zulshyn the Lillend
6. Chimera Spire
7. Thessalar's Fortress
8. Earthcancer Gorge
9. Ktuss' Maw

Zulshyn
ZulshynCloseup
Current Map


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HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Heroes Feast - same as Valgrim's
Resist (Fire) - from banner, permanent
Resist (Acid, Cold, Electricity) - as Friar
Expeditious Retreat - 18 minutes - on my return to the big combat

That's a sweet loot list, but not much Bublaka will utilize. He has managed to get to this point somehow with no magic rings. The +1 insight bonus to AC and +1 to caster level from the ioun stones can benefit a lot of others, so I won't ask for them. The ring of protection is slightly better than the whip of fury - I wouldn't gain much from it.

"Lady Exousia, your rationale for refusing the use of the armor makes sense and shows that you are truly above the failings of mortals. However, you have negotiated, have you not, to aid us to the best of your ability? We are not giving you the armor or the bracers - we are loaning them to you while you continue to aid us in this endeavor. At the end of that time, we will decide what to do with them."

Diplomacy: 1d20 + 26 ⇒ (4) + 26 = 30


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Bub, you also have Shield of Faith on, so your Deflection bonus to your armor is +5 currently, cast before we went down the stairs. Also, please take the insight bonus to AC stone. Valgrim already has one and the angel will not take it.

"Bub is right, Exousia. We will be with you for as long as you aid us in our cause and we will not allow you to be corrupted or fall from grace. Perhaps, the breastplate impedes your combat ability or would be uncomfortable due to your wings. However, the bracers worn on your forearms would serve no impediment and only enhance your combat ability against Kyuss and his minions for this brief period of time you are on the Prime. Please reconsider and take the bracers. As Sarenrae's warrior, you need to be in the optimum condition for the battle against evil. Pride in the form of not admitting when we need help is also a sin."

Treat as aid another for 32 Diplomacy check.


Alright, I have a month to consider her response as this will be my last post before going. Nice negotiation tactic Bub and Ferez (and I can see her taking them on loan). Cya y'all later and roleplay away while I am gone ;)


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Following the plan in the OOC thread here are the Updated buffs:
Magic Vestment - 24 hours - morning
Greater Magic Weapon - 24 hours - morning
Heroes' Feast - 8 hours - morning
Freedom of Movement - 2.5 hours - leaving tower
Heroism - 3 hours - leaving tower
Barkskin - 3 hours - leaving tower
Communal Resist Energy (4) - before coming down stairs - duration
Shield of Faith - 18 minutes - before coming down stairs
Stoneskin - Valgrim refreshes with potion from Vug - 3 hours (150)
Anticipate Peril - 15 minutes - self
Ironbeard - 15 minutes - self
Protection from Fire - 50 minutes (60) - wand
Fox Cunning - 3 minutes - potion
Death Ward - 70 minutes - scroll
Bull's Strength - 3 minutes - potion
Protection from Evil - 1 minute - potion - taken last
Haste - from Bubba when doors open

Once ready, Valgrim and Exousia will approach the doors, each with a key in hand, and try to stick them in door and turn key simultaneously. Valgrim also activates Boots of Flying.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

You forgot Blessing of Fervor, Valgrim.

Following the dwarf's lead...

Easier to post the spells I have left:
Updated Spell List:
9th level: Mass Heal, Prismatic Sphere
7th level: Waves of Ecstasy, Stormbolts, Sunbeam
6th level: Heal
5th level: Breath of Life, Cleanse
2nd level: Grace

Buffs:
Magic Vestment - 24 hours
Status - 24 hours
Freedom of Movement - 3 hours - left Tower
Shield of Faith - 18 minutes - Kagro fight
Bear's Endurance - 18 minutes - right before Kagro fight
Continual Resist Energies (4) - 110 mins divided - right before K
Protection from Fire - 50 minutes (60)
Death Ward - 180 minutes
Bull's Strength - potion 3 minutes taken last
Protection from Evil - Self - 18 minutes
Remove Fear - 10 minutes
Drinks potion of Fly - 5 minutes taken next to last
Blessing of Fervor, when doors open - 18 rounds
Haste from Bub, if he casts it

