The Worm That Walks |
Dealing with finals this week so posting likely to be spotty.
The fireball explodes and burns the acolyte Valgrim just took down but does nothing to the other. Acolyte #1 casts a wall of stone that seals off the hallway and cuts Valgrim off from his companions, the priest then tells the dwarf to, "Quickly, your sealed off from your companions! Get back to them as fast as you can!" The priest steps away from the dwarf and climbs 15' feet. After the wall and other priest steps away, Acolyte #3 radiates his detruction aura and full attacks Valgrim before stepping back 5' feet to avoid retaliation. The quick channeled Vampiric Touch from acolyte #3 has no effect.
+4 to Valgrim's AC due to cover of pillars.
Avolakia claw attack: 1d20 + 29 ⇒ (1) + 29 = 30 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (3) + 6 + 5 + 1 + 3 = 18
Avolakia claw attack: 1d20 + 29 ⇒ (4) + 29 = 33 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (8) + 6 + 5 + 1 + 3 = 23
Avolakia claw attack: 1d20 + 29 ⇒ (7) + 29 = 36 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (7) + 6 + 5 + 1 + 3 = 22
Avolakia claw attack: 1d20 + 29 ⇒ (11) + 29 = 40 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (6) + 6 + 5 + 1 + 3 = 21
Avolakia claw attack: 1d20 + 29 ⇒ (1) + 29 = 30 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (1) + 6 + 5 + 1 + 3 = 16
Avolakia claw attack: 1d20 + 29 ⇒ (12) + 29 = 41 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (6) + 6 + 5 + 1 + 3 = 21
Avolakia claw attack: 1d20 + 29 ⇒ (19) + 29 = 48 Hit? Not sure if your raging or not.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (1) + 6 + 5 + 1 + 3 = 16
Avolakia claw attack: 1d20 + 29 ⇒ (15) + 29 = 44 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (3) + 6 + 5 + 1 + 3 = 18
Avolakia bite attack: 1d20 + 29 ⇒ (20) + 29 = 49 Crit! Auto Confirm.
Damage: 2d6 + 6 + 5 + 1 + 3 ⇒ (4, 4) + 6 + 5 + 1 + 3 = 23
Additional crit Damage: 2d6 + 6 + 5 + 1 + 3 ⇒ (3, 1) + 6 + 5 + 1 + 3 = 19
The overworm continues to try and smash the wall of force. Keeping damage listed in previous post for it.
Valgrim: Make a will save and then a fort save if your not immune to poison. You also get an AOO on Acolyte #1 as he leaves.
Valgrim Twin-Axe |
Does Wall of Stone block sound? Curious. However, even if you ruled otherwise, with lingering performance feat, I still get the bonuses for 2 rounds after Bubba stops singing, so Suggestion is useless.
Fort save vs. poison: 1d20 + 29 + 4 + 4 ⇒ (4) + 29 + 4 + 4 = 41
AoO: 1d20 + 26 ⇒ (19) + 26 = 45...auto-crit
Damage: 4d4 + 2d6 + 60 + 10 ⇒ (4, 4, 1, 2) + (4, 4) + 60 + 10 = 89
EDIT: Radiating the Destruction aura is not a free action; those domain powers are usually standard actions, FYI. But since he used it and I used it, we can ignore it. Valgrim's AC with cover is 49, as he is not raging, so 32 damage after stoneskin.
The Worm That Walks |
Hmmm, yeah I'd say the wall blocks enough sound to make the bard song no longer effective but the lingering of course takes care of that, like you said.
I was always under the impression auras were pretty much free actions (maybe quick?) unless the description stated otherwise. Can you point me in the right direction to find specifics on the auras that you are referencing? After searching myself it seems the rules are somewhat sparse in this area. Not that it is an issue as you pointed out but would be nice to know.
Go ahead and take all your turns.
Valgrim Twin-Axe |
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.
Round 9:
Valgrim moves after the cleric he just wounded with the AoO with Dazing Assault
Attack: 1d20 + 34 - 5 ⇒ (11) + 34 - 5 = 40
Damage: 2d4 + 2d6 + 30 ⇒ (2, 4) + (3, 3) + 30 = 42
Fort save DC 30 or be stunned for 1 round.
Friar Ferez |
We really shouldn't waste any spells on the Wall of Stone. I think Valgrim can handle himself, right? :)
Valgrim Twin-Axe |
That's fine, with a good roll on a Strength check, I could probably break through that wall. You can move on, GM.
