Alie Saechell |
I cast Prot from Fire on everyone else. I'll cast Protection from Cold just to be on the safe side with my Fiery Body. I've already marked off all the Protection spells.
"If we can take out the guards, that makes the most sense. As terrible as you say this Dragotha is, we all need to concentrate fire on it when we can with no distraction."
The Worm That Walks |
It would be one thing if the nightcrawlers remained in the deep caverns, for these regions are rife with foul life the world is better off without. Yet unfortunately for those who dwell upon the surface, nightcrawlers often crawl up through the tunnels to bring their devastation to the night above. Although they always retreat underground before the first tentative rays of dawn color the eastern skies, they can spread an incredible amount of ruin in the span of a few short hours each night.
A nightcrawler is 60 feet long and weighs 10,000 pounds.
They are extraplanar undead, need silver enchanted with divine holy (good) power to harm, immune to cold, have a light aversion, can burrow through the air as easily as they do through the earth, and drain the very life from anything they swallow.
Friar Ferez |
"You are one brave soul, Valgrim. Getting all the way to see Dragotha on your own and thanks for killing one of the worms. I agree we need to kill these worms first."
Friar happily uses the wand on Valgrim to restore his lost Con.
Bublaka |
Bublaka hums a tune, something of a dirge from the rhythm, to himself, eyes closed, as he considers the information shared by the valiant Valgrim.
When he opens his eyes, he raises an eyebrow and shakes his head. "Nightcrawlers, and I'm not talking fishing bait. They are actually incredibly intelligent, on average, despite their insect-like appearance, and they exist to eradicate all life, as is the wont of the entirety of nightshade-dom. They have been known to hunt the tunnels below the surface for extended periods of time, but when they breach the surface for their sport, they can wreak incredible amounts of havoc. And you dealt one its deathblow single-handedly." He just shakes his head again.
"They are undead creatures from another plane less susceptible to weapons that are not blessed and silver. Cold holds no fear for them and they can fly through the air as well as they burrow through the ground, and anything they swallow - which is most of what they encounter - has its very lifeforce drained in short order. They have an extreme aversion to light, but I don't know if it actually harms them or merely makes them uncomfortable. I certainly think the Dawnflower would approve of the good Friar testing the possibility. I suspect she would take delight in having one of her signature talents deal a blow to one or both of these monsters."
Short form: Intelligent extraplanar undead, DR xx/silver and good, immune to cold, fly speed, burrow speed, special attack: swallow whole, drains vitality from those it swallows; vulnerability to light
I think that was everything.
Valgrim Twin-Axe |
"Yeah, that's great to know but how did it cause greater shadows to form around me? Had it not been for Friar's anti-death wards, I would have been drained. It seemed to be able to summon them with magic. e must be vigilant about these and whatever other spells it may cast."
Did Balakarde's fragments activate? If so, are they still active after I teleported away or only in Dragotha's presence?
Bublaka |
"They are individual creatures, so there will be variations, but where you find a nightcrawler, you typically find lesser undead minions. Lesser when compared to a nightcrawler, which allows for some pretty powerful candidates. Shadows would be a natural fit. As an incorporeal creature, it might have not been summoned as much as sent, using the walls around you to approach unseen. But that's just a theory - the nightcrawler in question might well have the ability to spontaneously summon such undead. Or create figments from shadow with the appearance to distract you from itself."
He shrugs, "I guess it is less important how it does it than it is to note that it can."
Friar Ferez |
For convenience, copied Balakarde's bonuses to this page.
The owner of the statuette (Bublaka) gains immunity to fire. All living creatures within 30 feet gain evasion and a +10 luck bonus on reflex saves.
The owner of the Everfull Purse (Ferez)Gains a +10 insight bonus on caster level checks to overcome spell resistance, and the save DCs for your spells and spell-like abilities increase by 2. All other creatures within 30 feet gain immunity to fear and a +10 luck bonus on will saves.
