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

Game Master Death-Lok


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No problem, Elise.

The brave inquisitor rushes out and moves through the air under the cleric's magic. As he walks over the bridge, something very big and loud stirs under him, as the blue liquid 40' under him churns and rises as a mass of slime and forms two pseudopods with which to attack! Ravarel recognizes the slime has the features of a crystal ooze with its acidic and paralyzing touch but has only heard of specimens this size in legend.

It is immune to cold and fire and Daze as a mindless creature.

Initiative:
Ooze: 1d20 ⇒ 19
Elise: 1d20 + 1 ⇒ (5) + 1 = 6
Mal: 1d20 + 11 ⇒ (15) + 11 = 26
Ravarel: 1d20 + 11 ⇒ (3) + 11 = 14
Siggut: 1d20 + 3 ⇒ (16) + 3 = 19

Mal and Siggut can act first. It is 10' from the edge of the bridge.

Combat Map


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

It's moot on this go, but everyone has +2 to initiative via Hunter's Blessing.


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 dungeoneering : 1d20 + 23 ⇒ (2) + 23 = 25

Immune to acid as well? SR, vulnerabilities? Etc


Ravarel Darkwood wrote:

[dice=Know dungeoneering ]1d20+23

Immune to acid as well? SR, vulnerabilities? Etc

Immune to acid, SR, no vulnerabilities, and it can grab with its attacks.


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 sees the wall of slime and as a swift action makes his bow Greater Bane - Oozes and unleashes a barrage of arrows at it:
Manyshot: 1d20 + 24 ⇒ (13) + 24 = 37
1st arrow: 2d6 + 16 + 4d6 ⇒ (4, 2) + 16 + (3, 4, 3, 5) = 37
2nd arrow: Damage: 2d6 + 16 + 4d6 ⇒ (1, 4) + 16 + (4, 1, 6, 4) = 36
1st shot: 1d20 + 24 ⇒ (16) + 24 = 40
Damage: 2d6 + 16 + 4d6 ⇒ (2, 1) + 16 + (2, 5, 6, 1) = 33
2nd shot: 1d20 + 24 ⇒ (6) + 24 = 30
Damage: 2d6 + 16 + 4d6 ⇒ (2, 3) + 16 + (5, 3, 5, 4) = 38
3rd shot: 1d20 + 19 ⇒ (8) + 19 = 27
Damage: 2d6 + 16 + 4d6 ⇒ (6, 1) + 16 + (6, 2, 6, 1) = 38
Clustered shots if the ooze has DR.
AC 37 and Greater Bane rounds used today 3/15.

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 move up to the closest square (via airwalk) and attack the blob.

power attack, heroes feast, hunter's blessing

to hit: 1d20 + 28 + 2 + 1 - 4 ⇒ (15) + 28 + 2 + 1 - 4 = 42 damage: 1d6 + 15 + 2 + 8 ⇒ (5) + 15 + 2 + 8 = 30


Mal does 182-10DR=172 damage and Siggut does 30-10DR=20 for a total of 192 damage.

The wall of slime forms two arms and attacks the inquisitor, whose arrows severely harmed it! It tries to grab the inquisitor but he is protected by Freedom of Movement. However, its paralysis is potent and can overcome the inquisitor's protections!
1st Attack: 1d20 + 28 ⇒ (20) + 28 = 48
Confirmation Attack: 1d20 + 28 ⇒ (11) + 28 = 39
Damage: 12d6 + 56 ⇒ (5, 2, 3, 1, 6, 4, 1, 2, 2, 2, 2, 5) + 56 = 91
2nd attack: 1d20 + 28 ⇒ (18) + 28 = 46
Damage: 6d6 + 28 ⇒ (6, 1, 3, 4, 4, 3) + 28 = 49
140 damage and Mal, you need to make 2 DC 32 Fort saves or be paralyzed from the ooze's acid.


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

Ouch! That's what I get for playing bait!
Fort save: 1d20 + 18 ⇒ (14) + 18 = 32..success
Fort save: 1d20 + 18 ⇒ (15) + 18 = 33..success! Nice rolls!


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 pulls her reach rod as a move action and casts her other heal spell on Mal.. Back to full hp..

She is within 30' with her immediate action open so Divine Interference is open if it crits again.. Im beginning to think he entire 6th level slots should be heal.. Seems like a full attack requires it every time..


