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

Game Master Death-Lok


951 to 1,000 of 1,778 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

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?


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.

"That was ominous...Did you all feel the nightmare of turning to stone and shattering?"

not sure if I want to go through the mist covered entrance with just 3 of us. I'm asking for GM advice. Should we proceed through the mist door to likely overwhelming odds or should we retreat to Magepoint and recruit heroes to help us in our quest

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

"You had it too? Coulda sworn it was just some bad ale. "

I believe we're to finish this with just us, then we recruit.


Correct, I think after the battle, it would make logical sense to recruit after you discover the information that awaits you. No worries, we will not be replaying the fight.

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

In we go (predicated on any buff stuff you caster folks want to toss around).


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.

just to make things easy let's say Rav goes in with all the buffs we went in with before. See Rav's Active Effects spoiler: M Armor 12hr,Endure Elem 24hr, Ablative Barr DR/5 12hr,Overland Fl 12hr, Renewal Pact, See Invis ext 240min, Resist En Fire and Elec 30 48 min Cold 40min, H Feast 12hr, Death W 70min, Barkskin +2 30min

Sig...do you have an active Fly effect on?

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

Not active. He has a potion.


Just waiting to hear from the cleric before moving on.


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

Im hear sorry I don't post much on weekends.. My buffs are still up under Active Spells. Me and Rav also have a Renewal Pact as well. Siggut would be in on the death ward, hero's feast, and the communal resist spells. She also has no way to fly. Also does that mean any spells she cast after the Overworm fight she would still have?


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.

Rav takes a moment and cast

Ward Shield SR24:
Ward Shield

The gadget spec URL could not be found
School abjuration; Level cleric 4, inquisitor 4, magus 4, sorcerer/wizard 4

CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range touch
Target shield touched
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

With a touch, you enchant a shield and enable it to protect its wielder from hostile spells.

The shield grants spell resistance 10 + your caster level against spells so long as the shield can be interposed between the wielder and the spell effect. A spell shield does not provide spell resistance against area effect spells such as fireball, but does provide a +5 bonus on Reflex saving throws against such spells.

on his buckler using 1pt from his Arcanist Reservoir to increase CL by 2

Rav now has SR24

"Let's see what lies beyond the misty door. Judging by the rest of this unholy place, death and danger. "

Alright...through the deadly mist door we go


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.


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

I assume the spells used are used.. Does anyone know how to unhide a campaign?

"The world has progressed much since the rise and fall of Kyuss.."

She begins to cast a spell..

Init: 1d20 + 1 ⇒ (10) + 1 = 11


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.

init: 1d20 + 11 ⇒ (20) + 11 = 31

I believe we had researched the Harbinger at the castle in Magepoint...I remember something about multiple spells per round...anything else we should know about? it's been a while


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

I think thats all we got other than its undead I think..

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

Never much one for talking, and seeing his allies start the tussle he just advances.

init: 1d20 + 3 ⇒ (4) + 3 = 7


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."


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.

"BURN"

and then Rav casts a Dazing Fireball, using 1pt from Arcane Reservoir to add +2DC

followed by adding Quicken to another Dazing Fireball by using 4 charges from his Staff of the Master, using 1pt from Arcane Reservoir to add +2DC, and changing the damage type to Acid using Versatile Evocation

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

Dazing Fireball DC26: 10d6 + 10 + 5 ⇒ (5, 1, 6, 2, 3, 5, 4, 5, 2, 3) + 10 + 5 = 51
Quickened Dazing Fireball DC26 Acid damage: 10d6 + 10 + 5 ⇒ (4, 2, 4, 5, 3, 6, 6, 5, 2, 1) + 10 + 5 = 53

this round used 2 5th level slots, 4charges from Staff, 2 pts from Arcane Reservoir, 1 use of Versatile Evocation

Staff 4/10 remain
1 5th level slot remain
VE 8/10
Arc Res 8/15

Going Nova here...since there are only 3 of us left...the Daze will have no effect as it is undead


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
Reflex save: 1d20 + 18 ⇒ (18) + 18 = 36

Round 1: Spellweaver
The wounded spellweaver moves its arms and a rainbow of lights shoots out of its fingertips striking each of you.
Prismatic Spray!
SR roll auto-succeeds.
Elise: 1d8 ⇒ 7 Will save or be sent to another plane
Ravarel: 1d8 ⇒ 2 Reflex save or take 40 acid damage
Siggut: 1d8 ⇒ 2 Reflex save or take 40 acid damage
Let us not forget my rule re: ignoring Save Requests: auto-fail!