Valgrim gains a +20 insight bonus on attack rolls. All other living creatures within 30 feet gain immunity to paralysis and a +10 luck bonus on fortitude saves.
A portion of Balakardes soul may be traded to someone else as an immediate action to any other PC within 10' feet.
"So it seems the statues require us to be within 30' of each other in order to reap the benefits. And you need to be within 30' of me to be immune to fear. Hmmmm..so if Valgrim wishes to attack this creature, we have to be within 30' of him, which means that given his size, we will all be within or very close to Dragotha's melee reach! Oh boy..."
GM, based on Valgrim's description of Dragotha, can we reasonably estimate its reach? What was the red dragon's reach that we fought with the anti-magic field?
The Worm That Walks |
Brazzamal had a 30' reach with his bite and 20' reach with everything else. You guess Dragotha to be about the same.
Just to clear up some of my wording. The bearer of the soul fragment ALSO gets all the benefits everyone else gets from their fragment (could be interpreted as if they don't but they do - just take out the word "other").
Valgrim Twin-Axe |
Well, Friar, you make a good point. Assuming Valgrim gives up the protection of the immunity to fear and stays more than 30' from the party, he will take -2 hit and -2 saves. The +20 hit from his statue should counter that but the loss of the bonuses to his Will and Reflex Saves does hurt a lot! Especially since I am sure that the Reflex DC for the breath weapon must be sick! Yeah I don't know how to avoid a hasted full-attack. I am sure it will drop me in 1 round even from full hps.
Think about it: 2 bites, 2 claws, 2 wings, and a tail! I am sure they miss only on a 1, since the statues did nothing to improve anyone's AC.
Bublaka |
As an aside, does anyone not have evasion on their own? If Bublaka has the statuette, his ring of evasion is redundant and he has other rings that he could utilize in its place.
Valgrim Twin-Axe |
Everyone has evasion Bubba. Definitely, switch the ring out. Valgrim will try to spring attack and stay out of the creature's 30' Greater Vital Strike bite-attack range.The damage must be off the charts!
Friar Ferez |
Alie, can you spare a True Seeing? Other than that, Friar is ready to rock.
Valgrim Twin-Axe |
GM, can you list the buffs, so we can see where we are at at and what we are missing? I am thinking we need to go in with Haste and IC already on. We take out the two worms as fast as possible (max pers disintegrate, Alie!) and then try to survive. And add in Stoneskin for Valgrim from the Banner.
The Worm That Walks |
Yeah, my least favorite part of this as it takes an hour each time now, especially when the site crashes/erases some of my work :(
Ok, think I have everything mostly together. As usual please look things over and bring up any discrepencies.
I am pretty clear on what Valgrim/Ferez have cast and on whom but since it came from multiple sources I am a little less clear on Bublaka/Alie. If you two wouldn't mind giving me a full list of what each of you has cast and on whom I think we can fix any discrepencies pretty quick. Thanks :)
A couple of possible reduncies occurred with castings of Resist Fire by Valgrim and Ferez's Wand, and Freedom of Movement by Alie and Valgrim.
Valgrim: 288/288+15
Ferez: 185/185+15
Bublaka: 215/215+15
Alie: 185/185+15
Party Buffs:
Life Bubble - party - 42 hours
Status - party - 24 hours
Heroes' Feast - party - 1d8 + 10 ⇒ (5) + 10 = 15 temporary hit points, +4 morale vs. poison and fear, +1 morale bonus attack and Will saves
Greater communal spell immunity - Disintegrate, Maze, Power Word Stun, Destruction, Horrid Wilting - 52.5 minutes each
Communal Air Walk - party - 52.5 minutes each
Spell Resistance (x4) - party - 21 minutes
Death Ward (x4) - party - 21 minutes
Moment of Greatness - party - 31 minutes (with Lesser Extend Rod)
Haste
Anticipate Peril - (self, 16 minutes)
Valgrim:
Magic Vestment - Valgrim armor - 21 hours
Sacred Bond - Valgrim/Friar - 210 minutes
Greater Shield of Fortification - Friar and Valgrim - 21 minutes
Bless Weapon - Valgrim falchion - 31 minutes (with Lesser Extend Rod)
Weapon of Awe - Valgrim falchion - 31 minutes (with Lesser Extend Rod)
Shield of Faith - Valgrim
Prot from Fire
Stoneskin
Resist Energy (Fire)
Barkskin (160 minutes)
Versatile Weapon (16 minutes)
Hunter's Eye (16 minutes)
Enemy Insight (Undead) (16 minutes)
Freedom of Movement (self, 160 minutes)
Greater Darkvision (self, 120', 16 hours)
Greater Heroism
Resist Energy (Cold)
Resist Energy (Electricity)
Valgrim gains a +20 insight bonus on attack rolls. All other living creatures within 30 feet gain immunity to paralysis and a +10 luck bonus on fortitude saves.
