Alie Saechell |
Alie will just cast a basic Quickened Disintegrate on the next beast in line, not wanting to burn her higher level spells yet.
DC 34 Fort save or take 40d6 + 8 ⇒ (4, 4, 4, 5, 3, 1, 2, 5, 4, 3, 4, 1, 3, 3, 5, 3, 5, 2, 5, 1, 2, 2, 4, 4, 3, 2, 2, 4, 4, 6, 2, 2, 3, 1, 1, 4, 2, 4, 1, 3) + 8 = 131 damage. If successful, takes 5d6 + 8 ⇒ (5, 6, 3, 3, 6) + 8 = 31 damage. Marked off a 6th level slot.
Edit, lol, I'm tired tonight. Thanks for the catch. Friar.
RTA 1d20 + 4 + 24 ⇒ (8) + 4 + 24 = 36
Friar Ferez |
You forgot the roll to hit, Alie. Add +4 hit/damage for Bublaka's inspiration and +4 damage from Valgrim's insight.
Friar Ferez |
You are up GM. The only one visible is Valgrim, unless of course, the creature has Detect Invisible or 120 DV as well.
The Worm That Walks |
Thanks, Tuesdays are pretty much booked solid for me, so posting on Tuesday and somewhat for Thursdays will be rare. At least while I am taking classes, just an FYI.
Valgrim is pretty certain the monsterous black worm is looking straight at him but not much seems to happen. Faintly you can hear Dragotha's sinister hissing voice casting a spell.
You are all up again.
Bublaka |
Bublaka listens intently to the spellcasting in an effort to identify what the undead dragon is up to.
Perception: 1d20 + 25 ⇒ (15) + 25 = 40
Spellcraft: 1d20 + 26 ⇒ (19) + 26 = 45 I'm unsure of the penalties necessary for trying to identify the spell from only the verbal component, so I did not account for that.
How many actions would Bublaka have remaining after making this attempt?
Valgrim Twin-Axe |
Valgrim has ranks in spellcraft and he can see the black worm. Did it cast a spell?
Valgrim moves up, as shown on the map, and goes total defense.
Everyone stay within 30' of each other.
Friar Ferez |
With his standard action this round, Friar completes the summoning spell and conjures a Trumpet Archon! Then with his move action, he follows Valgrim staying within 25' of him. The Trumpet Archon casts Daylight on his round on his sword, dispelling any darkness spell 3rd level or lower and shedding bright light in a 60-foot radius and dim light for another 60'. He then flies next to Valgrim, which is within 60' of the nightcrawler, hopefully dispelling any darkness and causing Alie's readied disintegrate spell to go off since she can now see it and allowing our bard to see as well. Similar to Valgrim, the archon should be out of LoS from Dragotha.
Bublaka |
Good news is that it doesn't require an action, bad news is that you have to clearly see the spell as it is being cast. I would say though that bards should be able to through sound also (maybe with a modifier or something), but that would be a houserule.
I might have been remembering a 3.5 rule, then. Too bad, that roll might have gotten it even with penalties.
Bublaka will take advantage of the Trumpet Archon's light to move and use a swift action to begin a countersong. He will also cast arcane concordance with an extend spell rider so any arcane spells cast by an ally within 10' of him will have a +1 to their save DC and the Extend Spell feat automatically applied.
Tenative move to be within 30' of Valgrim applied on the map; marked off 3rd level spell.
The Worm That Walks |
Valgrim: It cast nothing obvious.
The nightcrawler noticably recoils from the brilliant light the trumpet archon summons. Alie unleashes her ray of destruction at its newly revealed form and....
Fort save: 1d20 + 18 ⇒ (16) + 18 = 34
That would make its save versus the original DC. I have Alie firing her ray after Bublaka in initiative order because it isn't until Ferez goes again that she can see the monster. DC would then be 35 and make it miss unless Alie already gets a enhancement bonus to her DC from her abilities, in which case it wouldn't stack.
Alie: I need you to make a spell penetration roll.
Alie Saechell |
Penetration check 1d20 + 24 ⇒ (6) + 24 = 30
Unless any higher level buffs have a bonus to the roll to beat SR. and honestly, I'm not sure if they do.