Exousia Buffs:
Heroes' Feast
Barkskin from Valgrim - 150 minutes
Freedom of Movement from Valgrim - 150 minutes
Resist Energies (4)
Protection from Fire - 60
Bless Weapon from Friar - 18 minutes
Death Ward from self - 160 minutes
Summon Monster IV - summons 1d3 ⇒ 3 lantern archons - 16 rounds - done last
Blessing of Fervor from Friar - 18 rounds
Haste, if Bubba casts it
Potion of Twisted Innards from Valgrim - 18 minutes

She approaches doors and turns key with dwarf.


As you approach the stone doors you can see that they depict Kyuss' imprisonment in the wormcrawl fissure. Upon closer inspection, more details become apparent . Depicted in the scene on the left-hand door are hundreds of stone giants locked in mortal combat with horrific worm-covered undead of all shapes and sizes. The giants appear to be taking the worst of it. Overshadowing all is a massive monolith upon which stands a huge figure of grotesque proportions with writhing worms all over its body - Kyuss himself. A circle of a dozen small figures stands before the monolith enacting some ritual. The right-hand door focuses in on the ritual of the small human figures, members of the Order of the Storm. They have gathered in a circle on a ledge overlooking a cliff, obviously protecting something in their midst. Crawling and clambering up over this ledge are dozens of skeletal undead, and rearing up in the background is an immense bony worm-like creature. Between the undead and the druids stand a group of brave heroes, single-handedly holding off the advancing undead.

As you are preparing to place the keys into the locks and ensuring there are no traps, two ghostly forms step forth from the stony representations in the door. One is a short, humanoid figure whose head lolls on a broken neck, and his fingers end in long tendrils of ectoplasm that look almost like claws. The other figure is made up of dozens of shards of ghostly ice that slowly swirl about in a loose representation of a humanoid body but the handsome, undamaged head you immediately recognize as Vulcan! Both figures shimmer and rise up to float in the air above you and the broken necked ghost has a strange look of combined fear and excitement on his face. Wait...you recognize this ghost...it's Alastor Land. He begins to speak in a voice that seems to have matured in the months since you met him last time. "Well met, friends. Long have our journeys been since our last meeting. You have come far in your quest to stop the abomination that rises even as we speak, and I have been down long roads in other worlds learning who and what I am. And now, here at this juncture, our paths cross again and I am joined by one of your number." Sadness crosses his face as he says this last part and glances in Vulcan's direction. "As you have doubtless learned, an age ago the Vaati fought a great battle against the forces of Chaos not far from here. The Rod of Law was broken into the Rod of Seven Parts and cast across the cosmos. Tombs were built to inter their homored dead, but the Vaati did not abandon the field of battle entirely. Certain guardians were left behind to watch and wait for the reemergence of Chaos. One of these guardians was an order of mortal druids. The Vaati taught these druids their secrets, and when they left for other realms, this order grew powerful. They became the Order of the Storm, and they defeated Kyuss nearly fifteen centuries ago. Kyuss was banished, locked away in a stony prison, but now he threatens once again.
Over long years, the secret watchers joined with the cultures around them. These guardians forgot their cause, and traditions were abandoned. My family, the Land family, named for their sacred attachment to the hallowed grounds of the Vaati fallen, were among the last of these watchers. Though the blood of the Vaati ran thin in my veins, it still called to me and allowed access to the tomb of Icosiol until my destiny was fulfilled and I fell to a trap. Likewise your coming to the Whispering Cairn was no accident. I can smell the mark of the Vaati within you, heroes. You may be the last of a long line, the only surviving heirs to the Vaati legacy. As such, I have come to advise you one more time.
Kyuss' strength lies in his prison. When he became a god, he became trapped in the focus of his divine apotheosis - a massive monolith of stone affixed to the peak of the Spire of Long Shadows. Dragotha stole this monolith long ago and brought it to his lair in the Rift Canyon. Over the centuries, the presence of Kyuss' monolith transformed this portion of the canyon into what is today known as the Wormcrawl Fissure. Once, after Dragotha was murdered by the Chromatic Dragon and returned to life unlife by the Wormgod, Kyuss managed to escape his prison. With Dragotha as the general of his undead armies, the Wormgod rose from the Rift and attempted to begin the Age of Worms, but the Order of the Storm was ready.
You know of this battle and now you know that in the room beyond lies Dragotha's phylactery. Yet to reach it, you must look into your memories, your souls. Find the ritual of opening, and use the vault keys. Yet know also, that like the library, once these doors are opened the phylactery vault will no longer be protected by the powerful magics of the Order of the Storm and will be open to all. Dragotha and his minions will smell his phylactery and shall come to claim it. You must be quick. If you destroy the phylactery, Dragotha can be truly slain, but as his lifeforce escapes, he may be able to reclaim some of it from the beyond - destroying the phylactery may make him more dangerous than ever before. Yet I see little choice.
We must now go. If we stay on this plane our very souls are in danger of being devoured by Dragotha. We cannot resist much longer and it will be impossible once the phylactery is destroyed. You shall not see us again, I think, until you join us on the other side. Good luck, my friends, and farewell..."