Ferez:
Magic Vestment (x2) - Friar's armor and shield - 21 hours
Find the Path - Dragotha's Inner Sanctum
Shield of Faith - Friar - 21 minutes
Sacred Bond - Valgrim/Friar - 210 minutes
Greater Shield of Fortification - Friar and Valgrim - 21 minutes
Prot from Fire
True Seeing
Resist Energy (Fire)
Barkskin (160 minutes)
Freedom of Movement
Stoneskin
Resist Energy (Acid)
Resist Energy (Electricity)
The owner of the Everfull Purse (Ferez)Gains a +10 insight bonus on caster level checks to overcome spell resistance, and the save DCs for your spells and spell-like abilities increase by 2. All other creatures within 30 feet gain immunity to fear and a +10 luck bonus on will saves.
Alie:
Shield of Faith - Alie - 21 minutes
Protection from Cold
Fiery Body
Freedom of Movement
Greater Heroism
Stoneskin
Resist Energy (Cold)
Resist Energy (Acid)
Resist Energy (Electricity)
Bublaka:
Prot from Fire
Resist Energy (Fire)
Barkskin (160 minutes)
Freedom of Movement
Resist Energy (Cold)
Resist Energy (Acid)
Resist Energy (Electricity)
Blackrazor's stat boost - 1 hour
The owner of the statuette (Bublaka) gains immunity to fire. All living creatures within 30 feet gain evasion and a +10 luck bonus on reflex saves.
A portion of Balakardes soul may be traded to someone else as an immediate action to any other PC within 10' feet.
IC?
Valgrim Twin-Axe |
Thank you, GM. IC is inspire courage.
"Okay, if you've said yer prayers to yer makers, then it's time for battle. The centipede-like worms, I am sure have tremorsense, but if we appear invisible in the air, we may have a chance to surprise them. Same with Dragotha. If it has only blindsense, invisibility may help keeps ya alive. I can turn my self invisible. Alie and Bubba maybe you have a spell for Friar to help him out. I am ready. Stay close. Bubba, haste and inspire us, and I'll teleport us back to the corridor. Remember, take out the worms as fast as possible." After the last buff, Valgrim turns invisible, grabs everyone's hand and we teleport back.
GM, does my ring of counterspells have a greater dispel or was it used in last fight? If so, Valgrim asked Bubba to replenish it before resting. Or if you prefer, he asks him now.
1d100 ⇒ 79..re-appear in last place Valgrim saw the worms in mid-air.
Bublaka |
Sorry, never got back here to clarify what I have cast. And I don't know that I need resist fire or protection from fire since I have B's immunity from fire and resist fire 30 besides. I'm cool with saving those slots for later contingencies. I will be back in a couple hours to look at what I cast.
The Worm That Walks |
Hmmm, was still hoping to hear back from Bub and Alie for final list confirmation being that this is kind of a big finale, but will move on as is. Valgrim, your ring is recharged. I believe Bub still had a appropriate spell slot of that level left (though I think it was literally his last 6th level spell slot since he was out of 5th too). Also, I have now placed all the PCs on the map and you all should be able to move and position them. I have given rights so anyone can move anyone else's token. I have left the worms on the map at last known positions.