The Worm That Walks |
Alie's ray strikes the black worm punching a huge hole in its side. However, the negative energies that power the thing keep it moving despite what would normally be a mortal wound.
Yay for Bub's DC boost. 131 damage!
Alie's ray strikes the black worm punching a huge hole in its side. However, the negative energies that power the thing keep it moving despite what would normally be a mortal wound.
Yay for Bub's DC boost. 131 damage!
The gargantuan worm-centipede thing slithers forward through the goo slightly and hits Valgrim with a Greater Dispel. The ranger's ring glows and deflects the spell. A second spell, this one a cone of cold envelopes the entire group. From the walls surrounding the group come greater shadows that reach out and attempt to drain the very strength from you each of you, one hangs back momentarily waiting to see if the others are successful. Thankfully, your protective magics hold them at bay. The trumpet archon Protective aura also holds back the evil summoned undead...
DC 21 reflex save or take 15d6 ⇒ (6, 6, 5, 5, 4, 5, 6, 6, 2, 6, 5, 6, 4, 3, 2) = 71 cold damage.
The Worm That Walks |
From around the bend you hear the dracolich's cold hate-filled hiss, "Fools, you are lapdogs to the very evil you seek to stop. Lashonna was my second in command until she betrayed both me and you. She serves herself above above all things and seeks to supplant me as Kyuss' favored. By attacking me you serve only to further her goals and assure your own destruction!"
You are all up again!
EDIT: Ignore the repitition in my first above post. Copy and pasting error.
Alie Saechell |
Alie's Protection from Energy (Cold) should take care of that damage. She has Evasion as well. She delays to see if Valgrim can finish the beast with no more magic expended.
Reflex 1d20 + 18 ⇒ (19) + 18 = 37
Friar Ferez |
GM, as a reminder, we all have SR 33.
In case you need save: 1d20 + 16 ⇒ (15) + 16 = 31 without buffs. Friar has evasion so no damage.
Friar Ferez |
My archon has SR 25 as well.
Reflex save: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
35 damage if you penetrate SR.
Friar moves forward then channels positive energy to harm all of the shadows!
Channel energy: 10d6 + 20 ⇒ (5, 4, 5, 2, 6, 3, 1, 6, 4, 3) + 20 = 59
DC 27 Will Save for half and undead do not add turn resistance.
Valgrim Twin-Axe |
Good catch about SR. Reflex save if it is needed, which is only failed on a 1:1d20 ⇒ 6...success and no damage with evasion
"Alie, would you mind another slingshot maneuver near the northern wall?"
Assuming she agrees to another Telekinetic Charge...Worm gets an AoO.
Immediate action attack: 1d20 + 44 + 2 ⇒ (18) + 44 + 2 = 64...confirmed critical
1d20 + 48 + 2 ⇒ (11) + 48 + 2 = 61
Damage: 4d4 + 4d6 + 92 ⇒ (3, 4, 3, 1) + (1, 3, 2, 4) + 92 = 113
Full-attack:
1d20 + 42 ⇒ (5) + 42 = 47
1d20 + 42 ⇒ (7) + 42 = 49...take this one
Damage: 2d4 + 4d6 + 46 ⇒ (3, 1) + (3, 2, 3, 6) + 46 = 64
1d20 + 37 ⇒ (2) + 37 = 39
1d20 + 37 ⇒ (2) + 37 = 39
Damage: 2d4 + 4d6 + 46 ⇒ (2, 1) + (5, 1, 3, 4) + 46 = 62
1d20 + 32 ⇒ (10) + 32 = 42
1d20 + 32 ⇒ (9) + 32 = 41
Damage: 2d4 + 4d6 + 46 ⇒ (4, 3) + (5, 2, 2, 4) + 46 = 66
Combined with Alie's damage, that is well over 400hps and it should be quite destroyed.
Valgrim stares up from the vanquished nightcrawler and yells at the cavern ahead since he does not have LoS to the dragon.
"So, how did Lashonna trick you, the all-powerful Dragotha?"
