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

Game Master Death-Lok


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Scratch off one of the diamonds, Elise and you're good.

Following Mal's lead, the party ventures through various caverns, finding remains of previous adventurers before entering a large cavern where you see the largest nightcrawler you have seen to date. Amazingly, he seems to be looking right at you despite all your precautions! "I welcome your presence, intruders. I knew you were coming! Killing brave souls like yourselves is the only diversion I have! You shall pay for killing my pets...."

Initiative:
Father of Worms: 1d20 + 10 ⇒ (13) + 10 = 23
Elise: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Mal: 1d20 + 11 + 2 + 2 ⇒ (6) + 11 + 2 + 2 = 21
Rav: 1d20 + 10 + 2 + 5 ⇒ (4) + 10 + 2 + 5 = 21
Siggut:1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Round 1:
"I am sure you thought you protected yourself against me...time to show you there is no protection!"
Quickened greater dispel magic: 1d20 + 18 ⇒ (10) + 18 = 28 vs. DC 25
You all lose Death Ward.
Standard action: Finger of Death on Mal! Fort DC 28 or suffer 180 damage. If successful, take 3d6 + 18 ⇒ (5, 6, 6) + 18 = 35
Party is up!

Combat Map


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.

so much for invisibility

Rav casts Haste Quickened by expending 4 charges from his staff
4/6 3rd lvl slots remain, 3/10 staff charges remain

"Fly you dwarven fool! Fly!"

Rav casts

Telekinetic Charge:
TELEKINETIC CHARGE
School evocation [force]; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one willing creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You telekinetically launch an ally across the battlefield to anywhere within this spell's range. While moving, your ally is flying just above the ground unless you wish otherwise. Movement from this spell provokes attacks of opportunity as normal, although you can lift your ally over objects or out of enemy reach, as long as your ally remains within this spell's range. If your ally lands adjacent to an opponent, he can spend an immediate action to make a melee attack against that opponent with a +2 bonus on the attack roll.
on Sigg, flinging the brave dwarf straight at the monstrous worm
4/5 4th slots remain

Sig gets 1 xtra attack from haste and 1 more from TC...but eats an AOO

Rav then flies north, away from the group to avoid being an easy AOE target while staying as far as possible away from the Father


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

Gonna hold my action till Mal rolls his save. We really need to start planning our attacks lol..


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.
Elise Sunwake wrote:
Gonna hold my action till Mal rolls his save. We really need to start planning our attacks lol..

sorry bout that. Yeah coordination might not be a bad thing when it frequently seems like this 4character party is one bad save away from deep trouble. Not sure what you where thinking of as the opening salvo..but that things so big you could hit part of it w/o catching Sigg in friendly fire.


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

Mostly just wanting to put Holy Sword on his weapon before he got sling-shotted across the map. I get still get him the spell though depending on if Mal saves..


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

Fort save: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26...fails.
Scream in pain and drop to -28.


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 casts Breath of Life on Malugor and the channels as a move action..

Empowered Breath of Life: 5d8 + 14 + 17 ⇒ (4, 3, 1, 4, 8) + 14 + 17 = 51

Channel: 9d6 ⇒ (5, 1, 6, 4, 2, 6, 5, 4, 3) = 36 put's Mal back to 59 hps..

"Not the best way to start a fight Mal, now get up!"


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

Thanks for saving my butt again, Elise!

Mal opens his eyes, grabs his bow, and stands and as a swift action invokes judgments of Destruction and Purity (+5 damage and +3 saves/+6 vs. curses, diseases, and poisons).

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 will lay the smack down after slung forward violently.