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.

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

reflex: 1d20 + 15 + 4 ⇒ (16) + 15 + 4 = 35

advance on the caster

will save: 1d20 + 15 + 4 ⇒ (4) + 15 + 4 = 23 doesn't look good, so when we gets to a spell stopping him, he uses shatterspelll to dispell it. (effectively spell sunder

sunder: 1d20 + 16 + 8 ⇒ (20) + 16 + 8 = 44 vs. casters CMD+5. That will probably exceed the CMD +10, so it is dispelled.


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.

reflex: 1d20 + 14 ⇒ (13) + 14 = 27


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

Will: 1d20 + 22 ⇒ (18) + 22 = 40

Assuming Siggut dispels the Repulsion Elise moves up 20' and readies a spell to attempt to disrupt the next spell cast.

Readied Action Spell:

Bolt of Glory

Ranged Touch: 1d20 + 11 ⇒ (11) + 11 = 22
Positive Energy: 13d12 ⇒ (11, 10, 6, 6, 8, 7, 1, 10, 9, 8, 7, 2, 6) = 91 no save..

I don't think it's possible to make that concentration check if it hits..

"Feel the Sun's Power!!"


Elise Sunwake wrote:
Will: 1d20 + 22 ⇒ (18) + 22 = 40 Assuming Siggut dispels the Repulsion Elise moves up 20' and readies a spell to attempt to disrupt the next spell cast. Readied Action Spell: Bolt of Glory Ranged Touch: 1d20 + 11 ⇒ (11) + 11 = 22 Positive Energy: 13d12 ⇒ (11, 10, 6, 6, 8, 7, 1, 10, 9, 8, 7, 2, 6) = 91 no save.. I don't think it's possible to make that concentration check if it hits.. "Feel the Sun's Power!!"

OUCH... That's gonna leave a mark

-Posted with Wayfinder


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.

Round 2:
Ravarel is up.


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

S$&* I completely forgot about his images lol.. Oh well.


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.

you don't like ACID!

Ravarel uses his Arcane Bond (Staff) to cast a

Targeted Greater Dispel:
Dispel Magic, Greater

School abjuration; Level bard 5, cleric/oracle 6, druid 6, inquisitor 6, magus 6, shaman 6, sorcerer/wizard 6, summoner/unchained summoner 5, witch 6; Domain liberation 6; Elemental School void 6

EFFECT
Target or Area one spellcaster, creature, or object; or a 20-ft.-radius burst

DESCRIPTION
This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures.

You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell:

Targeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.

Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC.

Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell: This functions as dispel magic, but you receive a +4 bonus on your dispel check to counter the other spellcaster's spell.

at the Spellweaver

Using 1pt from Arc Reservoir to increase CL+2
can dispel 3 spells
targeted dispel: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
targeted dispel: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
targeted dispel: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32

hoping to dispel the mirror images so Siggut and Elise's attacks can strike true

And then launches a Quickened Dazing Fireball changing it to ACID

1pt from Arc Reservoir to increase DC+2, 1uses Versatile Evocation to change Damage to ACID, 4 charges from Staff to apply Quicken to the Fireball

Dazing ACID Fireball DC26: 10d6 + 10 + 5 ⇒ (6, 1, 6, 6, 6, 1, 3, 3, 2, 4) + 10 + 5 = 53undead immune to Daze

After casting his spells Rav flys away from Elise so that they cannot be caught in an AOE spell together


Staff 0/10
Arc Reservoir 6/15
Arcane Bond Spell 0/1
Versatile Evocation 7/10
5th lvl spells 0/5


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.

Round 2:
He looks at his enemies and begins casting, causing Elise's readied Bolt to take effect! However, even as she closes her eyes to increase her chance of hitting, the gods do not favor her and the bolt misses!
Attack: 1d20 ⇒ 13
Miss chance: 1d100 ⇒ 18

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!
Ranged touch attack: 1d20 + 14 ⇒ (6) + 14 = 20
Ranged touch attack: 1d20 + 14 ⇒ (16) + 14 = 30
Ranged touch attack: 1d20 + 14 ⇒ (14) + 14 = 28
Total: 72 non-lethal damage!

