Death-Lok's Age of Worms Campaign (Inactive)

Game Master Death-Lok


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Female NG undine druid (aquatic druid, feyspeaker) 1 | HP: 10/10| AC: 17 (13 Tch, 14 Fl) | CMB: +9, CMD: 12 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +5, SM +5 | Speed 30ft, Swim 30ft | Spells: 1st 3/3| Active conditions: None.

How big is this swarm? If it is covering the whole ground (in other words, apparently endless) there is not much we can do, but if it is a 'simple' swarm, it might be interesting if we kill it... some area spell might be able to clean them.


for some reason my Wayfinder app is no longer allowing me to post as Ravarel Darkwood... Wayfinder makes it much easier to post from my phone. . Please consider any posts from my default alias WabbitHuntr as coming from Ravarel... Sorry for any confusion.

"let's fly a good distance above the wormswarms. Who knows what might be lurking within them... Well one direction is as good as another... Let's go WEST "

IF we can damage the swarms with AOE spells... I'm willing but there may be too many of them to make a real difference

-Posted with Wayfinder

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

"Still wish we could wipe them out. I really don't like the idea of us dropping into that mess. "


To give you a visual, you are in the middle of this room:
Pic

It seems like there are multiple swarms in the room, at least five, if not more.


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

"There are problems i see with both courses of action. on the one hand we fly over the swarm now- but if we need to retreat back this way with no ability to fly then we have to face the swarm at a diminished capacity. on the other hand we destroy the swarm now and that takes some resources- then we run out of our ability to advance once we pass the swarm and go back to safety... whose to say the swarm will not respawn after we leave...? I am good either way. Just food for thought"


Is there a consensus or do you proceed west?

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

West is fine.


You walk above the thousands of swarms, driven into a frenzy at the smell of your fresh blood, but ignore them, as you are safe from them...for now. You proceed into a 10' x 10' corridor heading west. The swarms of worms follow you, waiting for their chance to feast.

After 30', you reach a T-section, where you can head north or south. The southern hallway ends 20' at a door. The northern hallway opens after 20' into a grand chamber, where you see dozens of skeletons lie on the floor, neatly arranged on the ground into rows and illuminated by sickly halos of green light.

North or South?

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

North.


You head into the room with the skeletons, but notice they are just corpses whose remains have decayed and present no danger to the party. You can now head East, where you see a similar scene to the one in this room, but there corpses are all magically preserved, again neatly laid out in rows.

Head east into this room?

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

"This place is giving me the creeps. Someone want to give this a more careful look than I can?"


Death-Lok wrote:

To give you a visual, you are in the middle of this room:

Pic

It seems like there are multiple swarms in the room, at least five, if not more.

Ooops, this was another room...lol, not the worm swarm room. But you get the idea.


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Elise follows the rest.. She scans for magical threats..

Cast detect magic and take 10 for a 30 perc.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

heading East into the room

"I hear ya Sigg..Last thing I want is to fall into those worms"


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

i the order of march still the same as before?

"By all that is good this place is eerie. My the blessed maiden protect us as we descend further into this pit. Mind your steps."


same marching order sounds good to me

-Posted with Wayfinder


The party proceeds east with the worm swarms in tow. Elise senses an aura of necromantic magic in the room with the fresh corpses but doesn't sense any other danger. Elise notices that the corpses are all of Flan ancestry (from the time of when Kyuss was a mortal) and the corpses all have ritualistic markings of suicide.

You continue east to another room with two exits: south and east (ends in double doors). Which way?