AC 41 due to shield of faith, bless weapon, bane undead, and haste
power attack, bane undead, hunter's blessing, heroes feast
to hit: 1d20 + 27 ⇒ (14) + 27 = 41 damage: 1d6 + 27 + 2d6 ⇒ (2) + 27 + (3, 1) = 33
to hit: 1d20 + 27 ⇒ (6) + 27 = 33 damage: 1d6 + 27 + 2d6 ⇒ (3) + 27 + (1, 5) = 36
to hit: 1d20 + 27 ⇒ (9) + 27 = 36 damage: 1d6 + 27 + 2d6 ⇒ (5) + 27 + (3, 6) = 41
to hit: 1d20 + 22 ⇒ (5) + 22 = 27 damage: 1d6 + 27 + 2d6 ⇒ (6) + 27 + (4, 4) = 41
to hit: 1d20 + 17 ⇒ (14) + 17 = 31 damage: 1d6 + 27 + 2d6 ⇒ (5) + 27 + (4, 1) = 37


AoO: 1d20 + 32 ⇒ (9) + 32 = 41...hit
Damage to Siggut: 4d10 + 18 - 10 - 9 ⇒ (8, 6, 1, 8) + 18 - 10 - 9 = 22...after applying Stoneskin and Heroes' Feast temp hit points.
It tries to grab the dwarf but the Freedom of movement protects the warrior.

Two of Siggut's blows pierce the Father's thick armor (AC 37) dealing 23+31=56 damage.

Round 2:
The Father of Worms reels in pain at the dwarves' blows. It speaks in growling tones as it stares at him, "I will rob you of your strength and feast on your bones!"
With Concentration +27, it auto-succeeds on Casting Defensively and as its standard action, summons six shadowy figures, who appear surrounding the dwarf in flight. Drawn by his life force, the shadows move to touch the dwarf, who is no longer protected by Death Ward. The shadows' incorporeal touch, for the most part, penetrate the dwarves' defenses and with each touch, Siggut feels successively weaker and weaker. He comes very close to having all of his strength drained and dying outright.
Touch attack #1: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Strength damage: 1d8 ⇒ 7
Touch attack #2: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Strength damage: 1d8 ⇒ 2
Touch attack #3: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14...miss
Touch attack #4: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Strength damage: 1d8 ⇒ 6
Touch attack #5: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18...miss
Touch attack #6: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Strength damage: 1d8 ⇒ 5
Total Str damage: -20
Siggut has 1 Str and is paralyzed by weakness under his heavy armor and gear and is too weak to lift his weapon.

Seeing Siggut basically paralyzed, the Father of Worms turns his attention to the cleric and inquisitor nicely grouped together for him!
As a move action, the Father of Worms rears its head back and breathes a 90-foot cone of black freezing energy that engulfs Elise and Mal.
Cold Damage: 20d6 - 30 ⇒ (6, 6, 5, 3, 2, 5, 4, 4, 1, 5, 4, 2, 3, 2, 6, 4, 5, 5, 5, 2) - 30 = 49 and Negative levels: 1d4 ⇒ 4. taking into account Resist Cold
DC 28 Reflex save for half damage and no negative levels.
1d4 ⇒ 1

After saves, party is up!

Updated Combat Map


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

Mal's eyes widen as he sees the cone of death and ice come toward him and Elise. He screams a warning to her and leaps to the side, thankful for her cold resistance spell.
Reflex save: 1d20 + 19 ⇒ (16) + 19 = 35
HPs: 35/143

Round 2:
Mal starts barking orders at his companions. "Elise, if you don't get your butt over there and heal Siggut of his paralysis (Str damage), we're done for! I'll keep big worm distracted!"

Mal tenses his bow and uses a Swift action to invoke Greater Bane (undead).
Manyshot: 1d20 + 23 ⇒ (16) + 23 = 39...hit
1st arrow: 2d6 + 2d6 + 4d6 + 20 ⇒ (5, 3) + (4, 5) + (2, 6, 3, 5) + 20 = 53
2nd arrow: 8d6 + 20 ⇒ (2, 2, 6, 2, 6, 3, 5, 2) + 20 = 48
2nd attack: 1d20 + 23 ⇒ (15) + 23 = 38...hit
Damage: 8d6 + 20 ⇒ (5, 5, 3, 1, 6, 1, 2, 4) + 20 = 47
3rd shot: 1d20 + 23 ⇒ (10) + 23 = 33...no
4th shot: 1d20 + 18 ⇒ (20) + 18 = 38....threat
Confirmation: 1d20 + 18 ⇒ (6) + 18 = 24...no
Damage: 8d6 + 20 ⇒ (5, 5, 5, 5, 6, 4, 6, 5) + 20 = 61
Total damage before DR: 209


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

Reflex: 1d20 + 13 ⇒ (10) + 13 = 23 Would her +2 vs drain effects add in to this?