Vulcan meets your gazes, "Whenever you feel the breeze at your backs, know that I am there with you..." He smiles enigmatically and winks, "...and sometimes when it is in your face as well."

With that the two spirits fade and depart this realm forever...


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim tears up a little at seeing the sorcerer. "Rest well my friend. We shall always remember you. I am sorry I could not protect you better."


Alastor's tale jogs some latent memories that you have acquired from the Fountain of Dreams and now understand that what was once gibberish is in fact a complex druidic chant required to open the doors.

Valgrim:
You recognize the disembodied voice you heard in the Pit as Alastor's.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Oh...now that makes sense. That thought about the voice had been nagging at the back of my mind.


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

OK, per Friar, claiming the dusty rose ioun stone. Adding the effect from the Shield of Faith to my AC - current AC is in the status bar. Who claimed the orange prism with its bonus to caster level? I vote for Friar.

Sadly, "Farewell, Vulcan." The bard does indeed cast haste as instructed.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Friar winces a little as he remembers the fight with the legions of undead where he "died" protecting the Order of the Storm. He says a prayer to Sarenrae for the souls of both ghosts. He turns to the party, "Guess we were chosen by destiny to stop Kyuss. Let's not prove them wrong. Let us sing the chant and open the doors quickly, as Dragotha's forces will be upon us soon. Let us fight bravely friends!!" We sing the chant. Exousia goes invisible as soon as the doors open.


Bublaka intones the druidic chant as the keys are placed in the locks and turned. The pale golden shimmering that dances over the doors fades and disappears as the stone edifice silently swings inward to reveal the chamber beyond. The ceiling of this vaulted chamber is lost in shadow above. Flanking stairs rise ten feet to a platform across the room. Atop it stands the full sized statue of a gargantuan rampant dragon, wings spread, foreclaws extended, and mouth agape. Its chest is open, revealing its rib cage, wherein floats a ruby-red box, its faces carved with leering dragons. Dark striations of rock travel vertically through the walls, creating the illusion of pulsing blood veins in the light given off by the glowing red box. A susurrus echos through the chamber like dark secrets long hidden. As the doors swing wide, the flickering light pulses once, and then fades. The last time you saw this box it was being carried off by druids as you fought off the undead hordes on a cliff bluff.

Creating map in D20, should be up in a little bit.

1d24 ⇒ 1

What are you initial actions?

EDIT: Map is ready. Just added it on to the previous map of the door and Kagro room.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Friar will choose +2 attack and AC always from Blessing of Fervor unless otherwise stated.

Friar, under the effects of Fly, yells out, "We have to make sure the phylactery does not fall in Dragotha's forces' hands! Do not cross the colors!" Hasted, he flies right up to the phylactery without touching it, and casts Prismatic Sphere around himself and the object. Duration: 180 minutes.