The Worm That Walks |
The last priest closes with Valgrim but instead of attacking he casts Rage on himself and channels dark energies.
Channel heal: 6d6 ⇒ (4, 1, 2, 6, 6, 1) = 20
Overworm smash on wall: 12d6 + 40 - 30 ⇒ (6, 5, 2, 4, 6, 4, 2, 4, 2, 1, 1, 2) + 40 - 30 = 49
Acolyte #1: 146 damage.
Acolyte #2: Dead.
Acolyte #3: 0 damage.
Acolyte #4: Dead.
Acolyte #5: Dead.
Acolyte #6: Dead.
Overworm: 77 damage.
Valgrim Twin-Axe |
Round 10:
Hasted Attack on wounded cleric:1d20 + 34 ⇒ (5) + 34 = 39
1d20 + 34 ⇒ (4) + 34 = 38
Damage: 2d4 + 2d6 + 30 ⇒ (3, 2) + (3, 3) + 30 = 41
Normal attack on wounded cleric: 1d20 + 29 ⇒ (18) + 29 = 47...auto-crit
Damage: 4d4 + 2d6 + 60 + 10 ⇒ (1, 4, 3, 1) + (4, 2) + 60 + 10 = 85...should drop him
Second attack on fresh cleric, after 5' north: 1d20 + 24 ⇒ (6) + 24 = 30
1d20 + 24 ⇒ (20) + 24 = 44...auto-crit and Brilliant inspiration ends
Damage: 4d4 + 2d6 + 60 + 10 ⇒ (4, 2, 4, 1) + (3, 2) + 60 + 10 = 86
Third attack: 1d20 + 19 ⇒ (2) + 19 = 21...miss
Fourth attack:1d20 + 14 ⇒ (14) + 14 = 28...miss
Actually, guys, I need you back here, since I can't kill them without fire or acid. They will continue to regenerate.
Valgrim screams at top of his lungs so party can hear through stone wall, "I need fire to kill them!"
Friar Ferez |
Assuming Friar and the party hears Valgrim..., Friar leaps into action with his fire seed in hand. "Valgrim can't kill them. Alie, disintegrate that wall, please!" If she does so, Friar moves and throws his last fire seed at the prone cleric at Valgrim's feet.
RTA: 1d20 + 16 + 1 + 2 ⇒ (5) + 16 + 1 + 2 = 24
Damage: 40 fire.
Alie Saechell |
It has a D listed under duration. Doesn't that mean it is dismissible? If not, I've been playing that wrongly. If it's not dismissible, then I will cast Disintegrate to bring it down.
The Worm That Walks |
Alie: I'm not sure where you see the D under duration, I only see "instantaneous" for wall of stone. Are you perhaps confusing your wall of force with the acolytes wall of stone?
The stone wall in front of Alie disappears into nothingness under the power of her Disintegrate spell and Ferez's Fire Seed puts an end to the bleeding acolyte.
Avolakia claw attack: 1d20 + 29 ⇒ (9) + 29 = 38 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (2) + 6 + 5 + 1 + 3 = 17
Avolakia claw attack: 1d20 + 29 ⇒ (1) + 29 = 30 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (2) + 6 + 5 + 1 + 3 = 17
Avolakia claw attack: 1d20 + 29 ⇒ (2) + 29 = 31 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (3) + 6 + 5 + 1 + 3 = 18
Avolakia claw attack: 1d20 + 29 ⇒ (8) + 29 = 37 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (2) + 6 + 5 + 1 + 3 = 17
Avolakia claw attack: 1d20 + 29 ⇒ (6) + 29 = 35 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (2) + 6 + 5 + 1 + 3 = 17
Avolakia claw attack: 1d20 + 29 ⇒ (20) + 29 = 49 Hit, autocrit!
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (2) + 6 + 5 + 1 + 3 = 17
Additional Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (2) + 6 + 5 + 1 + 3 = 17
Avolakia claw attack: 1d20 + 29 ⇒ (10) + 29 = 39 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (5) + 6 + 5 + 1 + 3 = 20
Avolakia claw attack: 1d20 + 29 ⇒ (8) + 29 = 37 Miss.
Damage: 1d8 + 6 + 5 + 1 + 3 ⇒ (3) + 6 + 5 + 1 + 3 = 18
Avolakia bite attack: 1d20 + 29 ⇒ (17) + 29 = 46 Hit!
