Friar Ferez |
Exousia Will save: 1d20 + 19 + 4 ⇒ (15) + 19 + 4 = 38
Exousia power attacks the last worm with her holy sword:
Attack with haste: 1d20 + 27 + 4 + 1 - 5 ⇒ (18) + 27 + 4 + 1 - 5 = 45
Damage: 3d6 + 34 ⇒ (2, 2, 4) + 34 = 42
Normal: 1d20 + 27 + 4 + 1 - 5 ⇒ (13) + 27 + 4 + 1 - 5 = 40
Damage: 3d6 + 34 ⇒ (3, 3, 3) + 34 = 43
Second: 1d20 + 22 + 4 + 1 - 5 ⇒ (18) + 22 + 4 + 1 - 5 = 40
Damage: 3d6 + 34 ⇒ (1, 5, 3) + 34 = 43
Third: 1d20 + 17 + 4 + 1 - 5 ⇒ (17) + 17 + 4 + 1 - 5 = 34
Damage: 3d6 + 34 ⇒ (1, 2, 4) + 34 = 41
Friar conserves spells.
Alie Saechell |
Alie holds her action, conserving spells, unless Valgrim asks for another boost.
Im on my phone so no map. If there's another telekinetic charge needed, let me know.
The Worm That Walks |
Overworm vicious power attack bite: 1d20 + 34 ⇒ (1) + 34 = 35 Miss.
Damage: 24d6 + 52 ⇒ (5, 2, 6, 1, 4, 4, 4, 2, 6, 6, 2, 5, 6, 2, 4, 3, 1, 4, 5, 2, 1, 2, 2, 6) + 52 = 137
Apparently still off-balance from the shaking room, the overworm does little more than thrash around ineffectually.
Your actions again.
Valgrim Twin-Axe |
Valgrim will spring attack the last worm and try to Daze it.
Attack: 1d20 + 36 ⇒ (4) + 36 = 40
Damage: 2d4 + 43 + 2d6 ⇒ (3, 2) + 43 + (4, 1) = 53
Fort save D.C. 30 or be dazed.
Friar Ferez |
Realizing she cannot kill the overworm by herself, Exousia casts defensively another Holy Smite on the enemy, trying to blind the creature.
Cast defensively: 1d20 + 17 ⇒ (14) + 17 = 31 vs. DC of 23.
Damage: 5d8 ⇒ (4, 5, 3, 2, 7) = 21 and blindness
Will save DC 21 for half damage and no blindness.
Friar conserves spells.
The Worm That Walks |
Will save: 1d20 + 12 ⇒ (10) + 12 = 22 Did the DC get boosted? Last time it was a 21, just checking.
Over worm attacks (1 Exousia, 2 Valgrim): 1d2 ⇒ 2
Vicious powerattack bite: 1d20 + 34 ⇒ (16) + 34 = 50 Hit!
Miss chance: 1d100 ⇒ 70 Hit!
Damage: 24d6 + 52 ⇒ (3, 1, 6, 6, 5, 5, 5, 6, 4, 3, 1, 2, 3, 4, 1, 1, 5, 6, 4, 3, 6, 5, 2, 5) + 52 = 144
Will save: 1d20 + 12 ⇒ (15) + 12 = 27 Did the DC get boosted? Last time it was a 21, just checking.
The worm finally manages to recover from the Earthquake and focuses on the ranger who just cut into its head in an attempt to daze the creature. With a mighty snap of its lamprey-like maw it tears into Valgrim....leaving him bloodied but thankfully ok as he magically slips free from its grasp and avoids being swallowed.
If it made its save above than you need to make another will save Valgrim, if it failed than you don't.
You are all up again.
Valgrim Hitpoints: 92/284
Valgrim Twin-Axe |
The save was still the same, GM. You misread it. And to save time, in case you want to stun me with horrific visions:
Will save: 1d20 + 18 ⇒ (10) + 18 = 28
Valgrim felt pain across his body, but the overworm had miscalculated, thinking it could take him out in one blow. In between coughing up blood from his crushed ribs, he looked at the beast, "You only got one super blow. I have 5!"