Exousia flanks the right wall, flying high near the ceiling, with the lantern archons. She is invisible and has 120' perfect flight movement, while the archons have 90'. How high is the ceiling here?


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Bublaka studies the room intently before proceeding.

Perception: 1d20 + 20 ⇒ (11) + 20 = 31

He will likely use Loremaster on anything that stands out; the proper destruction of phylacteries would be the fallback thinkin' task.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim flies in as well, choosing the left side of the room. When he sees the sphere come up, he hopes the cleric knows what he is doing.
+2AC and dodge as well.


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Ah, oops. For blessing of fervor, I choose to "gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves." Or I could say, "Me too"

Guys, should I have fly, also? I don't recall it...


Ferez: Would you please give me a description of what your next actions are going to be in a spoiler since you are in your bubble now and unaware of whatis going on out side?

Ceiling is 60' feet up.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Spoiler:
For now, Friar is just studying it. He can still hear the party or anything else that approaches or suddenly teleports in, so he yells out a description of what he sees to Bub.


Bublaka:
The Lich's Phylactery
An integral part of becoming a lich is the creation of the phylactery in which the lich stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich can rejuvenate after it is killed.

The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.

Other forms of phylacteries can exist, such as rings, amulets, or similar items.

Assuming you use your lore ability on Dragotha's phylactery you alsoknow the following. Far from being any standard lich's phylactery, Dragotha's is nigh invulnerable excepting those with Vaati blood, whose attacks can damage it. Even then the thing is incredibly tough to destroy with a hardness of 30, immune to fire, but only resistant to every other energy forms at 30 resistance. Spell Resistance is 32 and has a break DC of 40.

You no sooner reach your guard positions in the chamber when the wall next to Valgrim begins to glow bright red like coals in a bonfire. The glow within seconds increaes to a white hot irridesence before sagging and melting away before the fiery hellish inferno that is being unleashed upon it from the outside of the spire. As the globs of molten lava fall away and disappear into the depths of the Rift like burning comets trailing streams of smoke, your attention is arrested by the truly majestic horrifying form of the ancient red worm Brazzemal hovering with great wing beats just outside the spire. Sunlight glints off his gem-encrusted hide in a scintilating mockery of Ferez's sphere....

Brazzemal's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

Will DC 30 versus dragon fear.

If you go before the dragon. go ahead and take your action. Map has been updated. Best of luck to you all, show this dragon what heroes are made of!


Ferez: In the few moments you have to study it, you can feel the malevolence radiating off of the things surface that is made out of ruby gemstone with copper fittings and mountings. The rage and madness that lies within the box makes your head throb painfully to even look upon for long. It's a wonder the druids were even able to move the thing for long.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Initiative: 1d20 + 2 + 4 + 5 ⇒ (14) + 2 + 4 + 5 = 25
+2 Dex
+4 Favored terrain
+5 anticipate peril

Will save: 1d20 + 16 + 2 + 4 ⇒ (1) + 16 + 2 + 4 = 23...Valgrim is merely shaken since he and Friar switched Helms.

Round 1:
Valgrim rages and spring attacks the dragon gripping his falchion in hand!
Power attack: 1d20 + 36 - 2 ⇒ (20) + 36 - 2 = 54
Damage: 2d4 + 2d6 + 33 ⇒ (2, 3) + (3, 2) + 33 = 43
Confirmation roll: 1d20 + 36 - 2 ⇒ (7) + 36 - 2 = 41
Extra Damage, if applicable: 2d4 + 2d6 + 33 ⇒ (1, 3) + (2, 2) + 33 = 41


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Initiative: 1d20 + 3 ⇒ (10) + 3 = 13

My action may be influenced by the success of Valgrim's attack. Did he crit?