Valgrim Twin-Axe |
Sounds good to me. Marking off the spell!
Thanks. It's an awesome combo. One AoO for up to 6 attacks at this level!
The Worm That Walks |
Spell penetration for cone of cold: 1d20 + 18 ⇒ (10) + 18 = 28 The archon gets glanced by the frosty blast and a rime of ice forms on his wings.
greater shadow will saves: 6d20 ⇒ (11, 15, 13, 12, 20, 13) = 84 One succeeds.
The shadows writhe in the holy light that radiates from Ferez's outstretched holy symbol. After the holy light fades they all still remain, though much diminished. The nightcrawler that summoned them however, is not so fortunate and collapses under Valgrim's assault - destroyed.
Valgrim: The square you are currently in is not open enough (you are in a wall), you'll have to move one square down or one forward.
I believe Ferez has moved his token but are those the final spots for Alie, Buba, and the archon? Also, the archon still has its action to take.
Friar Ferez |
The nightcrawler had an AoO on Valgrim before it died. Sorry, Valgrim. :)
The archon casts Mass Cure Serious Wounds on all the shadows, as they are all within 30' of each other.
3d8 + 14 ⇒ (3, 8, 5) + 14 = 30
Will save DC 22 for half. He will wait to see if that destroys any of them before moving his token.
Channel Energy is not halved against incorporeal so that will be 59+15=74 damage minimum against 5 of the 6 shadows even if they all make the saves.
Bublaka |
Marking off a round of performance
Bublaka moves forward, as well. Provoking two AoO on 2D map; if there is room to move vertically, he will try to avoid the second shadow and only take the first AoO. His AC is 20 vs touch attacks from undead.
Friar Ferez |
Already posted archon's action. See 6 posts above. Waiting to hear results of channel to see if he moves.
The Worm That Walks |
Ah, got that confused with your initial channel. I see archon's action now.
5 of the 6 greater shadows shriek and are destroyed by the archon's powerful prayer...the 6th shadow still manages to resist being sent back to the negative material plane...
Will save: 1d20 + 9 ⇒ (9) + 9 = 18 30 more damage for a total of 67 to the final shadow.
1d6 ⇒ 3
Ok, everything is accounted for now except archon's move.
Friar Ferez |
The archon flies 90' away (moved token on map), which is also 90' away from shadow.
The Worm That Walks |
To describe the scene again now that everyone is here...
The tube-like tunnel opens into a vast cavern lit by the undulant green glow of a huge ziggurat built of worm-infested stone. It appears a small structure once stood atop the ziggurat, but now nothing remains but a great and jagged hole. The green liquid that ran down the passageway to the west gushes from this wound, cascading downthe front stairs of the ziggurat in a chain of miniature waterfalls.
Perched atop the ziggurat is the awe-inspiring form of Dragotha himself. He seems to be content to stay put for the moment, but his boney wings and tail uncoil from about him as he rises to stand. Eyes that shine like molten fire as he focuses on Valgrim and Alie, and dark arcane syllables are uttered. The powerful horrid wilting spell washes over you but is rebuffed by Sarenrae's holy blessings. He hisses, "How she accomplished it is no matter. What you should concern yourself with is that she has Kyuss' prison in the heart of Maskholm and even now seeks to bring him forth from the monolith. Not that it will matter...since you seem to want to end your existence here and now."
The remaining shadow swirls around Ferez, trying to get at that juicy life-essence beneath that hard protective magic shell...
Round 4, your actions again.
Friar Ferez |
Friar casts a Quickened Prayer buffing himself and his allies.
You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks.
Then as a standard action, since Dragotha is perched on the ziggurat, he casts Earthquake on the lich, which has an 80' radius spread.
When you cast earthquake, an intense but highly localized tremor rips the ground. The powerful shockwave created by this spell knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.
We are not in the spread, not on the ground, and spell resistance does not apply. How do you rule this? I argue that being on the ziggurat is being on the ground when it is centered on his location. If you disagree, let me know, so I can redo my action. Everyone else hold their action please.
The archon flies back and takes a swipe at the shadow.