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 KNEW that pool was trouble

Once the pool starts moving Rav quickly identifies it and reacts accordingly

fire NO, acid NO, cold NO, shock YES

Ravarel casts Scorching Ray at the ooze, changing the damage to shock (Versatile Evocation 9/10)

shock scorching ray:

Range 60 ft

CL 14 +2 elf +2 spell penetration =18

to beat SR: 1d20 + 18 ⇒ (9) + 18 = 27

Scorching Ray
RTA1: 1d20 + 9 ⇒ (12) + 9 = 21
shock damage: 4d6 + 4 + 7 ⇒ (5, 4, 4, 1) + 4 + 7 = 25

RTA2: 1d20 + 9 ⇒ (12) + 9 = 21
shock damage: 4d6 + 4 ⇒ (6, 4, 3, 2) + 4 = 19

RTA3: 1d20 + 9 ⇒ (17) + 9 = 26
shock damage: 4d6 + 4 ⇒ (3, 1, 6, 2) + 4 = 16

using 2nd lvl slot, 4/6 remain

after firing his rays Rav flies up 40ft trying to get out of range of the ooze


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 thanks Elise for the healing and shoots the slime full of arrows, fully aware he will draw an attack from the creature!

Manyshot: 1d20 + 24 ⇒ (5) + 24 = 29
Damage: 2d6 + 16 + 4d6 ⇒ (1, 4) + 16 + (6, 3, 4, 3) = 37
Damage: 2d6 + 16 + 4d6 ⇒ (3, 1) + 16 + (6, 4, 4, 4) = 38
1st shot: 1d20 + 24 ⇒ (13) + 24 = 37
Damage: 2d6 + 16 + 4d6 ⇒ (5, 3) + 16 + (4, 3, 3, 6) = 40
2nd shot: 1d20 + 24 ⇒ (6) + 24 = 30
Damage: 2d6 + 16 + 4d6 ⇒ (5, 3) + 16 + (4, 2, 5, 2) = 37
3rd shot: 1d20 + 19 ⇒ (5) + 19 = 24...use preacher ability to re-roll
3rd shot: 1d20 + 19 ⇒ (3) + 19 = 22...ugh


AoO on Mal: 1d20 + 28 ⇒ (1) + 28 = 29

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 continue to pick away at the opposition.

power attack, heroes feast, hunter's blessing
to hit: 1d20 + 28 + 2 + 1 - 4 ⇒ (16) + 28 + 2 + 1 - 4 = 43 damage: 1d6 + 15 + 2 + 8 ⇒ (4) + 15 + 2 + 8 = 29
to hit: 1d20 + 23 + 2 + 1 - 4 ⇒ (16) + 23 + 2 + 1 - 4 = 38 damage: 1d6 + 15 + 2 + 8 ⇒ (2) + 15 + 2 + 8 = 27
to hit: 1d20 + 18 + 2 + 1 - 4 ⇒ (14) + 18 + 2 + 1 - 4 = 31 damage: 1d6 + 15 + 2 + 8 ⇒ (4) + 15 + 2 + 8 = 29


Your combined attacks destroy the ooze. However, before you can relax, two stringy demodands come in through the western door, attracted by the noise of combat. One moved and opened the door. The other flies in the room and casts a spell:

Greater Dispel Magic at Mal:
Dispel at CL 15: 1d20 + 11 ⇒ (20) + 11 = 31...highest level is Renewal Pact, gone
Dispel at CL 15: 1d20 + 11 ⇒ (5) + 11 = 16...Heroes Feast, still there
Dispel at CL 15: 1d20 + 11 ⇒ (7) + 11 = 18...Air Walk, still there
Dispel at CL 15: 1d20 + 11 ⇒ (7) + 11 = 18...Hunter's Blessing, still there
Dispel at CL 15: 1d20 + 11 ⇒ (6) + 11 = 17...Haste, still there
Dispel at CL 15: 1d20 + 11 ⇒ (13) + 11 = 24...Heroism gone
Dispel at CL 15: 1d20 + 11 ⇒ (1) + 11 = 12...Barkskin still there
Dispel at CL 15: 1d20 + 11 ⇒ (11) + 11 = 22...Delay poison gone

Party is up! Both demodands near the western door, one is up 20' in the air.


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.

DL's description of the stringies the last time we fought them "These are stringy demodands: DR: Good + magic; Resistance to fire and cold; immune to acid and poison; SR; SLAs; they can entangle their enemies with the ropy folds of their skins; and like all demodands their strikes may prevent divine casting."

Satisfied with the quick dispatch of the ooze that thing looked nasty Rav is not surprised that the sound of combat has attracted more guards and launches a Dazing ShockBall to welcome them.

Intensified Dazing Fireball (Shock) details:

Rav casts a Dazing Fireball (from 3rd lvl slot) affecting both of the demodands.