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!
Ranged touch attack: 1d20 + 14 ⇒ (5) + 14 = 19
Ranged touch attack: 1d20 + 14 ⇒ (4) + 14 = 18
Ranged touch attack: 1d20 + 14 ⇒ (8) + 14 = 22
Non-lethal damage: 12d6 ⇒ (4, 5, 3, 2, 3, 5, 1, 4, 4, 1, 4, 3) = 39

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
Ranged touch attack: 1d20 + 14 ⇒ (8) + 14 = 22
Ranged touch attack: 1d20 + 14 ⇒ (13) + 14 = 27
Non-lethal damage: 12d6 ⇒ (3, 5, 3, 3, 3, 2, 6, 1, 2, 3, 6, 3) = 40

Elise collapses to the ground unconscious after suffering 151 (31 real damage) points of non-lethal damage!

Party is up!

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

I'm trying to track down what buffs are active right now. I can't seem to find a list anywhere. I need to know if I can even get to him as he is 60' away.


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

Bummer..

Elise will use her immediate action to cast stone shield after the first volley of rays hits her.. It will Make her touch AC 20 and therefore negate two of the rays damage..

With this in mind she takes 124 non-lethal damage. Also once she reaches 0 and becomes staggered her Renewal Pact will activate healing her for 1d8 + 13 ⇒ (2) + 13 = 15, which will leave her concious at 11 hps and prone..

I'll make sure you agree with all that before I act in the round..

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

Siggut having no way to reach the enemy quickly pulls his potion of fly and drinks it.


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.

last one

Rav launches his last fireball
using Arc Res to add +2DC
Versatile Evocation changing energy type to Acid

Selective ACID fireball DC26: 10d6 + 10 + 6 ⇒ (5, 1, 2, 2, 1, 6, 1, 6, 3, 4) + 10 + 6 = 47

The rest of this rounds actions depend on whether Elise is conscious from last round or not?


Okay to address the issues:
1st Scorching Ray: 72 damage
2nd Scorching Ray: 12 damage
3rd Scorching Ray: 14 (98),12(110), 14 (124)
So you're only staggered when the non-lethal = your hit points (120)
It never equals. It goes from 110 to 124.
When your nonlethal damage exceeds your current hit points, you fall unconscious.
So you are never staggered.
But beyond that fact, Renewal Pact does not help you from being staggered either, as the condition is not listed: This spell remains dormant until the subject is subjected to one or more of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.
So, Elise is still unconscious, suffering 4 real damage.

Need the rest of Ravarel's action.


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.

OK...If Elise is still unconscious, Rav will fly to her (his move action) and as an immediate action erect an

Emergency Force Sphere:
Emergency Force Sphere
School evocation [force]; Level sorcerer/wizard 4

CASTING
Casting Time 1 immediate action
Components V

EFFECT
Range 5 ft.
Effect 5-ft.-radius hemisphere of force centered on you
Duration 1 round/level (D)
Saving Throw None; Spell Resistance no

DESCRIPTION
As wall of force, except you create a hemispherical dome of force with hardness 20 and a number of hit points equal to 10 per caster level. The bottom edge of the dome forms a relatively watertight space if you are standing on a reasonably flat surface. The dome shape means that falling debris (such as rocks from a collapsing ceiling) tend to tumble to the side and pile up around the base of the dome. If you make a DC 20 Craft (stonemasonry), Knowledge (engineering), or Profession (architect or engineer) check, the debris is stable enough that it retains its dome-like configuration when the spell ends, otherwise it collapses.

Normally this spell is used to buy time for dealing with avalanches, floods, and rock-slides, though it is also handy in dealing with ambushes.

The next round Rav will within the secure confines of the Sphere, retrieve Elise's CLW Wand and UMD DC20: 1d20 + 7 ⇒ (16) + 7 = 23 use it on Elise clw: 1d8 + 1 ⇒ (3) + 1 = 4

that will bring her to 0hp


2/5 4th level slots remain

it looks like by bringing Elise up to 0hp she will now have the Staggered condition and be able to take a move or standard action the following round

Good Luck Sig!


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
Damage: 5d4 ⇒ (1, 4, 1, 4, 3) = 13
Touch attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 5d4 ⇒ (3, 3, 1, 3, 1) = 11
Total damage: 24

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.
AoO: 1d20 + 5 ⇒ (12) + 5 = 17
You will need to make a Fort save.