Alie Saechell |
The buffs I have cast are as follows: on Valgrim, True Seeing, Protectionnfrom Fire, Haste, Greater Heroism. On all the others in the group, Protection from Fire, and Haste. On Friar, True Seeing, Haste, and Protection from Fire.
On myself, I cast True Seeing, protection from Cold, Haste, Echolocation, Moment of Prescience, and Fiery Body.
Bublaka |
Ok, I walked back through the last two pages and only see that I cast freedom of movement (on each member of the party) and Brilliant Inspiration (on Valgrim).
I had some comments/questions that I don't see responses to. I think there were more, but these are what I found:
Bublaka has Resist Energy 30 (fire) before the buffing begins. Friar's Communal Resist Fire can be cast on just him and Valgrim to get longer duration, no need to include the bard. Likewise, he would have deferred the Protetion from Fire in favor of Alie saving the slot or casting for a different energy type. Of course, that's before he realizes that he has fire immunity from the statuette.
I have temp hit points from two different sources, do they stack?
Valgrim Twin-Axe |
Alie is immune to Fire and does not need Protection from Fire. Temp hit points do not stack; you take higher total.
Bublaka |
I said nothing about Alie getting or needing protection from fire. She's the one that is wasting a spell slot casting it on Bublaka. I suggested that she withhold casting the spell or change it to a different energy type when she casts it on the bard.
Bublaka |
No, missed that in your inventory. Will cast it on Bubba then.
What is the bonus granted by your Barkskin spell, Valgrim?
Alie Saechell |
Thanks, Buba. I'll save the slot rather than guessing at an energy to be protected from that you might not need.
The Worm That Walks |
Ok, hopefully this is a fairly accurate list of buffs now. I don't see that any of the tokens on the map having been moved yet to wherever you are choosing to appear after the teleport.
Valgrim: 288/288+15
Ferez: 185/185+15
Bublaka: 215/215+15
Alie: 185/185+15
Party Buffs:
Life Bubble - party - 42 hours
Status - party - 24 hours
Heroes' Feast - party - 1d8 + 10 ⇒ (5) + 10 = 15 temporary hit points, +4 morale vs. poison and fear, +1 morale bonus attack and Will saves
Greater communal spell immunity - Disintegrate, Maze, Power Word Stun, Destruction, Horrid Wilting - 52.5 minutes each
Communal Air Walk - party - 52.5 minutes each
Spell Resistance (x4) - party - 21 minutes
Death Ward (x4) - party - 21 minutes
Moment of Greatness - party - 31 minutes (with Lesser Extend Rod)
Haste
Anticipate Peril - (self, 16 minutes)
Valgrim:
Magic Vestment - Valgrim armor - 21 hours
Sacred Bond - Valgrim/Friar - 210 minutes
Greater Shield of Fortification - Friar and Valgrim - 21 minutes
Bless Weapon - Valgrim falchion - 31 minutes (with Lesser Extend Rod)
Weapon of Awe - Valgrim falchion - 31 minutes (with Lesser Extend Rod)
Shield of Faith - Valgrim
Prot from Fire
Stoneskin
Resist Energy (Fire)
Barkskin (160 minutes)
Versatile Weapon (16 minutes)
Hunter's Eye (16 minutes)
Enemy Insight (Undead) (16 minutes)
Freedom of Movement (self, 160 minutes)
Greater Darkvision (self, 120', 16 hours)
Greater Heroism
Resist Energy (Cold)
Resist Energy (Electricity)
True Seeing
Brilliant Inspiration
Valgrim gains a +20 insight bonus on attack rolls. All other living creatures within 30 feet gain immunity to paralysis and a +10 luck bonus on fortitude saves.