Full attack:
Hasted attack: 1d20 + 36 ⇒ (7) + 36 = 43
Damage: 2d4 + 2d6 + 43 ⇒ (3, 4) + (5, 4) + 43 = 59
Attack: 1d20 + 30 ⇒ (7) + 30 = 37
Damage: 2d4 + 2d6 + 43 ⇒ (1, 3) + (6, 1) + 43 = 54
Attack: 1d20 + 25 ⇒ (20) + 25 = 45...threat
Attack: 1d20 + 20 ⇒ (9) + 20 = 29...miss
Attack: 1d20 + 15 ⇒ (8) + 15 = 23...miss
Confirmation: 1d20 + 25 ⇒ (18) + 25 = 43...confirmed
Damage: 6d4 + 210 + 2d6 ⇒ (3, 3, 4, 1, 3, 2) + 210 + (1, 6) = 233
Total: 59+54+233 on top of the 53 from spring attack and 169 from Exousia and 10 from Holy Smite
Valgrim Twin-Axe |
Okay, we need to conserve healing so Alie, time to use your Staff of Magi (we got it for a reason). She uses the Staff of cast Summon Monster IX (2 charges) to summon a Trumpet Archon and she respectfully asks it to cast 2 Heal spells on Valgrim, healing him of 280 damage. So after those 3 rounds, Valgrim is back to full and we have the Archon for another 17 rounds.
Valgrim moves to the SE door and inspects it, as he is leaving the worm pits alone.
Perception: 1d20 + 38 ⇒ (1) + 38 = 39...+8 for undead.
Actually, Perception is a skill check so he gets +2 more from heroism, so +40.
Valgrim Twin-Axe |
"That is unique and interesting.... Valgrim checks out the wall.
Perception: 1d20 + 40 ⇒ (14) + 40 = 54
Valgrim Twin-Axe |
"There must be a way to bypass this wall. Alie, can your staff help here?" Can you use Passwall here please? :)
Alie Saechell |
Alie pulls out her most powerful item, and uses the artifact to cast the Passwall spell contained therein.
Valgrim Twin-Axe |
With no blunt weapons to smash the wall, all I can think of is D-door from Bubba, unless someone else has a better idea.
Friar Ferez |
I have no problem with the plan, but I guess we're waiting on our Bard.
Valgrim Twin-Axe |
Maybe Bubba is busy with school. He casts D-door on the party and he can take everyone, including both outsiders.
The Worm That Walks |
Ok, each of you first roll a perception check and then roll your initiative, please.
Stealth: 1d20 + 50 ⇒ (4) + 50 = 54 -20 to this if you can see invisible.
Stealth: 1d20 + 45 ⇒ (14) + 45 = 59 -20 to this if you can see invisible.
Exousia perception (True Seeing): 1d20 + 27 ⇒ (15) + 27 = 42
Trumpet Archon: 1d20 + 22 ⇒ (9) + 22 = 31
Valgrim Twin-Axe |
Bad guys still need cover. If you can see invisible and have LoS then no perception check needed. Same for Alie, who has 200 mins of echolocation on.
Perception check: 1d20 + 40 ⇒ (4) + 40 = 44...+8 vs undead and +2 vs evil outsiders and giants and dragons.
Initiative: 1d20 + 12 ⇒ (20) + 12 = 32
Friar Ferez |
Can't see invisible and can't make 54 Perception check so surprised.
Initiative: 1d20 + 7 ⇒ (12) + 7 = 19
Alie Saechell |
Perception 1d20 + 30 ⇒ (14) + 30 = 44 maybe +20 with echolocation.
Initiative 1d20 + 9 ⇒ (19) + 9 = 28
The Worm That Walks |
Got ahead of myself. Reading the description you d-doored into a solid object. Dimension dooring into a solid object distance appearing away: 1d100 ⇒ 13 Ok, cool, still in to room. Direction: 1d8 ⇒ 6
Spell Penetration for Exousia: 1d20 + 20 ⇒ (6) + 20 = 26 Failed to penetrate.
Exousia is able to enter.
Spell Penetration for Trumpet Archon: 1d20 + 20 ⇒ (9) + 20 = 29 Success.
Spell Penetration for Trumpet Archon: 1d20 + 15 ⇒ (10) + 15 = 25 Success.
Magic Circle against Good prevents the trumpet archon from entering the area.
Positional rolls using Bublaka as center:
Exousia 1d4 ⇒ 3
Valgrim: 1d3 ⇒ 2
Ferez: 1d2 ⇒ 2
Damage: 1d6 ⇒ 6
This room is dimly lit by a single lantern hanging from the middle of the ceiling. The walls are lined with darkwood panels, and magnificient carpets line the floor. The four pillars that support the ceiling are finely plastered and painted in red hues. In the middle of the room sits a circular ivory table with four chairs (this is what you d-doored into). On the table are a leather-bound book and a set of weighing scales and magnifying glasses. A four-foot-high silver ledge runs along the walls. Twelve fine caskets sit on the ledge, evenly spaced from each other.