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Friar Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Exousia Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Friar Will Save: 1d20 + 24 + 4 ⇒ (8) + 24 + 4 = 36
Exousia Will Save: 1d20 + 19 + 4 ⇒ (11) + 19 + 4 = 34

Exousia commands the lantern archons to fly down to ground level and within 30' and fire upon the dragon!
Ranged touch attacks:
Light ray: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 ⇒ 2
Light ray: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 ⇒ 4
Light ray: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 ⇒ 2

Exousia, invisible, then flies at the dragon, greatsword in hand.
Attack: 1d20 + 33 + 2 ⇒ (13) + 33 + 2 = 48
Damage: 5d6 + 19 ⇒ (5, 3, 5, 3, 1) + 19 = 36


Brazzemal has See Invisibility active.
Brazzemal's Bite AOO vs Exousia: 1d20 + 38 ⇒ (3) + 38 = 41 Miss.

The angel is the quickest to react and mamages to avoid the powerful jaws as she swings her greatsword and leaves a gash across the dragons shoulder. As soon as she strikes something unusual happens and the flames on her sword snuff out and the radiant aura that surrounds her completely disappears. She tries to say something to you all but it only comes out as a strange lilting musical language that only Ferez understands. At the same time Valgrim and Exousia notice something else, a large twenty foot area around where the angel's blade just struck the dragon loses it's stoneskin greyness, the blue flame shield that surround the rest of the dragon, and doesn't shift around anymore from the apparent displacement that is in effect. Its some kind of strange hole where magic doesn't seem to be working at all!

Does this change your action at all Valgrim?

All three of the lantern archons rays strike and leave marks on the dragon's hide.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Yes, it does change my action, since it will negate my flight and I won't be able to reach it. Valgrim instead marks the dragon as his Quarry as his standard action.


Valgrim: There is plenty of the dragon still outside the area. I'll put up an aura to indicate the area. Valgrim can plainly see that the angel is effected, so I think he can pretty much guess what the whole actual area is. So your attack could still happen but you just have to circumvent the area a bit. Spring attack doesn't have to be in a straight line, does it?

EDIT: I probably would let the attack be successful through the field even since he is basically doing a leaping attack. He would just plummet afterwards until he got out of the area. Of course, it would alter his attack a bit since he would have no magic enhancements, etc... but a 20 is a 20. Whatever you decide, just wanted to be clear about the situation.


Ferez: put your archons on the map. You should be able to move them.

Valgrim: So does falling through someones threatened area provoke a AOO? It doesn't matter this round since the dragon has already used his AOO, and I don't mind revealing he does not have combat reflexes, but the thought occurred to me and I'm not sure of the answer. Could it be considered part of a spring attack move?


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

I've always played that falling provokes. I don't see the aura, GM. Just a triangle.


Whoops, sorry. Should be visible now. Forgot to enable it for players under permissions.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Wow, re-read spring attack...it does not have to be in straight line, you are right. I always thought so! In that case, Valgrim maneuvers around what he thinks aura might be and attacks dragon, as posted above, springing back into the citadel. Thanks GM.


Miss chance for Valgrim: 1d100 ⇒ 54 Hit, no crit.

Valgrim gives the antimagic area a wide berth before striking a telling blow of his own and then springing away from the dragon.

Damage to Brazzemal: 77 total

Brazzemal powerattack bite on Exousia: 1d20 + 29 ⇒ (2) + 29 = 31 Miss.
Damage: 4d8 + 48 ⇒ (1, 8, 3, 5) + 48 = 65
Brazzemal powerattack claw on Exousia: 1d20 + 29 ⇒ (17) + 29 = 46 Hit.
Damage: 4d6 + 32 ⇒ (3, 4, 3, 3) + 32 = 45
Brazzemal powerattack claw on Exousia: 1d20 + 29 ⇒ (18) + 29 = 47 Hit.
Damage: 4d6 + 32 ⇒ (3, 1, 4, 2) + 32 = 42
Brazzemal powerattack wing on Exousia: 1d20 + 27 ⇒ (14) + 27 = 41 Hit.
Damage: 2d8 + 16 ⇒ (5, 8) + 16 = 29
Brazzemal powerattack wing on Exousia: 1d20 + 27 ⇒ (1) + 27 = 28 Miss.
Damage: 2d8 + 16 ⇒ (6, 3) + 16 = 25
Brazzemal powerattack tail on Exousia: 1d20 + 27 ⇒ (8) + 27 = 35 Miss.
Damage: 4d6 + 48 ⇒ (1, 4, 4, 3) + 48 = 60