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

East


You investigate the doors and finding them not trapped, Siggut pushes them open. The chamber beyond is lined with the trappings of religious ceremony in homage to Kyuss the Wormgod, but in place of an altar stands a beautiful, if disturbing fountain carved from black marble. Even more disturbing are the three Wormcallers standing poised about the fountain, as if they were expecting you…

Initiative:
Elise: 1d20 + 1 ⇒ (9) + 1 = 10
Kaydanna: 1d20 + 8 ⇒ (2) + 8 = 10
Oreanna: 1d20 + 7 ⇒ (20) + 7 = 27
Ravarel: 1d20 + 9 ⇒ (3) + 9 = 12
Siggut: 1d20 + 3 ⇒ (1) + 3 = 4
Antagonists: 1d20 + 9 ⇒ (1) + 9 = 10

Reroll between Elise and Wormcallers:
Elise: 1d20 + 9 ⇒ (16) + 9 = 25
Wormcallers: 1d20 + 9 ⇒ (5) + 9 = 14

Initiative Order:
Oreanna
Ravarel
Elise

Wormcallers
Kaydanna
Siggut

Combat Map
The first 3 are up in the initiative order.


Female NG undine druid (aquatic druid, feyspeaker) 1 | HP: 10/10| AC: 17 (13 Tch, 14 Fl) | CMB: +9, CMD: 12 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +5, SM +5 | Speed 30ft, Swim 30ft | Spells: 1st 3/3| Active conditions: None.

With a righteous war cry, Oreana charges forward, quick on her feet, drawing her sword in the process and slashing at the wormcaller. "Perish in sight of the holy might of Heironeous!"

Oreana charges the northern-most one and, at the end of her charge, Oreana will activate her sweet Inspiring Sword feat. Since the two in the north will be within 10ft. of Oreana, they are affected by her Aura of Life, which makes them suffer -4 on Will saves against positive energy and unable to heal from negative energy.
Attack (longsword), charge, heroism, power attack, undead bane: 1d20 + 22 + 2 + 1 - 4 + 2 ⇒ (10) + 22 + 2 + 1 - 4 + 2 = 33
Damage (longsword), power attack, undead bane: 1d10 + 11 + 8 + 2 + 2d6 ⇒ (10) + 11 + 8 + 2 + (6, 3) = 40

Current AC 32 (12 Tch, 31 Fl)


Revised Initiative Order:
Oreanna - acted and inflicted 40 damage
Ravarel
Wormcallers
Kaydanna
Elise
Siggut


Ravarel curses under his breath slightly as the quick paladin charges before he can get his spell cast. But he adapts quickly choosing another spell . Catching all of the wormcallers within the blast of the Fireball while excluding Oreana from its effects

Evocation Spells DC= 20+spell level(+2 School Power, +1 Spell Focus Evocation)  +6hp dam, +1hp dam per die +1DC to metamagicked spells

Selective Dazing Fireball DC24: 10d6 + 10 + 6 ⇒ (1, 6, 1, 5, 5, 1, 6, 6, 6, 3) + 10 + 6 = 56

-Posted with Wayfinder


I should have mentioned that last spell came from a 6th level slot... 2/3 6th slots remain

-Posted with Wayfinder


Thanks for the update.
Reflex saves:1d20 + 12 ⇒ (16) + 12 = 28...28 damage, not dazed
1d20 + 12 ⇒ (6) + 12 = 18...56 damage, dazed
1d20 + 12 ⇒ (2) + 12 = 14...56 damage, dazed, total damage 96

Bad guy:
The remaining undazed wormcaller casts Quickened Hold Person on Siggut and then Suggestion on Ravarel, asking the elf to come forward and drink the fresh water from the fountain.

Will saves for Siggut (spell) and Ravarel.

After the saves, the rest of the party is up.


Female NG undine druid (aquatic druid, feyspeaker) 1 | HP: 10/10| AC: 17 (13 Tch, 14 Fl) | CMB: +9, CMD: 12 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +5, SM +5 | Speed 30ft, Swim 30ft | Spells: 1st 3/3| Active conditions: None.

Guys, do not forget you are affect by the Inspiring Sword, so +2 to saves! Already posting for round 2.

Oreana steps forward and continues to unleash her attacks, cleaving through dead flesh.

"Accept the holy mercy... do not fight against the light!"