Fate Point Reflex: 1d20 + 13 ⇒ (17) + 13 = 30 take 24..

Elise pulls her reach rod as a move action and casts Empowered Heal on Sig restoring all his hps and str damage.

"AOE would be good RAV!!"

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

Feeling back to normal Siggut once more lays into the massive undead worm.

"Thanks Elise. "
power attack, bane undead, hunter's blessing, heroes feast, haste, keen edge
to hit: 1d20 + 29 ⇒ (5) + 29 = 34 damage: 1d6 + 27 + 2d6 ⇒ (2) + 27 + (5, 5) = 39
to hit: 1d20 + 29 ⇒ (19) + 29 = 48 damage: 1d6 + 27 + 2d6 ⇒ (1) + 27 + (1, 3) = 32
to hit: 1d20 + 24 ⇒ (2) + 24 = 26 damage: 1d6 + 27 + 2d6 ⇒ (2) + 27 + (4, 6) = 39
to hit: 1d20 + 19 ⇒ (15) + 19 = 34 damage: 1d6 + 27 + 2d6 ⇒ (5) + 27 + (2, 1) = 35

Critical auto confirms due to bless weapon
damage: 3d6 + 81 ⇒ (5, 6, 1) + 81 = 93

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

confirm: 1d20 + 29 ⇒ (7) + 29 = 36

fate
confirm: 1d20 + 29 ⇒ (18) + 29 = 47


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.

Seeing Sig swarmed by Shadows Rav quickly launches a Fireball at Sig that will leave the dwarf unscathed but affect all the Shadows and the Father

Selective Piercing Maximized Fireball details:

+4 to beat SR (elf+spell penetration)
Evocation Spells DC= 20+spell level(+2 School Power, +1 Spell Focus Evocation)
+1DC to metamagicked spells (arcane bloodline power)
Using Arcanist Reservoir 14/16 to add +2CL
+6hp dam, +1hp dam per die of spell dam (orc bloodline power)
Using Book of Harms free action adding Maximize to the Fireball
using 4th lvl slot 3/5

book of harms feedback damage to rav: 3d4 ⇒ (2, 3, 4) = 9

Selective Piercing Maximized Fireball Damage 60+10+6=72 DC24

SR vs Father: 1d20 + 15 + 4 + 5 ⇒ (5) + 15 + 4 + 5 = 29

SR vs Shadow: 1d20 + 15 + 4 + 5 ⇒ (19) + 15 + 4 + 5 = 43
SR vs Shadow: 1d20 + 15 + 4 + 5 ⇒ (16) + 15 + 4 + 5 = 40
SR vs Shadow: 1d20 + 15 + 4 + 5 ⇒ (19) + 15 + 4 + 5 = 43
SR vs Shadow: 1d20 + 15 + 4 + 5 ⇒ (11) + 15 + 4 + 5 = 35
SR vs Shadow: 1d20 + 15 + 4 + 5 ⇒ (11) + 15 + 4 + 5 = 35
SR vs Shadow: 1d20 + 15 + 4 + 5 ⇒ (18) + 15 + 4 + 5 = 42

Wish I could Quicken another Fireball. But that would require a 7th lvl slot that I don't have yet...I'll fire off another one next round to help vs the shadows. Hope that's not too late

After launching the Fireball Rav moves to Scorching Ray range (60ft) and fires a Quickened Scorching Ray at the Father

Quickened Scorching Ray Details:

Metamagic Adept 3/4 to add metamagic w/o increasing casting time, +2CL via arcane reservoir 13/16, using 6th lvl slot 2/4
to beat SR: 1d20 + 15 + 4 ⇒ (13) + 15 + 4 = 32

Scorching Ray
RTA1: 1d20 + 9 ⇒ (16) + 9 = 25
fire damage: 4d6 + 4 + 6 ⇒ (4, 3, 1, 3) + 4 + 6 = 21

