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Okay, I am back recruiting one player for my version of Age of Worms set in Greyhawk (with PF gods). The update: the Spire of long Shadows has fallen and the payers now know the name of their enemy: the first ever draco-lich, Dragotha! The forces of good are trying to stop the apocalyptic future and are recruiting one brave soul for the fight against evil...will you volunteer to aid their quest before the Age of Worms covers Greyhawk?
The party currently consists of:
The party's preference is a ranged damage dealer but the recruitment is open to all applicants.
Updated character creation rules:
I welcome any further questions. I will keep thread open until we receive enough good submissions and I will then post a deadline. Cheers!
I will post a recruitment thread later tonight. No more referrals. And will list that party has a ranged preference but will allow the people to post what they wish. And please don't micromanage their characters and feat selections unless they ask for opinions. I know Kaydanna complained about that privately to me previously so players don't like that. I do appreciate if you find errors in their sheets however.
Elise Sunwake wrote:
So we're set to continue?
Sure, as soon as Albion makes an alias, confirms if he is going full zen archer monk or fighter/monk, has his sheet ready for review, and comes up with a character backstory as to what he has been doing up until now and how he meets the party - need some background info on him and his personality. As a fellow dwarf, Siggut may be his easiest connection to the party, but I am waiting on him.
Under Siggut's method:
Elise sells Cloak of Resistance +4 to Rav for 8000gp pays 18,000 for Robe and Rod
Elise gold = 11,133
Whichever method you choose to divide treasure is fine.
I think the party shares calculated are too high.
Robe of Resistance to Elise who puts in Cloak +4
Albion, The Eye wrote:
No Roc? Why is that?
The dungeon-size is one reason. Second, it would also not be permitted in the village where the party currently is (Archmage will not want gargantuan creature around his Tower). Third, you guys are at the level where your next adventure is going to take you off-world so to speak so the roc will not be able to go (teleportation limitations and all). And not wanting to modify encounters would be the final reason.
Tenser's eyes narrow..."Dragotha...now that is not a name I have heard of in many years....of course it makes perfect sense. Dragotha was formerly a powerful red dragon, the mightiest consort of Tiamat, the five-headed dragon. At some point Dragotha offended his mistress, and was forced to leave Avernus, the first layer of the Nine Hells. Making his way to Oerth, rumors are Dragotha fell in with Kyuss, where he eventually became a dracolich, the first ever reported in Oerth's history. If all you say is true, then the task falls to you: you musy destroy the general in order for the army to fall...you must destroy Dragotha! Easier said than done, however. He is a dracolich, so we must first find his phylactery and destroy that first. Otherwise, Dragotha's fall will be meaningless, as he will reconstruct himself. I am sure the phylactery is well hidden so I must do some research. Agath must seek guidance from Sarenrae. We will do all we can to find you the necessary information for you to act. Please relax and stay close in Magepoint. As soon as we have news, we will contact you."
On the spellweaver, you find:
Jade statue worth 1000 gp
I had assumed that Rav was going to cure Elise with the wand while protected by the sphere, so she was conscious and saw the vision as well.
Seconds before the collapse of the pyramid, the party teleports to safety with the undead spellweaver's corpse and its treasures. All teleportations in and out of Magepoint are monitored by the Archmage, so within a couple of minutes, Tenser's agents, Celeste and Agath, greet the party ready for battle. However, when they see the party, they rush to welcome them back.
Agath's joy quickly turns somber when he realizes two of the party are missing. "More casualties of the war? I am sorry to hear it." Celeste looks down at the corpse, "I bet you have some stories to share. Please let us go see Master Tenser and tell him what you have learned."
You are escorted as previously into Tenser's fortress, where you are healed of all wounds, have baths prepreared and clean clothes laid out for you. The corpse of the spellweaver is taken for study. Then you are invited for a meal where Tenser is present, sitting at a fancy rune-covered circular table. He offers his condolences for the loss of your friends and waits patiently for you to eat and drink to tell your story, as he drinks from his goblet.
Treasure will be in OOC thread.