Damage: 2d6 + 6 + 5 + 1 + 3 ⇒ (1, 6) + 6 + 5 + 1 + 3 = 22
Quick Channel Energy to heal itself: 6d6 ⇒ (3, 3, 4, 2, 6, 6) = 24
Overworm bash on wall: 12d6 + 40 + 7 - 30 ⇒ (1, 2, 3, 2, 6, 1, 4, 4, 3, 4, 3, 3) + 40 + 7 - 30 = 53 Added in the prayer damage bonus I have been forgetting for the overworm.
Valgrim: Make another save versus poison please, you only miss on a 1.
The acolyte lashes viciously out at Valgrim and manages to get a claw and a bite through his defenses. Meanwhile the overworm slams its tremendous bulk into the wall of force one last time and it shatters and its magical shards vaporize back into the magical ether from which they were created. There is little that is left of the pillars that were on its side of the wall of force either...
Acolyte #1: Dead.
Acolyte #2: Dead.
Acolyte #3: 57 damage.
Acolyte #4: Dead.
Acolyte #5: Dead.
Acolyte #6: Dead.
Overworm: 77 damage.
Your all up again!
Hitpoints:
Alie: 74/185
Bublaka: 144/195
Ferez: 185/185
Valgrim: 212/288 Stoneskin 80/150
Valgrim Twin-Axe |
Round 11:
Bubba switches from countersong to inspire courage.
Valgrim full attacks the cleric, using Dazing assault!
Hasted attack: 1d20 + 34 + 4 - 5 ⇒ (13) + 34 + 4 - 5 = 46
Damage: 2d4 + 2d6 + 30 ⇒ (3, 3) + (6, 5) + 30 = 47
Normal: 1d20 + 29 + 4 - 5 ⇒ (14) + 29 + 4 - 5 = 42
Damage: 2d4 + 2d6 + 30 ⇒ (1, 1) + (1, 3) + 30 = 36
Second: 1d20 + 24 + 4 - 5 ⇒ (12) + 24 + 4 - 5 = 35
Damage: 2d4 + 2d6 + 30 ⇒ (3, 1) + (3, 6) + 30 = 43
Third: 1d20 + 19 + 4 - 5 ⇒ (14) + 19 + 4 - 5 = 32...miss
Fourth: 1d20 + 14 + 4 - 5 ⇒ (6) + 14 + 4 - 5 = 19...miss!
Total=47+36+43=126
3 Fort saves DC 30 or be Dazed for 1 round.
Valgrim, between strokes of his sword, looks back at Alie, sweat dripping from his forehead, "Another wall of force in front of that thing would be great, if you can spare it!"
Alie Saechell |
Just got home from a concert. Go ahead with Valgeim's advice. He hasn't led me astray yet.
Alie is quite capable of following directions, and the warrior was cleaning up the awful clerics. She again tries to pin the Overlord in by itself, and allow the others to end the remaining cleric with her magical wall.
Valgrim Twin-Axe |
You're the best Alie!
Bubba stops his performance (10 rounds used) as a free action and delays.
Round 11:
With the Overworm temporarily contained again, Valgrim turns his attention to the dazed cleric and full attacks with Lingering Performance of Inspire Courage!
Hasted attack: 1d20 + 34 + 4 ⇒ (4) + 34 + 4 = 42
Damage: 2d4 + 2d6 + 30 ⇒ (4, 4) + (5, 5) + 30 = 48
Normal attack: 1d20 + 29 + 4 ⇒ (4) + 29 + 4 = 37
Damage: 2d4 + 2d6 + 30 ⇒ (1, 4) + (4, 3) + 30 = 42
Second attack: 1d20 + 24 + 4 ⇒ (15) + 24 + 4 = 43...crit
Damage: 4d4 + 2d6 + 60 + 10 ⇒ (3, 3, 3, 1) + (6, 2) + 60 + 10 = 88
Third attack: 1d20 + 19 + 4 ⇒ (16) + 19 + 4 = 39...crit
Damage: 4d4 + 2d6 + 60 + 10 ⇒ (1, 4, 1, 3) + (2, 5) + 60 + 10 = 86
Fourth attack: 1d20 + 14 + 4 ⇒ (4) + 14 + 4 = 22...miss
Total damage = 264
As Valgrim drops the cleric, he looks to Friar or Bubba for aid on the fire magic. Alie, are you in your Fiery body? Your unarmed attacks do fire damage. Maybe you could punch the body a couple of times.