Attack (longsword), heroism, inspiring sword, power attack, undead bane: 1d20 + 22 + 1 + 2 - 4 + 2 ⇒ (10) + 22 + 1 + 2 - 4 + 2 = 33
Damage (longsword), power attack, undead bane: 1d10 + 11 + 8 + 2 + 2d6 ⇒ (5) + 11 + 8 + 2 + (4, 4) = 34

Attack (longsword), heroism, inspiring sword, power attack, undead bane: 1d20 + 17 + 1 + 2 - 4 + 2 ⇒ (19) + 17 + 1 + 2 - 4 + 2 = 37
Attack Crit? (longsword), critical focus, heroism, inspiring sword, power attack, undead bane: 1d20 + 17 + 4 + 1 + 2 - 4 + 2 ⇒ (9) + 17 + 4 + 1 + 2 - 4 + 2 = 31
Damage (longsword), power attack, undead bane: 1d10 + 11 + 8 + 2 + 2d6 ⇒ (8) + 11 + 8 + 2 + (6, 4) = 39
Damage Crit? (longsword), power attack, undead bane: 1d10 + 11 + 8 + 2 + 2d6 ⇒ (9) + 11 + 8 + 2 + (1, 3) = 34

Attack (longsword), heroism, inspiring sword, power attack, undead bane: 1d20 + 12 + 1 + 2 - 4 + 2 ⇒ (7) + 12 + 1 + 2 - 4 + 2 = 20
Damage (longsword), power attack, undead bane: 1d10 + 11 + 8 + 2 + 2d6 ⇒ (7) + 11 + 8 + 2 + (5, 1) = 34

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

will save: 1d20 + 15 + 4 + 2 + 1 ⇒ (6) + 15 + 4 + 2 + 1 = 28

assuming that passed, he will close and engage the one which lobbed a spell at him.

power attack, sacred sword, hero's feast, undead bane heavy pick
to hit: 1d20 + 22 - 4 + 2 + 2 + 1 ⇒ (6) + 22 - 4 + 2 + 2 + 1 = 29 damage: 1d6 + 15 + 8 + 2 + 2 + 2d6 ⇒ (6) + 15 + 8 + 2 + 2 + (1, 4) = 38


Oreanna, you do not double the holy damage on a crit.
Siggut, while I appreciate it, your +22 is already with power attack penalty factored in, so you do not need to subtract an additional -4 hit.

Oreanna's critical attack destroys the dazed undead wormcaller.
Siggut inflicts heavy damage on the undazed wormcaller (total damage=66).

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Oh yeah, this is what I get for taking the number out of hero lab which factors things in.


Rav Will save : 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28

-Posted with Wayfinder


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

Kaydanna will advance with sword at the ready and positions herself between the wormcallers and the casters stopping by the door to assist Siggut and Oreanna should they falter...

seems those two have things well in hand thus far


conserving spells "finish them "

-Posted with Wayfinder


Round 2:
The wounded undazed wormcaller tries another quickened Hold Person on Siggut and then seeing the worm swarms under the parties' feet, he beckons them over, as one swarm overwhelms him and covers him completely. Suddenly, they get absorbed into his body and all of the wounds inflicted on him are gone!
First Will save, Siggut. You only fail on a natural 1.
If successful, he provokes an AoO from you.
Then the party is up again!


Female NG undine druid (aquatic druid, feyspeaker) 1 | HP: 10/10| AC: 17 (13 Tch, 14 Fl) | CMB: +9, CMD: 12 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +5, SM +5 | Speed 30ft, Swim 30ft | Spells: 1st 3/3| Active conditions: None.

As Oreana sees what the wormcallers are capable of, she renews her vigor and determination in destroying the in in front of her before it is able to make the same trick.