Uses hasted attack on target outside the antimagic field.
Brazzemal powerattack hasted bite on lantern archon: 1d20 + 30 ⇒ (8) + 30 = 38 Hit.
Damage: 4d8 + 48 ⇒ (6, 5, 8, 8) + 48 = 75

Quickened Magic Missile on Lantern Archon: 5d4 + 5 ⇒ (1, 4, 3, 2, 2) + 5 = 17

With a quick snap of the mighty jaws a lantern archon's light is extinguished. While a second follows suit under a barrage of magic missiles. The remainder of the dragon's fury is spent on the angel hovering defiantly in front of the crimson serpent.

86 damage to angel after damage reduction.

Your all up again.

1d4 ⇒ 1


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Bublaka begins singing a ballad of defeating a mighty foe, weaving magical energy into the song as he goes.

Inspire Courage; Casting greater dispel magic on the dragon

Level Check: 1d20 + 18 ⇒ (14) + 18 = 32

Level Check: 1d20 + 18 ⇒ (5) + 18 = 23

Level Check: 1d20 + 18 ⇒ (8) + 18 = 26

Level Check: 1d20 + 18 ⇒ (7) + 18 = 25

The half-orc moves as necessary to avoid being within melee range.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim yells out, "Friar, we need you out here to hurt this dragon! And aim at its tail!"

Valgrim flies in the air 30' up and marks the dragon as his quarry.


1=Stoneskin 2=Fire Shield 1d2 ⇒ 2

Bublaka manages to make the aura of flames wreathing the dragon disappear but the heat still coming off the serpent is incredible!

Ferez and Exousia are up. Then the dragon again.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Upon hearing the dwarf's words, Friar walks out from behind the safety of the Prismatic Sphere. He marvels at the size of the dragon up close, grips his rod, and moves within 30' of the creature and casts defensively. "Feel the might of Sarenrae, foul agent of Dragotha!"

Cast Defensively Stormbolts: 1d20 + 18 + 7 ⇒ (19) + 18 + 7 = 44 vs. DC of 31
Spell Resistance: 1d20 + 18 + 4 + 4 ⇒ (18) + 18 + 4 + 4 = 44
DC 25 Fort save
Success: 72 damage
Failure: 144 damage, Stunned for 1 round
Friar then uses 5 Hero Points for another Standard action
Cast Defensively Waves of Ecstasy: 1d20 + 18 + 7 ⇒ (5) + 18 + 7 = 30 vs. DC of 29
Spell Resistance: 1d20 + 18 + 4 + 4 ⇒ (16) + 18 + 4 + 4 = 42
Success: Staggered for 1 round
Failure: Stunned for 1 round, staggered for 17 rounds
Hero Points remaining: 2
Worse case, if dragon makes both saves, he is at least staggered and limited to a move or standard action on his turn.

Exousia waits to see if dragon miraculously fails any of the saves and is stunned.


Fortitude save versus Stormbolts: 1d20 + 25 ⇒ (18) + 25 = 43 Success.
Damage is 72-30=42 electricity damage.
Will save versus Waves of Ecstasy: 1d20 + 24 ⇒ (9) + 24 = 33 Success.
Staggered for one round.

Exousia's action.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

I imagined the dragon would only fail on a 1. Oh well. There goes my plan of Exousia flying around.

Exousia's round with no magic protections but with Bub's IC (extraordinary ability) is:
Attack: 1d20 + 27 ⇒ (7) + 27 = 34
Attack: 1d20 + 22 ⇒ (11) + 22 = 33
Attack: 1d20 + 17 ⇒ (16) + 17 = 33
Attack: 1d20 + 12 ⇒ (14) + 12 = 26
I imagine all misses.

Lantern archon
1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Brazzemal turns his attention from the angel, as she is unable to penetrate the serpents thick hide, to the priest who just unleashed his fury of divine power at it. The huge intake of air warns you what is coming next. The dragon's jaws open and release a hurricane of fire upon Ferez, Valgrim, and the last lantern archon. The force of the blast stops just short of Bublaka for which he is silently thankful. The final lantern archon never stands a chance and is vaporised.