The Worm That Walks |
So what are you going to do about the over worm as it continues to bash through the wall. It'll take it 96d6 + 328 - 240 ⇒ (3, 2, 4, 3, 1, 2, 3, 6, 6, 3, 5, 3, 1, 1, 2, 5, 5, 5, 3, 1, 3, 5, 5, 5, 2, 6, 1, 2, 4, 2, 1, 1, 5, 3, 6, 2, 5, 2, 1, 6, 5, 4, 1, 3, 6, 4, 2, 4, 2, 2, 2, 6, 1, 3, 4, 5, 4, 1, 3, 4, 1, 2, 2, 6, 5, 2, 4, 2, 4, 2, 4, 4, 3, 2, 2, 3, 2, 6, 3, 6, 6, 3, 1, 2, 3, 3, 2, 1, 6, 3, 4, 5, 1, 5, 1, 5) + 328 - 240 = 401 8 rounds. Feel free to do whatever you want to during that time until you decide to do something that effects it.
Alie Saechell |
Alie touches the nasty cleric with her fiery fists, causing a bit of fire damage.
Fire damage 3d6 ⇒ (2, 1, 3) = 6
Anyone have time to hit me with a heal before the overlord breaks free?
Friar Ferez |
I've got no fire magic for you, Valgrim other than Firestorm and not going to use that here for obvious reasons.
To be sure that Alie or anyone else is not receptive to negative energy, he first taps them with a charge from the cure moderate wounds wand.
Alie: 2d8 + 3 ⇒ (4, 7) + 3 = 14
Valgrim: 2d8 + 3 ⇒ (4, 4) + 3 = 11
Bublaka: 2d8 + 3 ⇒ (4, 1) + 3 = 8
If no one is harmed by the healing energy, Friar then channels to heal the party.
Channel Energy: 10d6 ⇒ (2, 3, 3, 5, 4, 1, 6, 4, 6, 5) = 39
Bublaka |
Peeking back in - the project is due tomorrow, so no sleep tonight!
Well done, folks! That was amazing! If we have a feel for where we want to go, I can possibly DD us forward - alternatively, if we wanted to try to lead the worm away from our actual direction of travel, we could DD to double back. I can't think of a way for us to reasonably do enough damage without wasting a lot of resources. I mean, Valgrim's a killing machine, but someone's bound to come check on all the racket before we can hit that thing enough times, right?
Valgrim Twin-Axe |
Valgrim thanks Friar for the healing and pointing to the large worm, he says, "We just need to draw that thing into the corridor, where it will have to squeeze. There it will take penalties to attacking and to evading our blows. I can fight it there. I'd rather not leave enemies behind us."
Valgrim will move the party into the corridor, step in front of the party, and await the worm.
Alie Saechell |
Alie moves 30' behind Valgrim. When the others are ready she will drop her wall and allow the beast to come through.
The Worm That Walks |
The group backs into a defensive position just around the corner in the hallway with the sounds of tremendous thuds behind you as the overworm continues to slam into the wall. Alie drops the wall and allows it through. It slithers forward and around the pillars. It's massive boneless form begins to squeeze into the hallway toward you. It reaches the corner and bites at Valgrim with its rasping massive lamprey-like maw.
Vicious strike power attack Overworm bite: 1d20 + 27 ⇒ (3) + 27 = 30 Miss.
Valgrim feels the things foul and cancerous will try to press into his mind as he begins to get fleeting glimpses of visions that writhe...
Please make will save Valgrim.
Your actions.
Valgrim Twin-Axe |
I don't know how it went before me since Valgrim woukd have had a readied action to attack it as soon as it was squeezing. I was allowing other players to post actions.
Will save: 1d20 + 16 ⇒ (6) + 16 = 22
The Worm That Walks |
You can have a readied attack when it arrives if you wish. You might try the more diplomatic approach of, "I intended to have a readied action prepared for its arrival, is it ok if I take that now? To which I respond, "Of course!" because I am reasonable like that...just trying to move things along.
And despite your low roll, you still make the will save. So go ahead and take your next full round action also.