Power attack:1d20 + 23 - 4 ⇒ (20) + 23 - 4 = 39
Damage: 2d6 + 11 + 12 ⇒ (4, 1) + 11 + 12 = 28...14 damage for a total of 81.
The Worm That Walks |
Your interpretation seems fine to me.
The archon sends the final shadow back to the dark plane that spawned it. Meanwhile, Ferez calls forth a massive earthquake shockwave that causes the cavern to shake and cracks to form along the floor, walls, and ceiling. The ziggurat itself however is a massive solid work of stone that seens to weather the earth convulsion well. Dragotha is momentarily knocked off-balance.
Valgrim Twin-Axe |
"Great job, Friar! Alie, it's time you introduced me to the great draco-lich! How about another charge, now that's he off balance?!"
If she moves up to within 75' of Dragotha, she can launch me at him, while he can't attack!
Immediate action to attack when he lands next to the lich:
Power attack: 1d20 + 45 + 2 + 20 ⇒ (16) + 45 + 2 + 20 = 83...critical
1d20 + 45 + 2 + 20 ⇒ (8) + 45 + 2 + 20 = 75
Damage: 4d4 + 86 + 4d6 ⇒ (1, 2, 3, 2) + 86 + (4, 3, 3, 1) = 105
His damage is holy and magical and adamantine and counts as blunt with versatile weapon so should bypass the lich's DR.
Then while flying in front of him, Valgrim rages as a free action and full attacks Dragotha, pouring all his hatred of undead out with each blow!
Hasted attack: 1d20 + 41 + 20 ⇒ (11) + 41 + 20 = 72
1d20 + 41 + 20 ⇒ (17) + 41 + 20 = 78...critical
Damage: 4d4 + 92 + 4d6 ⇒ (3, 1, 1, 4) + 92 + (6, 4, 3, 4) = 118
1st attack: 1d20 + 41 + 20 ⇒ (6) + 41 + 20 = 67
1d20 + 41 + 20 ⇒ (18) + 41 + 20 = 79...critical
Damage: 4d4 + 92 + 4d6 ⇒ (3, 1, 1, 2) + 92 + (3, 5, 6, 1) = 114
2nd attack: 1d20 + 36 + 20 ⇒ (15) + 36 + 20 = 71...critical
1d20 + 36 + 20 ⇒ (2) + 36 + 20 = 58
Damage: 4d4 + 92 + 4d6 ⇒ (3, 4, 3, 3) + 92 + (1, 4, 4, 6) = 120
3rd attack: 1d20 + 31 + 20 ⇒ (18) + 31 + 20 = 69...critical
1d20 + 31 + 20 ⇒ (18) + 31 + 20 = 69
Damage: 4d4 + 92 + 4d6 ⇒ (2, 4, 2, 4) + 92 + (1, 6, 4, 6) = 121
4th attack: 1d20 + 26 + 20 ⇒ (15) + 26 + 20 = 61
1d20 + 26 + 20 ⇒ (20) + 26 + 20 = 66...critical, brilliant inspiration ends!
Damage: 4d4 + 92 + 4d6 ⇒ (4, 4, 2, 3) + 92 + (6, 3, 6, 4) = 124
Total damage: 702....greatest round ever of rolling!
The Worm That Walks |
Incredible! Good timing to have the dice gods with you. Going forward assuming that Alie agrees with your choice of action.
Alie flies foward and grabs Valgrim telekinetically and hurls him forward, right into Dragotha's ribcage. The ranger goes to work wreaking havok and splintering bone in a heroic display of martial prowess. Yet the dracolich still stands, the negative energies that drive the evil things existence so powerful as to overcome even such incredible devestation unleashed upon it.
Think that leaves just Bublaka to go.
Alie Saechell |
Alie keeps working with the plan. It had been great so far, so why change what was working?! She launched Valgrim forward aggressively toward the massive beast.
She follows that up with a Quickened Disintegration spell.