RTA2: 1d20 + 9 ⇒ (9) + 9 = 18
fire damage: 4d6 + 4 ⇒ (3, 4, 6, 4) + 4 = 21

RTA3: 1d20 + 9 ⇒ (15) + 9 = 24
fire damage: 4d6 + 4 ⇒ (5, 4, 3, 3) + 4 = 19


Father is unharmed by the fireball.
Reflex saves for shadows, who are already taking 1/2 damage because of their incorporeal nature, and need natural 20s to save:
Reflex save: 1d20 + 3 ⇒ (3) + 3 = 6
Reflex save: 1d20 + 3 ⇒ (19) + 3 = 22
Reflex save: 1d20 + 3 ⇒ (13) + 3 = 16
Reflex save: 1d20 + 3 ⇒ (11) + 3 = 14
Reflex save: 1d20 + 3 ⇒ (4) + 3 = 7
Reflex save: 1d20 + 3 ⇒ (13) + 3 = 16
All fail and take 36 fire damage.
Rav's scorching rays however do penetrate the Father's spell resistance and the giant worm collapses to the ground with a giant thud.
Damage=56+194+115+61=426 = destroyed!
The shadows, having just been harmed, and with their summoner destroyed, vanish incorporeally into the ground and wait out their summoning until they disappear and return to their home plane.
You easily can store some of the undead worm's caustic blood in the Chalice.
Killed Mal (brought back by Elise) and came within 1 Str point of killing Siggut.
Welcome to 15th level!

There is a shaft in the NE corner of this cave. It leads down, with no end in sight, as well as up. You feel a soft whiff of breeze from the top. Climbing the walls, either up or down, of the shaft is relatively easy—because of the numerous handholds (DC 10 Climb check).


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.
Death-Lok wrote:

Killed Mal (brought back by Elise) and came within 1 Str point of killing Siggut.

Welcome to 15th level!

There is a shaft in the NE corner of this cave. It leads down, with no end in sight, as well as up. You feel a soft whiff of breeze from the top. Climbing the walls, either up or down, of the shaft is relatively easy—because of the numerous handholds (DC 10 Climb check).

another encounter survived by the skin of our teeth :) living on the razors edge

15th lvl and Spell Perfection FIreball. This arcane bomber just went nuclear!

Surveying the scene happy to see his companions alive and well..."Elise gather some of its blood in the chalice, I'll search the cavern for anything worthwhile...."

Rav then does a VERY thorough search (perception, detect magic) of the Fathers corpse and the entire cavern knowing that this legendary creature must have something of worth somewhere from all its previous victims


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 d20s were on our side in that last round.. Nice job all! Very tough opponent GM, you certainly have a way of pushing us to the limit.

Elise stops and catches her breath..

"Nice work with the weapons.. Very close indeed.. Now let me tend to those wounds Mal.."

Wand: 3d8 + 3 ⇒ (5, 8, 8) + 3 = 24 wand cashed..

Convert grace x2..

2d8 + 10 + 8 ⇒ (3, 4) + 10 + 8 = 25
2d8 + 10 + 8 ⇒ (5, 1) + 10 + 8 = 24

And a channel

9d6 ⇒ (4, 4, 5, 3, 5, 4, 4, 2, 2) = 33

Mal's at 142, everyone else is full with no negative effects..

"Mal do we need to go that way to get to the prison?"

Pointing to the shaft..


Elise Sunwake wrote:

The d20s were on our side in that last round.. Nice job all! Very tough opponent GM, you certainly have a way of pushing us to the limit.

Thanks, but my monster did not make it to the 3rd round...lol. You guys did 400+ damage in 1+ rounds. Scary bunch when you are all buffed up! And now with Spell Perfection....oh brother.

Treasure:
Besides the ever helpful blood, the Father of Worms also has a single enormous diamond worth 25,000 gp embedded in its brow. A mud-encrusted +4 animated heavy wooden shield and a medallion of thoughts also lie among the rubble in the southeast portion of the cave— presumably gear left behind by previous failed adventurers that somehow managed to avoid destruction.


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

List of up to date spells on the party.. Added duration's left..