Ferez:
Magic Vestment (x2) - Friar's armor and shield - 21 hours
Find the Path - Dragotha's Inner Sanctum
Shield of Faith - Friar - 21 minutes
Sacred Bond - Valgrim/Friar - 210 minutes
Greater Shield of Fortification - Friar and Valgrim - 21 minutes
Prot from Fire
True Seeing
Resist Energy (Fire)
Barkskin (160 minutes)
Freedom of Movement
Resist Energy (Acid)
Resist Energy (Electricity)
Greater Invisibility
The owner of the Everfull Purse (Ferez)Gains a +10 insight bonus on caster level checks to overcome spell resistance, and the save DCs for your spells and spell-like abilities increase by 2. All other creatures within 30 feet gain immunity to fear and a +10 luck bonus on will saves.
Alie:
Shield of Faith - Alie - 21 minutes
Protection from Cold
Fiery Body
Freedom of Movement
Resist Energy (Cold)
Resist Energy (Acid)
Resist Energy (Electricity)
Echolocation
Moment of Prescience
True Seeing
Greater Invisibility
Bublaka:
Resist Energy (Fire)
Barkskin (160 minutes)
Freedom of Movement
Resist Energy (Cold)
Resist Energy (Acid)
Resist Energy (Electricity)
Blackrazor's stat boost - 1 hour
Greater Invisibility
The owner of the statuette (Bublaka) gains immunity to fire. All living creatures within 30 feet gain evasion and a +10 luck bonus on reflex saves.
A portion of Balakardes soul may be traded to someone else as an immediate action to any other PC within 10' feet.
Valgrim Twin-Axe |
Do we have a surprise round? Valgrim wanted to teleport right where he saw the last worm. Token moved.
Party Buffs:
9th level: Greater communal spell immunity - Disintegrate, Maze, Power Word Stun, Destruction, Horrid Wilting - 52.5 minutes each
6th level: Heroes' Feast - party - 15 temporary hit points, +4 morale vs. poison and fear, +1 morale bonus attack and Will saves
5th level: Communal Air Walk - party - 52.5 minutes each
5th level: Life Bubble - party - 42 hours
5th level: Spell Resistance (x4) - party - 21 minutes
4th level: Death Ward (x4) - party - 21 minutes
3rd level: Haste
2nd level: Status - party - 24 hours
1st level: Moment of Greatness - party - 31 minutes (with Lesser Extend Rod)
Valgrim:
6th level: Brilliant Inspiration
6th level: True Seeing
5th level: Greater Heroism
4th level: Freedom of Movement (self, 160 minutes)
4th level: Greater Darkvision (self, 120', 16 hours)
4th level: Greater Shield of Fortification - Friar and Valgrim - 21 minutes, 50% chance critical hit/sneak attack negated
4th level: Stoneskin
3rd level: Magic Vestment - Valgrim armor - 21 hours
3rd level: Prot from Fire -120
3rd level: Versatile Weapon (16 minutes), blunt
2nd level: Barkskin (160 minutes) +5 AC
2nd level: Enemy Insight (Undead) (16 minutes), allies +4 on weapon attack and damage rolls
2nd level: Hunter's Eye (16 minutes)
2nd level: Resist Energy (Cold) 30
2nd level: Resist Energy (Electricity) 30
2nd level: Resist Energy (Fire) 30
2nd level: Sacred Bond - Valgrim/Friar - 210 minutes
2nd level: Weapon of Awe - Valgrim falchion - 31 minutes (with Lesser Extend Rod) +2 sacred bonus on damage rolls
1st level: Anticipate Peril - (self, 16 minutes)
1st level: Bless Weapon - Valgrim falchion - 31 minutes (with Lesser Extend Rod), auto-crit on threat vs. evil
1st level: Shield of Faith - Valgrim, +5 deflection bonus
Friar Ferez |
Possibly our last initiative...1d20 + 7 ⇒ (7) + 7 = 14
The Worm That Walks |
True Seeing sees through magical darkness.
You come out of the teleport into supernatural darkness....Bublaka is effected but everyone else can see...