Valgrim Twin-Axe |
I understand..my bad. I was rushing on my cell phone and I apologize for my tone. I moved us on the map. So I assume the worm is squeezing,-4 AC and -4 hit. Thanks for the buffs Bubba. Everyone else conserve your spells. I think I got this.
Readied attack Dazing Assault: 1d20 + 34 + 4 - 5 ⇒ (8) + 34 + 4 - 5 = 41
Damage: 2d4 + 2d6 + 34 ⇒ (1, 1) + (5, 3) + 34 = 44
Fort save DC 30 or be Dazed.
Full attack with Brilliant Inspiration:
Hasted attack: 1d20 + 34 + 4 - 5 ⇒ (4) + 34 + 4 - 5 = 37
1d20 + 34 + 4 - 5 ⇒ (14) + 34 + 4 - 5 = 47
Damage: 2d4 + 2d6 + 34 ⇒ (2, 2) + (6, 4) + 34 = 48
1st attack: 1d20 + 29 + 4 - 5 ⇒ (16) + 29 + 4 - 5 = 44...threat
1d20 + 29 + 4 - 5 ⇒ (5) + 29 + 4 - 5 = 33
Confirmation: 1d20 + 29 + 4 - 5 ⇒ (5) + 29 + 4 - 5 = 33
Damage: 4d4 + 2d6 + 68 ⇒ (3, 2, 2, 4) + (4, 2) + 68 = 85
2nd attack: 1d20 + 24 + 4 - 5 ⇒ (5) + 24 + 4 - 5 = 28
1d20 + 24 + 4 - 5 ⇒ (16) + 24 + 4 - 5 = 39...threat
Confirmation: 1d20 + 24 + 4 - 5 ⇒ (1) + 24 + 4 - 5 = 24...no
Damage: 2d4 + 2d6 + 34 ⇒ (1, 3) + (2, 6) + 34 = 46
3rd attack: 1d20 + 19 + 4 - 5 ⇒ (11) + 19 + 4 - 5 = 29
1d20 + 19 + 4 - 5 ⇒ (5) + 19 + 4 - 5 = 23
Damage: 2d4 + 2d6 + 34 ⇒ (4, 2) + (5, 6) + 34 = 51
4th attack: 1d20 + 14 + 4 - 5 ⇒ (2) + 14 + 4 - 5 = 15
1d20 + 14 + 4 - 5 ⇒ (19) + 14 + 4 - 5 = 32...threat
Confirmation: 1d20 + 14 + 4 - 5 ⇒ (12) + 14 + 4 - 5 = 25
Damage: 2d4 + 2d6 + 34 ⇒ (1, 2) + (5, 5) + 34 = 47
if 25 confirms, add 2d4 + 34 ⇒ (2, 3) + 34 = 39 extra damage.
Don't know AC, so 4-5 Fort saves DC 30 or be Dazed
Alie Saechell |
"I've already had to use a ton of spells. They have some damned powerful guardians in this place, don't they?"
Valgrim Twin-Axe |
"Yes, very. I want to test out a theory, Alie. Cast Knock on the door directly to the east to see if that opens it without touching it." Valgrim moves to stand in front of the doorway and block it in case there is something hostile in there.
Alie Saechell |
She moves quite a bit back, totally expecting something awful to come through the door, but she casts her !magic as requested, hoping the magical nature of the door opening would prevent more guardians.
Friar Ferez |
Updated spells:
+16 melee touch/+18 ranged touch
Cleric Spells Prepared (CL 21st; concentration +30)
I will post spells left as that will be easier.