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

I get the impression that the force sphere is around him and Elise. I'm the target sitting outside of it.


The spell has a 5' radius, so it covers 4 squares. Rav is in one, Elise in the other, and that leaves 2 empty squares, so the spellweaver d-doored inside the sphere. Correct, Siggut is outside the sphere.

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

Ahh, missed that part

He will move over to the sphere for when it drops then.


EDIT: The spellweaver casts the corrosive touch first on two of its hands and then D-doors inside the sphere. Ravarel takes no damage this round. But if he is going for the wand, AoO, so Fort save will be needed. He is not touching you with the hands that have acid on them. Rav is up.


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.

I'm not going for the Wand. So no AOO. Do I still need to make a Fort save?

Dismayed at the Spellweavers violation of his safe haven shhheeeiiittt

so much for my plan to revive Elise and make this 3vs 1 again

Rav open a crack in reality and slips out of the Spellweavers clutches no AOO, move action, 1pt Arcanist reservoir reappearing 100ft away

Dimension Slide :
Dimensional Slide (Su) (Advanced Class Guide pg. 11 (Amazon)): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

And then he dismisses the Emergency force sphere dismissable by the one who cast it as a standard action

"GET IT SIG "


No Fort save needed. Good thinking on your feet, Rav! I like it. I would rule that Siggut has a readied action right now to attack the undead spellweaver and his 6 images! You're up Sig!

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

full attack on the thingy

power attack, undead bane, image hit on 1
to hit: 1d20 + 25 ⇒ (14) + 25 = 39 damage: 1d6 + 25 + 2d6 ⇒ (2) + 25 + (6, 3) = 36 image: 1d6 ⇒ 4 pop
to hit: 1d20 + 20 ⇒ (6) + 20 = 26 damage: 1d6 + 25 + 2d6 ⇒ (5) + 25 + (6, 3) = 39 image: 1d5 ⇒ 3 pop
to hit: 1d20 + 15 ⇒ (13) + 15 = 28 damage: 1d6 + 25 + 2d6 ⇒ (1) + 25 + (4, 3) = 33 image: 1d4 ⇒ 4 pop


You moved, so only one attack this round. Your attack takes out an image.


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.

damn...I was hoping for pop pop pop


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.

sooo... Does the Spellweaver die from the shock of having the force sphere dispelled and the furious swings of Siggut cleaving through its image?


Confident his images will protect him, the spell weaver moves 20' from Siggut, provoking AoO (1d6 ⇒ 4) but the blow strikes another image! It then invokes all of its arms and unleashes a green ray of death at Rav!

Ranged touch: 1d20 + 14 ⇒ (14) + 14 = 28
Fort save, Ravarel.
Then party is up.

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

Fly over and attack.

power attack, undead bane,

to hit: 1d20 + 25 ⇒ (18) + 25 = 43 damage: 1d6 + 25 + 2d6 ⇒ (4) + 25 + (4, 6) = 39 image: 1d5 ⇒ 2 pop


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.

Fort: 1d20 + 12 ⇒ (17) + 12 = 29


The spell weaver screams out in frustration as Ravarel resists his spell.
Rav takes 5d6 ⇒ (2, 6, 4, 4, 1) = 17 damage.

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.


Rav is up!


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.

Knowing that he barely escaped disaster by resisting the dreaded Disintegrate

Rav opens a rift in reality, stepping through and reappearing next to Elise.using 1pt Arc Res to activate Dimensional Slide, MOVE action

Once at Elise's side, he casts Mirror Image on himself # of Images: 1d4 + 4 ⇒ (3) + 4 = 7 I had mirror Image running in the encounter vs the ubermage...My bad for not having it in effect before attacking the spellweaver

"FINISH HIM SIG"


2/6 2nd level spells remain
4/15 Arc Res remain


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.

Rav has Spellcraft +23 and auto succeeds in Identifying a spell as it is being cast (DC=15+spell level)

Depending on the spell being cast by the Spellweaver, Rav will use his immediate action to raise the Emergency Force Sphere around Elise and himself

951 to 1,000 of 1,778 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / To Prevent the Age of Worms!!! All Messageboards

Want to post a reply? Sign in.