All that make sense before we move to the action? I have revealed the room on the map and put you in your starting locations.
Valgrim Twin-Axe |
Can Friar and Valgrim flip-flop? Valgrim and the angel would want to be on the party's flank. Other than that, ready to go.
The Worm That Walks |
Can Friar and Valgrim flip-flop? Valgrim and the angel would want to be on the party's flank. Other than that, ready to go.
Sure...done.
Badguy #1 Initiative: 1d20 + 15 ⇒ (19) + 15 = 34
Badguy #2 Initiative: 1d20 + 8 ⇒ (11) + 8 = 19
Surprise round Alie and Exousia will both get to go. Bublaka is out of it because of his D-Door anyway. Would someone roll initiative for him please?
Valgrim: 288/288
Ferez: 185/185 stoneskin 103/150
Bublaka: 215/215+15
Alie: 185/185+15
Exousia: 229/229 (10 regeneration/round)
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
Valgrim:
Magic Vestment - Valgrim armor - 21 hours
Sacred Bond - Valgrim/Friar - 143 minutes
Prot from Fire - 133 minutes
Stoneskin - 133 minutes
Barkskin (93 minutes)
Freedom of Movement (self, 93 minutes)
Greater Darkvision (self, 120', 15 hours)
Shield of Faith 10 mins
Heroism
Ferez:
Magic Vestment (x2) - Friar's armor and shield - 20 hours
Sacred Bond - Valgrim/Friar - 143 minutes
Prot from Fire - 143 minutes
Barkskin (93 minutes)
Stoneskin - 137 mins
Alie:
Protection from Cold - 133 minutes
Freedom of Movement - 133 minutes
Stoneskin - 133 minutes
Echolocation
Bublaka:
Prot from Fire - 133 minutes
Barkskin (93 minutes)
Freedom of Movement - 133 minutes
The Worm That Walks |
A deep evil chuckle sends a chill down your spines as a horrific devil supporting a pair of gigantic, flame-seared wings with eyes smoldering like embers appears out of nothingness and unleashes a a series of four fiery spheres into your midst!
Both Alie and Exousia can see another invisible imperious, dragon-winged devil with ash and embers encrusting its smoldering humanoid frame. Its head is encrusted with a crown of intertwining twisted wickedly sharp horns. Alie can feel the heat boiling off the thing because she is standing right next to it!
Meteor touch attack Valgrim: 1d20 + 31 ⇒ (18) + 31 = 49
Bludgeoning damage: 2d6 ⇒ (5, 3) = 8
Meteor touch attack Exousia: 1d20 + 31 ⇒ (3) + 31 = 34
Bludgeoning damage: 2d6 ⇒ (4, 5) = 9
Meteor touch attack Ferez: 1d20 + 31 ⇒ (12) + 31 = 43
Bludgeoning damage: 2d6 ⇒ (2, 3) = 5
Meteor touch attack Alie: 1d20 + 31 ⇒ (19) + 31 = 50
Bludgeoning damage: 2d6 ⇒ (3, 4) = 7
Meteor swarm sphere #1 fire damage: 6d6 ⇒ (6, 5, 5, 1, 4, 2) = 23
Meteor swarm sphere #2 fire damage: 6d6 ⇒ (1, 3, 5, 2, 1, 5) = 17
Meteor swarm sphere #3 fire damage: 6d6 ⇒ (4, 3, 1, 4, 1, 1) = 14
Meteor swarm sphere #4 fire damage: 6d6 ⇒ (3, 3, 4, 4, 2, 4) = 20
Fireball damage: 10d6 ⇒ (5, 2, 1, 1, 5, 6, 3, 6, 3, 4) = 36
Ok, make five reflex saves each against the various fire spheres (your first save is at -4 for the sphere that hit you directly).
Alie is up next.
Valgrim Twin-Axe |
Bubba initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Reflex saves (I believe we're still hasted - if not, subtract 1):
1d20 + 24 ⇒ (1) + 24 = 25
1d20 + 24 ⇒ (6) + 24 = 30
1d20 + 24 ⇒ (17) + 24 = 41
1d20 + 24 ⇒ (14) + 24 = 38
1d20 + 24 ⇒ (16) + 24 = 40
We have Protection from Fire going too.