RTA 1d20 + 4 + 24 ⇒ (3) + 4 + 24 = 31
Damage 40d6 ⇒ (2, 2, 3, 1, 2, 5, 3, 1, 6, 1, 5, 2, 2, 2, 4, 2, 3, 1, 4, 1, 1, 6, 3, 3, 6, 5, 1, 3, 2, 2, 2, 5, 6, 3, 6, 2, 1, 6, 5, 4) = 124
SR check 1d20 + 23 ⇒ (13) + 23 = 36
DC 34 Fort save. If successful, takes only 4d6 ⇒ (5, 3, 3, 2) = 13 damage.
Friar Ferez |
Geez, 6 confirmed criticals and it is still up. That thing is a beast! We don't know how many hps that thing has....maybe another Brilliant Inspiration, Bublaka for our crit-happy dwarf?
Valgrim Twin-Axe |
Actually, going over the numbers, I forgot to add in +4 hit and damage from inspire courage, so please add 48 damage more (8 per critical) for a total of 750. And I forgot to mention that AC with Mobility was 51 against the worm's AoO, so it missed.
Valgrim Twin-Axe |
Breakdown:
To hit:
+20 Base
+9 Strength raging
+4 Weapon
+8 favored enemy
+1 haste
+4 Greater heroism (morale)
+1 prayer (luck)
=+47 hit (+20 vs. Dragotha)(insight)
+4 inspire courage (competence)
=+51 hit (+20)
Damage:
+13 Strength
+4 weapon
+8 favored enemy
+2 Weapon of Awe
+18 power attack
+1 prayer
=+46 damage
+4 inspire courage
=+50 damage
AC
10 base
9 armor
5 enhancement
1 dodge feat
1 haste
5 deflection shield of faith
5 natural armor enhancement (Barkskin)
3 natural armor (natural scales)
4 dodge favored defense against undead
3 Dexterity
1 insight (ioun stone)
-2 rage
=45 AC
The Worm That Walks |
OK, damage adjusted and taken into account. Thanks for the breakdown Valgrim.
Alie unleashes her signature ray of destruction only to have it fizzle against the dragon's ancient necromatically infused bones. (Failed to penetrate SR)
What Valgrim feels driving him forward trancends rage and becomes a white hot focused point of vengeance driven by the tortured soul of one of the greatest arch-mages in history...
Bublaka |
Bublaka feels his inspiration on Valgrim run its course and refreshes it after moving into range.
Necessary order of operations here mean that Alie's attack was without benefit of my arcane concordance, but this round wouldn't have helped, anyway.
Marked off a bardic performance and a sixth-level spell.
The Worm That Walks |
Dragotha still gets his action, limited though it is.
Off-balance though the massive undead creature is, it does not seem to be effecting his ability to cast spells (Auto-success on concentration and casting defensively). Dragotha intones powerful arcane syllables and stops time for everyone but himself... 1d4 + 1 ⇒ (2) + 1 = 3
The entire chamber is suddenly filled with thick cloying smoke. Valgrim can only see five feet and the dracolich is no longer visible that close as he has seemingly just disappeared.
Alie needs to make a will save and then everyone within the smoke needs to make a DC 15 fort save (Alie is immune). The DC goes up by +1 for each round spent within the smoke.
Alie Saechell |
Will save with Prayer and Moment of Greatness doubling Greater Heroism bonus. Greater Heroism is now no longer in effect. 1d20 + 23 + 1 + 8 ⇒ (15) + 23 + 1 + 8 = 47
Friar Ferez |
I am confused. The spell lasts 1 full round during which he cannot act and the spell was cast after Dragotha acted so he loses his round of actions and the tremors end right before Friar's action so we should be up.
The Worm That Walks |
Earthquake only restricts you from making an attack or moving (there are plenty of actions that don't require either), it doesn't stop spellcasting, only makes it more difficult. Here's the quote from what you quoted above "A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast." Also, from the concentration rules "Violent Motion - If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you must make a concentration check (DC 15 + the level of the spell you're casting) or lose the spell. If the motion is extremely violent, such as that caused by an earthquake, the DC is equal to 20 + the level of the spell you're casting." - emphasis mine. Earthquake is nice but not all powerful just die if your caught on the ground. I still agree with your post above, and it did stop the dracolich from attacking this round.