Spells:

Elise: Air Walk(36m), Corruption Resistance(13h)), Delay Poison(3h20m), Freedom of Movement(130m), Heroism(270m)), Heroes' Feast(12h), Hunter's Blessing(13h), Magic Vestment(all day), Magic Circle vs Evil(130m), Resist Cold 30(25m), Stoneskin(120m), Undeath Ward(18m).

Siggut: Air Walk(36m), Delay Poison(3h20m), Freedom of Movement(130m), Heroism(270m)), Heroes' Feast(12h), Hunter's Blessing(13h), Resist Cold 30(25m), Stoneskin(120m).

Malugor: Air Walk(36m), Barkskin(110m), Delay Poison(3h20m), Freedom of Movement(130m), Heroism(130m), Heroes' Feast(13h), Resist Cold 30(25m), See Invis(130m), Stoneskin(120m).

Rav: Ablative Barrier(12h), Anticipate Peril(1st), Delay Poison(3h20m), Freedom of Movement(130m), Heroism(130m), Heroes' Feast(13h), Mage Armor(12h), Overland Flight(12h), Resist Cold 30(25m), See Invis(120m), Stoneskin(120m).

I took the liberty of removing the m/lv duration spells. If I missed anything let me know. It appears we may be moving on is why I did this.. Durations listed are at end of battle, depending on how long it takes to search these will change GM.


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

Dude.. A few different rolls and we were toast.. Failing the breath weapon would killed Mal again and he wouldnt never got the 200 damage round.. That alone kills us.. Don't sell yourself short, that was a tough fight.


Actually, I thought this would be the perfect spot for you all to rest and level before you enter the prison.


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

Sounds great.. Do we have any knowledge about the prison or its denizens?


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.
Elise Sunwake wrote:
Dude.. A few different rolls and we were toast.. Failing the breath weapon would killed Mal again and he wouldnt never got the 200 damage round.. That alone kills us.. Don't sell yourself short, that was a tough fight.

yup...Mal fails his save no boatload of damage from him....the shadows drain Sigg again and then both our primary damage dealers are down. Elise won't be able to heal both of them. Pathfinder high-level rocket tag...in a 4 character party all it takes is one failed save

Resting and leveling b4 the prison sounds great.

know planes for info about the prison: 1d20 + 24 ⇒ (16) + 24 = 40

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

If we had not put the critter down so soon, we would have been in deep poodoo. The shadows would have left me a lump again, and that thing pulled no punches.

I'll get leveled up shortly.


Information known about the prison:
1. It is where the demon lord Baphomet imprisons those who have irked or slighted him, which include enemies, both good and bad (devils principally).
2. You have heard rumors that approaching the prison by air is dangerous.
3. The "guards" inside the prison are said to be demodands.
4. Patrolling the prison is a maze, as you would imagine since it belongs to the Lord of Minotaurs, and the "guards" are said to have special access to patrol the grounds inside the prison.
5. There are said to be statues and pentagrams of Baphomet inside the prison, which the guards use to teleport around, heal, etc.
6. The prison is said to have five guardians who rule and watch over the prison.
7. No one has ever escaped.


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 following morning Elise performs her normal routine of casting Heroes's Feast, Hunter's Blessing(choosing this plane and evil outsiders), and Magic Vestment on her shield.

Extra Hps: 1d8 + 7 ⇒ (3) + 7 = 10

With Rav's knowledge some of her spells might change depending on what he knows about Demodands..


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.

sorry... Not leveled up yet. But I can roll a knowledge check

Know planes for demodand traits : 1d20 + 24 ⇒ (5) + 24 = 29


Everyone gains 1 Fate Point, which brings everyone to 1, I believe.
Demodand knowledge: Resistant to all except magic and good weapons, immune to acid and poison, resistant to cold and fire, spell resistance, flight, SLAs, 2 of the 3 types can see invisible, and if they strike divine casters with their claws, they may be able to prevent divine casting for a short period (a round).


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.