With his second blow, Siggut buries his pick into the spell weaver's skull and it collapses to the ground in a heap. Suddenly, you all experience another vision, viewing the past as you find yourselves floating above the pyramid, restored, and affixed to this peak is a fifteen-foot-tall, three-foot thick trapezoid-shaped pinnacle of black rock, ten feet wide at the base and five at the peak. The monolith of stone shimmers and vibrates with waves of energy, and something strange and horrible writhes inside its nearly opaque interior.
Suddenly, a brilliant red wall of scales fills the view, and there’s a terrible sound of crumbling stone. In an instant, an enormous red dragon is winging away to the north. The spire’s peak is in ruins, and clutched in the dragon’s talons is the monolith. The vision fades, and the dragon and its prize are gone.
DC Arcana 30:
That massive dragon was Dragotha in life.
The vision fades away and you find yourself back next to the remains of the spell weaver. However, before you can process what you saw, you experience a massive tremor as the chamber and the very structure around you starts to shake and collapse! It appears its destruction is imminent, as a piece of the ceiling narrowly avoids caving in the dwarf's head! It will take you too long to fly out. What do you do?
Under the cover of fog, the undead spellweaver tries to charm the dwarf warrior over to his side to then blindside the mage and the priest with his new ally. Unfortunately, he did not count on the dwarf's will of steel. Frustrated, the mage uses his last spell levels to launch magic missiles at the dwarf. Unfortunately, he is protected by the cleric's spell immunity, so they strike without damage.
Siggut is up as is the party. With a 5' step, he can full-attack and there are 4 images left (spellweaver and 3 figments). Highest number on the die is ths mage.
The spell weaver screams out in frustration as Ravarel resists his spell.
Sensing his end is coming soon, Ma'kar screams out, "Even if you defeat me, you will never stop Kyuss' return to the Prime and the Age of Worms! I am but the Harbinger...you can never hope to defeat the general of Kyuss' undead army: Dragotha, the first and most powerful Draco-lich ever!". This is followed by maniacal laughter.
Reflex save: 1d20 + 18 ⇒ (3) + 18 = 21...fails!
Ravarel's acid burns the spellweaver, who fails to evade the brunt of the acid ball. It screams in pain! Its eyes narrow on the wizard, as he erects his force sphere. Spellcraft check to identify spell: 1d20 + 15 ⇒ (4) + 15 = 19 vs. DC 19. It screams, "You are never safe from me! I will kill you!"
Four of its arms rise and cast magic and an instant later, the undead spellweaver appears inside the force sphere next to Ravarel and the unconscious Elise (Dimension Door and Sphere is 5' radius so there are 2 5' squares available next to Ravarel! Then one arm rises, casts magic surrounding itself with a green glow and then another hand does the same! Both hands reach out to touch Ravarel, inflicting acid damage! Corrosive touch.
Touch attack: 1d20 + 5 ⇒ (18) + 5 = 23
Siggut is up, though I don't know if there is much he can do. Ravarel's spell has provided him with a 140 hp wall of force basically. Ravarel, if you're still going for the wand, that will provoke an AoO.
That's the spirit! Also, think about this way. You have 6 2nd level slots at 14th level. The spellweaver has burned 4 2nd level spells already that you know (3 admonishing ray and 1 mirror image) and that's if he didn't buff with a resist energy or other type of spell. So he cannot cast mirror images or admonishing rays forever either.
Okay to address the issues:
Need the rest of Ravarel's action.
I looked on the boards in answer to your question. I liked this response:
Spells do only what they say they do, no more. Glitterdust does not say it reveals mirror image, so it doesn't.
Why are you running? It can't cast spells infinitely. That took 3 castings of Admonishing Ray. I know the cleric is down but you guys are basically at full hit points. Up to you.
Ravarel, on past greater dispel magics cast by Elise, we've been playing one roll only. Success - you dispel 3 highest spells; failure you dispel none. Since the 20 is your first roll, you fail to dispel any of the Spellweaver's spells.