9th— Mass heal, Mass Heal, Miracle, Prismatic Sphere D, Summon Monster IX
8th— Fire Storm (DC 27), Empowered Heal (DC 27), Stormbolts (DC 27), Sunburst (DC 27)
7th— Empowered Flame Strike (DC 24), Quickened Dispel Magic, Quickened Dispel Magic, Holy Sword D, Quickened Searing Light
6th— Find the Path, Heal
5th— Breath of Life
4th— Dimensional Anchor, Remove Disease (x3)
3rd— Remove Disease
2nd— Bless Weapon D, Grace, Grace, Grace, Silence
1st— Obscuring Mist, Remove Fear, Remove Fear, Shield of Faith (x2)
0 (at will)— Create Water, Detect Magic, Read Magic, Stabilize
D Domain spell; Domains Glory, Sun
The Worm That Walks |
Hitpoints:
Alie: 127/185
Bublaka: 191/195
Ferez: 185/185
Valgrim: 262/288 Stoneskin 80/150
Everyone:
Heroes' Feast for 12 hours: (+1 morale bonus on attack rolls and Will saves, +4 morale bonus on saving throws against poison and fear effects)
Communal Airwalk (Everyone except Alie) 27 mins
Communal Greater Spell Immunity Maze, Disintegrate, Blasphemy, Horrid Wilting, Destruction - 49.5 minutes
Spell Resistance 18 minutes
Wind Walk
Moment of Greatness 18 mins
Alie:
Fiery Body 17 mins
True Seeing 17 mins
Echolocation 197 mins
Magic Vestment(on gown) (+5 armor enhancement bonus for 21 hours)
Energy Resistance (Acid, Lightning, Cold, Fire)
Death Ward 6 mins
Overland Flight
Moment of Prescience 20 hours or until discharged
Bublaka:
Barkskin 117 mins
Freedom of Movement 157 mins
Energy Resistance (Acid, Lightning, Cold)
Death Ward 6 mins
Invisibility 17 mins
Ferez:
Magic Vestment(on shield and armor) (+5 armor enhancement bonus for 21 hours)
Status
Barkskin 117 mins
Freedom of Movement 157 mins
Energy Resistance (Acid, Lightning, Fire)
Fire Seeds 207 mins
Shield of Faith 18 mins
Death Ward 18 mins
Valgrim:
Brilliant Inspiration: 15 rounds
Death Ward 6 mins
Shield of Faith 18 mins
True Seeing 17 mins
Magic Vestment(on armor) (+5 armor enhancement bonus for 21 hours)
Longstrider 16 hours
Barkskin 117 mins
Repel Vermin 117 mins
Freedom of Movement 117 mins
Sacred Bond 167 mins
Elixer of Vision 22 mins
Energy Resistance (Acid, Lightning, Cold, Fire)
Anticipate Peril 13 minutes
Alie spell slots left:
9th: 6, 8th: 5, 7th: 7, 6th: 3, 5th: 1, 4th: 6, 3rd: 9, 2nd: 6, 1st: 8
Bublaka spell slots left:
6th: 4, 5th: 4, 4th: 4, 3rd: 5, 2nd: 4, 1st: 6
Valgrim Rage: 5/10 rounds left
Please do feel free to correct any errors I may have in this wall of spells and abilities.
Valgrim Twin-Axe |
Good to know that works, though it requires a caster level check, so don't use your 2nd level spells, Alie, as we need them to open doors. Valgrim walks up to the ceiling and has a look to see what is up there.
GM, Anticipate Peril is used up and Valgrim does not need acid resistance, since he has 30 acid resistance from the banner.
Valgrim Twin-Axe |
Maybe I am misunderstanding, but I guess he sees nothing within 60', right? He has DV and True Seeing. Assuming, he sees nothing, we move on from the room then, as we have to take advantage of the Inspiration buff.
"Nothing here, next door to the north, if you please, Alie."
If you don't mind me moving things along: CL check: 1d20 + 20 ⇒ (18) + 20 = 38 or you can have Alie roll.
The Worm That Walks |
You are correct, just a straight shaft that goes for 60' feet but I did forget that True Seeing goes through darkness. Sooooo, I'll add...
1d100 ⇒ 74
The shaft above goes up 60' feet and then seems to end in a small room or chamber just beyond the 60' foot mark.
Does that change your mind about what you are doing next?
Alie Saechell |
Please feel free to have Alie Knock whenever needed! Work is a bit busier nowadays so I'm not here quite as much as I used to be. So autopilot Alie whenever. Im cool with it
The Worm That Walks |
The double door dissolves into another pile of worms. Beyond, the stony walls of this vaulted chamber ripple with the burrowing passage of thousands of hissing green worms. Above, the ceiling is a dome of green light that illuminates the chamber with a nauseating viridian shade. To the west, the wall curves and features five tall windows that look out into a large cavern. The floor near these windows rises up to form a lip or rim around a five-foot-wide hole in the floor from which delicate tendrils of green mist rise. A cage made of writhing green metal hangs from a stalk of green affixed to the ceiling above, its empty confines twisting lazily in the air above the misting hole.
1d100 ⇒ 8
Valgrim: you could swear that you for a split second saw a woman peeking around the corner behind you, back in the chamber you faced the acolytes and overworm.