Attack (longsword), heroism, inspiring sword, power attack, undead bane: 1d20 + 22 + 1 + 2 - 4 + 2 ⇒ (8) + 22 + 1 + 2 - 4 + 2 = 31
Damage (longsword), power attack, undead bane: 1d10 + 11 + 8 + 2 + 2d6 ⇒ (7) + 11 + 8 + 2 + (1, 2) = 31

Attack (longsword), heroism, inspiring sword, power attack, undead bane: 1d20 + 17 + 1 + 2 - 4 + 2 ⇒ (17) + 17 + 1 + 2 - 4 + 2 = 35
Attack Crit? (longsword), heroism, inspiring sword, power attack, undead bane: 1d20 + 17 + 1 + 2 - 4 + 2 ⇒ (18) + 17 + 1 + 2 - 4 + 2 = 36
Damage (longsword), power attack, undead bane: 1d10 + 11 + 8 + 2 + 2d6 ⇒ (4) + 11 + 8 + 2 + (6, 2) = 33
Damage Crit? (longsword), power attack, undead bane: 1d10 + 11 + 8 + 2 ⇒ (8) + 11 + 8 + 2 = 29

Attack (longsword), heroism, inspiring sword, power attack, undead bane: 1d20 + 12 + 1 + 2 - 4 + 2 ⇒ (14) + 12 + 1 + 2 - 4 + 2 = 27
Damage (longsword), power attack, undead bane: 1d10 + 11 + 8 + 2 + 2d6 ⇒ (7) + 11 + 8 + 2 + (2, 5) = 35

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

will save: 1d20 + 15 + 4 + 1 + 2 ⇒ (17) + 15 + 4 + 1 + 2 = 39

we will then beat on the caster.
power attack, hero's feast, sacred sword, bane undead

to hit: 1d20 + 26 + 2 + 2 + 1 - 4 ⇒ (3) + 26 + 2 + 2 + 1 - 4 = 30 damage: 1d6 + 15 + 8 + 2 + 2 + 2d6 ⇒ (4) + 15 + 8 + 2 + 2 + (6, 3) = 40
to hit: 1d20 + 21 + 2 + 2 + 1 - 4 ⇒ (9) + 21 + 2 + 2 + 1 - 4 = 31 damage: 1d6 + 15 + 8 + 2 + 2 + 2d6 ⇒ (2) + 15 + 8 + 2 + 2 + (4, 4) = 37
to hit: 1d20 + 16 + 2 + 2 + 1 - 4 ⇒ (8) + 16 + 2 + 2 + 1 - 4 = 25 damage: 1d6 + 15 + 8 + 2 + 2 + 2d6 ⇒ (3) + 15 + 8 + 2 + 2 + (5, 1) = 36


Ravarel holds his action till after Siggut and Oreana are done beating on the lone undazed wormcaller.

If it dies from their onslaught Rav will conserve spells and let the Warriors finish off the Dazed wormcallers.

If the undazed wormcaller survives the melee onslaught Rav will cast a Selective Fireball affecting ALL of the wormcallers
Selective Fireball DC24: 10d6 + 16 ⇒ (5, 4, 4, 5, 3, 5, 1, 2, 6, 4) + 16 = 55

cast from a 3rd-Level slot

-Posted with Wayfinder


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Wabbit you keep posting without your avatar lol.. Its confusing. Elise did not get an action from round 1 before the worm caller healed..

The swarms are on the ground? Im confused by your post..

Which ones are damaged on the map? I know one is dead..


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

Just waiting on a response before I post round 1 actions..


Elise Sunwake wrote:

Wabbit you keep posting without your avatar lol.. Its confusing. Elise did not get an action from round 1 before the worm caller healed..

The swarms are on the ground? Im confused by your post..

Which ones are damaged on the map? I know one is dead..

I was traveling for Mother's Day and I am back.

Elise, the swarms are under the party's feet and following you, so yes, the swarm was close enough to be absorbed by the wormcaller. However, Siggut and Oreana's attacks were sufficient to destroy it, leaving the dazed wormcaller, who we can easily say won't survive another round of full attacks, so combat over!