In the morning after resting Rav buffs with his standard
Mage armor 5/6 1rst
Ablative Armor and the spends a slot to give staff 1 charge (4/10) 4/6 3rd
Overland flight 5th 4/5
1 6th lvl slot 4/5to charge arcane reservoir 16/17

and then spends 1 arcane pt to change his Greater Metamagic Knowledge feat to Intensified 15/17


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 had two, used on in the nightcrawler fight, so she is back to two.

"Looks like your up again Mal.. Lead the way."


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

Sorry for delay, all. Had to recover from Irma. I am well.

Mal casts Greater Magic Weapon on his bow and extends it with his rod (22 hours) and leads the party up the shaft to places unknown with his +29 Perception score.


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

Probably that +24 survival that we need :).. Nice to hear you made it ok!


You emerge from the den of the Father of Worms to a breathtaking sight: The prison is a massive sphere of countless bones, all fused as if made partially molten and then smashed together. Huge bonespurs lance out in all directions from the central sphere, which measures over 3,000 feet in width. The entire thing is held aloft over a churning caldera of black water by immense chains that connect the prison to the ring of the surrounding mountains. A single 20-foot-wide rope bridge connects one of the mountain ledges near the pit to the prison—this bridge measures well over a mile in length and despite its rickety appearance is solid and secure. You do not see any traffic on the bridge. Cascades of black water churn from the surrounding mountains to plummet into the lake some 2 miles below. This lake is nearly a mile deep, but despite how much water pours in from above, the water level never rises. Prison

Now what? Marching order? Buffs? Any other preparations?

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

"That's certainly impressive. Maybe I should take point. "


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

"Indeed, I'm super excited to be here let me tell yea.. I hope this paladin is worth it.."

Elise casts extended heroism on herself, lasts 5 hours, extended freedom of movement, lasts 5 hours, and extended delay poison on the group, lasts 6 hours each..

Elise will take 3rd in line..

Current group buffs from Elise: Heroes' Feast(12H), Hunter's Blessing(15H), Ext Delay Poison(6H)


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

My bad...extend is double so the Greater Magic Weapon is 30 hours. Buffs:
Extended Shield of Faith (+4)(30 mins) on himself
Expeditious Retreat on himself (15 mins)
Resist Energy (Fire) (150 mins)
See Invisibility (150 mins)
Barkskin from Wand (120 mins) (10 charges) (auto-UMD check)
Heroism (150 mins)
Keen Edge on Siggut's pick - his choice (150 mins)
Freedom of Movement (150 mins)
Spells remaining:
Level 1: 4
Level 2: 4
Level 3: 3
Level 4: 4
Level 5: 3
AC: 37, Saves: +20/+19/+20

Mal takes second in the marching order, with his bow out.

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 will opt for the keen to be on the evil outsider bane pick.


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast
Siggut Frost wrote:
Siggut will opt for the keen to be on the evil outsider bane pick.

I thought Siggut has only the heartseeker and the undead bane pick.

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

Yeah, sorry, heartseeker. My memory wasn't ever great, and I didn't check.


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.
Malugor wrote:
Sorry for delay, all. Had to recover from Irma. I am well.

glad to hear that you made it. I finally got power on Wednesday night but it didn't really matter because I spent most of my time at the fire station running 911 calls . Thankfully Irma was mostly a miss for Miami if not....

Rav buffs with See Invisibility 140 min 5/6 2nd lvl spells remain

"Looks like a pretty long walk on that rope bridge... Not sure I trust demon engineering. But let's give it a shot. It's gotta be easier to break INTO a prison than out of one "


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

"Perhaps I should air walk everyone now then? I was saving it for duration, but if you think it wise here I will.."


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.

Know engineering : 1d20 + 11 ⇒ (13) + 11 = 24
Know planes : 1d20 + 24 ⇒ (5) + 24 = 29

Rav examines the bridge trying to determine if it is safe to cross or if Elise should cast Airwalk for everyone


The bridge definitely looks sturdy and it is the only visible means of entrance to the prison so you declare it safe. If, however, Elise wants to cast Air Walk so you do not touch its surface and instead walk inches above it, that's up to you. However, you do not foresee any harmful effects of walking on the bridge.


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.