The Worm That Walks |
Yeah, definitely planning on taking the Fire Protection into account but reminders are always welcome. Also, I believe most of you have evasion in one form or another, just mention that you do in your post please so I don't make an error in that regard. Pretty sure Valgrim has always had it so no need for you to post again unless suddenly you don't :)
Bublaka |
Sorry again for the unexpected disappearance. I don't think having cast the d-door impacts my reflex save. Rolling including a haste bonus, disregard if it is inappropriate. Bublaka is not wearing his ring of evasion at this time, more's the pity.
Reflex save vs Meteor #1: 1d20 + 22 + 1 ⇒ (3) + 22 + 1 = 26
Reflex save vs Meteor #2: 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 41
Reflex save vs Meteor #3: 1d20 + 22 + 1 ⇒ (12) + 22 + 1 = 35
Reflex save vs Meteor #4: 1d20 + 22 + 1 ⇒ (4) + 22 + 1 = 27
Reflex save vs Fireball: 1d20 + 22 + 1 ⇒ (14) + 22 + 1 = 37
There's a reasonable chance three of those will make it.
Alie Saechell |
Reflex 1d20 + 19 + 1 ⇒ (17) + 19 + 1 = 37
Reflex 1d20 + 19 + 1 ⇒ (18) + 19 + 1 = 38
Reflex 1d20 + 19 + 1 ⇒ (4) + 19 + 1 = 24
Reflex 1d20 + 19 + 1 ⇒ (20) + 19 + 1 = 40
Reflex 1d20 + 19 + 1 ⇒ (8) + 19 + 1 = 28
Alie has evasion and has Fiery body active as well right now, so tell me how much damage I take.
Alie delays, being caught in a really bad place for the time being.
The Worm That Walks |
Exousia Initiative: 1d20 + 8 ⇒ (18) + 8 = 26
Alie takes no damage from the fire.
Bublaka takes 76 fire damage but it is all absorbed by protection from fire.
Valgrim takes 23 fire damage that is absorbed by protection from fire
Waiting on Ferez's saves. Exousia suprise round action is up next.
Spell penetration for meteor swarm: 1d20 + 20 ⇒ (17) + 20 = 37
Spell penetration for fireball: 1d20 + 20 ⇒ (17) + 20 = 37
Exousia reflex save:1d20 + 15 - 4 ⇒ (16) + 15 - 4 = 27
Exousia reflex save:1d20 + 15 ⇒ (16) + 15 = 31
Exousia reflex save:1d20 + 15 ⇒ (9) + 15 = 24
Exousia reflex save:1d20 + 15 ⇒ (2) + 15 = 17
Exousia reflex save:1d20 + 15 ⇒ (1) + 15 = 16
After applying her fire resistance Exousia takes 91 actual damage.
Friar Ferez |
Friar's Reflex saves and he has evasion:
1d20 + 17 ⇒ (9) + 17 = 26
1d20 + 17 ⇒ (17) + 17 = 34
1d20 + 17 ⇒ (18) + 17 = 35
1d20 + 17 ⇒ (8) + 17 = 25
1d20 + 17 ⇒ (7) + 17 = 24
Exousia surprise round:
She presents her holy sword at the creature with the crown of horns and screams "Back to your plane fiend!"
Casts defensively Banishment at the creature: 1d20 + 16 ⇒ (15) + 16 = 31 vs. DC of 27....Success
SR check: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35
Will save DC 25 or be sent home
Valgrim Twin-Axe |
I don't know the initiative order and surprise, GM so I don't know whose turn it is. Are you waiting for us or we waiting for you?
The Worm That Walks |
Sorry, you are waiting on me at this point, ultra busy with finals. I had actually posted the devils action with my last post but the site gave me such grief at the time (hanging, losing edits, and finally booting me from the site entirely) that I gave up. Probably won't get a chance to get it all together again til Saturday.
Valgrim Twin-Axe |
Alie rolled a 28 initiative score and she has echolocation on, so she should not have been surprised. Isn't she up before the other devil who only rolled a 19 initiative?
Alie Saechell |
I was wondering about that. When there was an attack before my (surprise) action, I figured it was a typo, which is why I didn't take an action as they obviously weren't flat footed, it seemed.
The Worm That Walks |
Badguy #1 went on a 34 initiative. After that Alie was up in the surprise round but said she was delaying (I even said it was her turn in the post where the meteor swarm happened, so no she wasn't surprised). She can take an action at any point she wants at this stage. Do you wish to do something Alie?
Alie Saechell |
Last question: which one is devil one, the southern or northern devil? Reason I ask is I am probably Dim Dooring out, so I will have room to work.
Valgrim Twin-Axe |
You could also just Maze the one whose turn it is next so hopefully, we only have to deal with one for a few rounds until the other pops in again. Just saying... :)