Nightcrawler Initiative: 3 + 4 = 7
You appear in the worm-encrusted tunnel ready for the inevitable. The nightcrawlers are not exactly where Valgrim had last seen them, but instead lie mostly submerged in the sickening viscous green river flowing beneath your feet.
Stealth: 2 + 24 = 26
Valgrim's perception is high enough to automatically spot them. Being that he goes first it is unnecessary for anyone else to make perception checks as I am sure he points them out. However the far one is out of sight in the darkness for now unless you have 120' darkvision like Valgrim.
Looks like you all go first. Go ahead and take your actions.
Bublaka |
Valgrim Twin-Axe |
"Alie, can you throw me over to that huge thing 20 feet to the west and x feet under the water?"
My way of asking Alie for Telekinetic Charge. My subsequent attacks should not be affected even underwater due to Freedom of Movement.
If she does so, Valgrim gets an immediate action attack and no AoO unless the creature has combat reflexes, which it did not have last fight.
Attack: 1d20 + 44 + 2 ⇒ (10) + 44 + 2 = 56
1d20 + 44 + 2 ⇒ (1) + 44 + 2 = 47...will take the 10 for a 56 hit.
Damage: 2d4 + 42 + 4d6 ⇒ (4, 1) + 42 + (6, 2, 6, 4) = 65
Then on Valgrim's attack, he full-attacks the Nightcrawler!
Hasted Attack: 1d20 + 38 ⇒ (1) + 38 = 39
1d20 + 38 ⇒ (8) + 38 = 46...will take the 8 for a 46 hit.
Damage: 2d4 + 42 + 4d6 ⇒ (2, 3) + 42 + (4, 2, 3, 4) = 60
1st attack: 1d20 + 38 ⇒ (16) + 38 = 54
1d20 + 38 ⇒ (2) + 38 = 40...will take the 16 for a 54 hit and confirmed critical.
Damage: 4d4 + 84 + 4d6 ⇒ (4, 2, 4, 2) + 84 + (1, 5, 3, 3) = 108
2nd attack: 1d20 + 33 ⇒ (11) + 33 = 44
1d20 + 33 ⇒ (18) + 33 = 51...will take the 18 for a 51 and confirmed critical
Damage: 4d4 + 84 + 4d6 ⇒ (3, 1, 1, 3) + 84 + (6, 3, 4, 3) = 108
3rd attack: 1d20 + 28 ⇒ (19) + 28 = 47
1d20 + 28 ⇒ (8) + 28 = 36...will take the 19 for a 47 and confirmed critical
Damage: 4d4 + 84 + 4d6 ⇒ (4, 2, 1, 1) + 84 + (5, 5, 3, 2) = 107
It should be destroyed by now having taken: 65+60+108+108+107=445
Bless Bubba and Brilliant Inspiration!
Alie Saechell |
Alie will follow Valgrim's request and send her friend hurtling though the air to take on the closest monster.
Marked off one fourth level spell in my header. Holding off on deciding to cast a quickened spell until I see what happened to the monster.
Friar Ferez |
Nice Valgrim! On my phone, cannot access map, so please move me.
Assuming the nightcrawler is dead, Friar moves over to the western square next to Valgrim and begins casting Summon Monster IX.
Start/Complete Full-Round Action
The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.
Bublaka |
When they pop into view in the tunnel, Bublaka mutters, "Magical darkness, how thematic. Should have seen that coming."
He casts shadowbard and has the ghostly but handsome half-orc fellow inspire courage on the party. Was not sure if Valgrim was counting on that bonus, but I need to get it out there. No move yet.
The Worm That Walks |
Valgrim: Go ahead and make a fort save for the green river goo. Take 1 con drain on success.
The ranger hacks at the submerged evil black worm, cleaving it's head deeply. It convulses and then goes limp, then sliding slowly over the waterfall edge as the river's force pushes on it.
Ok, finish up any final actions for this round and then the other one gets to go.
Alie Saechell |
Cant access the map at work. I'll check it tonight and Figure if I want to take an additional action.