"it looks safe to cross as far as I can tell. Let's go "


It takes you 13.2 minutes to walk the mile-long bridge at Siggut's pace of 40 feet per round. As you get closer, the details of the prison become more visible. A single entrance is visible, a massive pair of doors flanked by multiple statues of Baphomet. The spikes adorning the prison seem to shift and adjust on their own, and upon many of them are impaled the long-dead bodies of mortals and devils alike.

The ivory wall of the prison rises high above a large landing at the end of the bridge. Two pools of reflective water sit to either side of a pair of immense, red, twenty-foot-tall doors—the only apparent entrance into the strange structure. An immense lock of strange, twitching metal holds the doors tightly shut.

You are currently 50' from the entrance. You do not see any guards on the walls of any kind.

For ease of access, will post Elise and Rav's memorized spells:
Cleric Spells Prepared (CL 15th): CC +26, SP +19
(+1 caster level light spells and double radius)
0 (at will) Detect Magic, Guidance, Light, Stabilize
1st(7/day)Liberating Command, Obscuring Mist, Resurgence(2), (D)Shield of Faith(2), Stone Shield
2nd(7/day)Bear's Endurance, (D)Bless Weapon, Communal Pro Evil, Grace(3), Lesser Restoration
3rd(7/day)Communal Resist Energy, Invisibility Purge, Stone Shape, Wind Wall
4th(6/day)Blessing of Fervor(2), Dimensional Anchor, (D)Holy Smite(DC 21), Revenance
5th(6/day)Communal Air Walk, Greater Forbid Action, (D)Maximized Breath of Life, Plane Shift, Wall of Stone
6th(5/day)Blade Barrier(DC 23), (D)Empowered Heal(DC 23)(2), Greater Dispel Magic
7th(4/day)(D)Holy Sword, Radiant Assault(DC 24), Repulsion(DC 24), Summon Monster VII
8th(2/day)Mass Death Ward, (D)Sunburst(DC 25)

Ravarel
0th at will, 7+1 prepared= Message, Drench, Penumbra, Detect Magic, Read Magic, Predistidigitation, Mage Hand, Dancing Lights
1rst 6/day, 5+1 prepared= Celestial Healing, Mage Armor, Hydraulic Push, Endure Elements, Anticipate Peril, Liberating Command
2nd 6/day, 5+1 prepared= Scorching Ray, Mirror Image, Resist Energy, Gust of Wind, Glitterdust, See Invisibility
3rd 6/day, 4+1 prepared= Haste, Dispel Magic, Battering Blast, Intensified Fireball, Ablative Barrier
4th 5/day 4+1 prepared= Emergency Force Sphere, Greater Invisibility, Arcane Eye, Ward Shield, Telekinetic Charge
5th 5/day 3+1 prepared Overland Flight, Teleport, Fickle Winds, Wall of Force
6th 5/day 2+1 prepared Chains of Light, Dazing Ball Lightning, Greater Dispel Magic
7th 3/day 1+1 prepared Greater Arcane Sight, Quickened Intensified Fireball

Mal
Spells remaining:
Level 1: 4
Level 2: 4
Level 3: 3
Level 4: 4
Level 5: 3


Male Inquisitor 15 HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1
Active Spells:
Greater Magic Weapon +3; Heroes' Feast

Mal looks around and whispers, "Anyone else think this looks too easy?"


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.

Freshly aware of how easily death can touch him on this abysmal plane "hah... Easy is not what I'd call it "

study magic they said! See wondrous planes of existence they said.... Great until some skeletal being with a Scythe points a finger at you and then POOF.... I need an extended vacation on Elysium


Ravarel Darkwood wrote:
study magic they said! See wondrous planes of existence they said.... Great until some skeletal being with a Scythe points a finger at you and then POOF.... I need an extended vacation on Elysium

Lol...just to be clear, it was not skeletal. It was an outsider not undead. :)


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.

it may not have been undead but it was very effective if making Rav dead

Rav examines the lock from afar
Detect Magic Spellcraft : 1d20 + 25 ⇒ (7) + 25 = 32

will that acid from the father burn through this lock... It can burn through anything right?

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