Dragon Breath(fire)24d10 ⇒ (5, 9, 7, 7, 1, 2, 8, 5, 6, 7, 6, 7, 3, 6, 10, 2, 7, 6, 3, 5, 1, 7, 3, 8) = 131
DC 33 reflex save for half.
1d4 ⇒ 3

The dragon casts a quickened dispel magic...

1d20 + 19 ⇒ (15) + 19 = 34 Valgrim's Boot's of Flying are suppressed for 1d4 ⇒ 4 rounds.

Your all up again.

Exousia's current damage is 76 (regeneration still active because it is extrordinary ability)
Brazzemal's damage is 135.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Reflex save: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26...fails.
So the damage is 41, correct?
60 from protection from energy and 30 resist energy.
Only offensive spell left is sunbeam (4d6 is not much), so Friar is relegated to a healer.

He channels energy, healing himself and Valgrim if needed. The field blocks the energy from reaching the angel.
9d6 ⇒ (5, 1, 1, 4, 6, 2, 3, 4, 2) = 28

He then casts Grace as a swift action and takes his butt back inside the sphere. Does staggered condition prevent AoO? If so, he saves Grace.


Ferez: Yes, that looks right to me.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Reflex save: 1d20 + 18 + 2 + 2 ⇒ (8) + 18 + 2 + 2 = 30
Fails, takes 41 damage, same as Friar, but heals 28, so -13.
GM, nice strategy with the boots. Is our Communal Air Walk still on? We spent only like 5-6 minutes identifying and buffing. I activated boots for more speed (90) instead of 60 walking.


Valgrim: Communal Airwalk is still in effect. Ferez renewed it just prior to Kagro final battle. It was close to expiring or expired at that point.


Ferez: It could still make AOO's while staggered so Grace was used.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Exousia attacks:
Attack: 1d20 + 27 ⇒ (19) + 27 = 46
Damage: 3d6 + 12 ⇒ (4, 1, 2) + 12 = 19
Confirmation: Attack: 1d20 + 12 ⇒ (12) + 12 = 24
Attack: 1d20 + 22 ⇒ (5) + 22 = 27
Attack: 1d20 + 17 ⇒ (12) + 17 = 29
Attack: 1d20 + 12 ⇒ (7) + 12 = 19
That damage is taking into account no holy, no +3, no buffs, no power attack, no Belt of Strength +6.


Ferez: Shouldn't the confirmation roll be +27 not +12? If it is and the total is a 39, than she confirms and you should roll damage.

Brazzemal's belated concentration check for quickened Dispel Magic: 1d20 + 25 ⇒ (8) + 25 = 33


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Thanks, GM. I totally missed that.
Extra damage: 3d6 + 12 ⇒ (4, 1, 1) + 12 = 18

Btw, concentration checks are not needed for quickened spells. They do not draw AoOs so no need to cast defensively.


Exousia's feels like she is trying to hack through solid adamantine.

DR 20/magic reduces her damage from critical to 17.

Ferez: Thanks, I did not know that about quickened spells.

Valgrim and Bublaka are up next.

Brazzemal damage at 152 now.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

I think the dragon would lose his DR in an anti-magic field. Page 51 of FAQ states: Damage reduction is extraordinary unless the weapon property that bypasses the damage reduction is “magic” (as in damage reduction #/magic) or one of the four alignment qualities (chaotic, evil, good, or lawful), in which case it is supernatural.

Bubba, can you spare a brilliant inspiration?


Oh, interesting. I wasn't aware that DR had a type at all actually (thought it was it's own catergory). Hmmm, possibly a fatal flaw in a dragon using it but we shall see. They gave the red dragons antimagic spell on their base lists so I figured they got to be able to use it somehow, but boy, the partial coverage thing creates all sorts of rules weirdnesses.


Valgrim: Is this your last round of rage or do you have one or two left?

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