The fountain detects as necromantic and illusionary magic and since I am sure no one wants to take a sip, there is no other exit from this room, no secret doors, etc. In the prior room, you can go south or head back to the room you left alone in the SW.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Head south at the last room.


You head south for about 30 feet before the 10' wide passageway opens up into this immense cavern filled with a horrific sea of writhing green and the nauseating susurrus of millions of slimy bodies slithering over each other. There is no floor—the hallway falls away to the undulating surface of an immense lake of green worms. The rippling surface lies about five feet down from the floor of the passageway, while the ceiling rises to a vault nearly ninety feet above. Low islands of stone protrude here and there from the edges of the wormy expanse, and additional passageways extend out of the sea and back onto solid ground in the wall opposite and in the wall to the left.

The swarms stop at the edge where the sea begins. You do not see any enemies though the islands of stone block your line of sight from viewing the complete cavern. Now what?

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

"Ok, that's just wrong. "


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

"A complete and utter cleansing is what is needed here.. Perhaps when we rid this place of its overlord we can return and deal with this monstroscity.."


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

"Hopefully it's taint will dissipate once we have dealt with the source. Let's stick to the sides of the cavern high up away from this lake of worms. Who knows what lurks hidden there."

unless anyone prefers another course of action...we'll proceed into the cavern hugging the walls doing a right-handed search pattern avoiding the center till we've explored it's perimeter

@DL did Rav cast that Selective Fireball in the last round? Or did the warriors kill the un-Dazed wormcaller without the Fireball? Asking if I should mark that spell slot as used on my char sheet?

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Works for me. Just make sure we're keeping a close eye on the air walk duration. Falling into the worm sea is not something I want to experience.


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

"This scene beckons for a cleansing to remove the evil taint in the air. That, however is not the primary goal right now. You are wise to suggest moving past this and then returning a later time."


Usable:
Channel Energy 7/10, Channel Damage 10/10, Aura of Hero 8/8, Empower Channel 1/2, Corruption Resistance 1/1, Nimbus of Light 8/8, Touch of Glory 8/8
HP 153/153(+15) | AC 31 | T 15 | FF 30 | CMD 25 | Fort +21 | Ref +12 | Will +24 | Init +3 | Perc +23

The airwalk spell started at 33m. Not sure how long we've been down there..


You have been down here for about half an hour. Ravarel, you did not use the Selective Fireball.

You begin to explore the perimeter doing a right-hand search. After about 30 feet of movement, Siggut, who is in the lead, gets a clear unobstructed view of a ledge on the other side of the cavern, where stand 2 wormcallers. They immediately see him as well! He alerts the party and combat ensues.

Initiative:
Elise: 1d20 + 1 ⇒ (8) + 1 = 9
Kaydanna: 1d20 + 8 ⇒ (4) + 8 = 12
Oreana: 1d20 + 7 ⇒ (10) + 7 = 17
Ravarel: 1d20 + 9 ⇒ (2) + 9 = 11
Siggut: 1d20 + 3 ⇒ (8) + 3 = 11
Antagonists: 1d20 + 9 ⇒ (12) + 9 = 21
Antagonist #2: 1d20 - 1 ⇒ (4) - 1 = 3

Round 1:
Both wormcallers cast Quickened Hold Person spells on Siggut and then throw their arms to sky and begin to chant.
2 Will saves Siggut, fail only on a 1.
After that, party can act

Combat Map

To target the spellcasters, you have to move to Siggut's square or further west or move more then 20' south.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

will save: 1d20 + 15 + 4 + 1 ⇒ (4) + 15 + 4 + 1 = 24
will save: 1d20 + 15 + 4 + 1 ⇒ (11) + 15 + 4 + 1 = 31

Map is a touch fuzzy, so I can't quite figure out the distance to the critters.


About 15 squares of movement or 75' feet.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

OK, so more than a double move. I'll wait to see if I get hasted or such so I could make it across.

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