Reflex save: 1d20 + 18 ⇒ (16) + 18 = 34...success!
The spellweaver gets burned again by the acid but still looks very healthy.
Seeing the powerful bolt of positive energy streak past its head, the spellweaver decides to focus on the priestess. "To you of the living kind, sometimes the softest blow is the most punishing!"
The orb it carries glows, as two of its arms raise and cast magic, causing 3 rays of force to fly out and strike the priestess!
Seeing her still standing, 2 more of the spellweaver's arms raise up and cast the same spell at Elise, as 3 more rays fly out at her!
Beaten and bruised, the priestess still stands! Unfortunately, she can't stop the spellweaver from raising 2 more arms and casting its last spell for the round.
Ranged touch attack: 1d20 + 14 ⇒ (14) + 14 = 28
Elise collapses to the ground unconscious after suffering 151 (31 real damage) points of non-lethal damage!
Party is up!
Siggut and Ravarel take 20 acid damage each. Thankfully, Elisen is not teleported to another plane.
Siggut tries to move forward but cannot due to the field. He then raises his axe and focuses on dispelling the field through his training. He brings down his axe, "cutting" through the arcane energies in place and severing the link they have to this plane, causing the field to disappear! Very cool image btw!
The priestess moves up and readies an action.
The spellweaver and his images look worried, after the party saves against one of his most powerful spells and his anti-melee field has been so soundly dispelled in seconds.
The fireball explodes around the spellweaver but fire seems to be absorbed around him leaving him unharmed. The acid on the other hand does harm him, though he manages to avoid the majority of the blast as well.
Reflex save: 1d20 + 18 ⇒ (11) + 18 = 29
Round 1: Spellweaver
If anyone wishes to get closer than the 60' distance you are now, you will need to make a Will save after your Will/Reflex saves as there is a Repulsion field protecting the spellweaver. Keep in mind for your turn.
You know spellweavers are accomplished telepaths and intense students of magic, so they can cast multiple times per round in any combination of 1st-5th level of magic spells using their arms or can cast higher levels (6th and higher) using all their arms and they can modify them with metamagic as well. They also use the orbs they carry to store spells in there as well.
Mal'akar initiative: 1d20 + 2 ⇒ (17) + 2 = 19...Rav is up first!
As Rav starts casting, the spellweaver sighs, "I thought you would accept the inevitability of it all, the destruction that awaits you and your world, and just give up. I guess I was mistaken."
As in their dream, the party passes through the misty door. This time, however, they are confronted by a different foe. For 60' away from you stands a six-armed undead alien-looking foe holding a silver orb in two of its hands or at least 7 images of the creature.
In your minds you hear, "Ah...the intruders I sensed. I must assume then that Kyuss' undead minions have been destroyed, but you have also suffered losses. Excuse my rudeness, I am Mal'akar, the Harbinger of the Age of the Worms. The Age will soon be upon us...there is nothing you can do to stop it. Tell me, has the outside world progressed much in my absence? I only remember a primitive world of savages, the thousands of souls who powered Kyuss' ascension."
You can talk or roll initiative.
You feel yourself petrified....a laughing image mocking your efforts....the sense of palpable evil...and then falling, falling, from a great height....a fall you know you can't survive! A fall that will shatter the stone pieces of your body! Closer and closer...the end approaching!
You suddenly snap out of the quasi-dream you were in and find yourself along with your allies standing in front of the same fog-covered entrance that you saw in your "dream". But now your memories of past events are altered. The party did not survive the prior battle intact. You now remember the Overworm in the prior room with the Sea of Worms swallowing whole the warpriest and dragging the paladin under as well before it died! In the sea of worms, your allies slowly died with no ability on your part to save them. So the three of you are all that are left. You attribute the "quasi-dream" and the death of your allies to your proximity to the ascension of Kyuss into godhood, where a small fraction of his malevolent energies still run amok, corrupting the fabric of reality.
Only one place left to go as before: through the fog!
I hope you buy that explanation: it's the best I have! :) Let me know any preparations and when you go through the mist-covered entrance. Deja vu anyone?