Spell Perfection Fireball allows one metamagic to be added free and doubles the effect of Spell Focus and Spell Penetration
+6 to beat SR (elf+spell penetration)
Fireball DC= 25
+7 Int + 3rd lvl spell
+2 School Power, +2 Spell Focus Evocation)
+1DC to metamagicked spells (arcane bloodline power)
+7hp dam, +1hp dam per die of spell dam (orc bloodline power)

3rd lvl spell, 0/6 remain
Using Versatile Evocation (8/10 remaining) changing damage to Electricity

Intensified Dazing Fireball DC25: 14d6 + 14 + 7 ⇒ (6, 2, 5, 2, 3, 3, 2, 5, 3, 4, 4, 4, 2, 6) + 14 + 7 = 72

SR=14+2+4+(elf,spell penetration)

SR vs enemy1: 1d20 + 20 ⇒ (15) + 20 = 35

SR vs enemy2: 1d20 + 20 ⇒ (16) + 20 = 36

IF I beat their SR AND they fail the save...they will be DAZED for 1rst round and need to make Will saves for each of the next 2 rounds to act normally for each round after the first

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

How far away are they?


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

GM, not sure your math is correct on them dispels, although the results are the same.. The demodands would roll at +15, not +11 and would face DC 26 for dispels. Again they still succeed on the spells you list I was just confused by the rolls.

Looking at the map Sig the western door is 30' in front of Mal and 60' in front of you.

Elise holds her action till she can tell if Rav's spell effected them..

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

Actually I'm a bit forward since I had engaged the ooze. Didn't notice the doors at the other end.

Siggut will charge a demodand at the door.

power attack, heroes feast, hunter's blessing , charge
to hit: 1d20 + 28 + 2 + 1 - 4 + 2 ⇒ (20) + 28 + 2 + 1 - 4 + 2 = 49 damage: 1d6 + 25 ⇒ (2) + 25 = 27
confirm: 1d20 + 28 + 2 + 1 - 4 + 2 ⇒ (16) + 28 + 2 + 1 - 4 + 2 = 45 damage: 3d6 + 75 ⇒ (6, 2, 4) + 75 = 87

AC 40 for this round


Lol Elise. I was thinking +15 but typed +11, but as you say, properly applied dispels on 11 or higher rolls.

Reflex saves for demodands:
1d20 + 14 ⇒ (12) + 14 = 26 vs. DC 25...saved
1d20 + 14 ⇒ (15) + 14 = 29 vs. DC 25...saved
36 damage each

Then Demodand #2 takes 114 damage from Siggut's critical charge for total of 150 - still up but severely wounded.


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 full-attacks the demodand not engaged with Siggut since he does not have Precise Shot.
Swift action to activiate Judgment of Destruction and Sacred Justice (+4 hit, +6 damage)
Manyshot: 1d20 + 25 ⇒ (9) + 25 = 34
Damage: 8d6 + 20 ⇒ (5, 4, 6, 2, 2, 3, 2, 2) + 20 = 46
Damage: 8d6 + 20 ⇒ (1, 5, 1, 4, 1, 5, 6, 5) + 20 = 48
1d20 + 25 ⇒ (5) + 25 = 30..use preacher to re-roll
1d20 + 25 ⇒ (15) + 25 = 40
Damage: 8d6 + 20 ⇒ (3, 5, 5, 6, 2, 6, 2, 4) + 20 = 53
1d20 + 20 ⇒ (10) + 20 = 30
Damage: 8d6 + 20 ⇒ (2, 4, 4, 3, 3, 4, 5, 3) + 20 = 48
1d20 + 15 ⇒ (8) + 15 = 23...miss
Bane rounds used: 5/15
Preacher used: 3/6
Judgments used: 1/5


The demodand not engaged with Siggut, with its AC 30, is quite dead, as Mal nails it to the door with 4 arrows!


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 will delay until after the Demodand..


Round 2: Demodand
The demodand, as a swift action, causes the growths to rise up and try to entangle Siggut. Reflex DC save 25 to avoid.
It then full-attacks the dwarf:
Claw: 1d20 + 29 ⇒ (6) + 29 = 35...miss
Claw: 1d20 + 29 ⇒ (19) + 29 = 48...threat
Confirmation: 1d20 + 29 ⇒ (2) + 29 = 31...no
Damage: 4d6 + 9 ⇒ (3, 2, 5, 5) + 9 = 24
Bite: 1d20 + 29 ⇒ (12) + 29 = 41
Damage: 4d6 + 9 ⇒ (5, 6, 2, 4) + 9 = 26
Siggut suffers 34 damage and 16 non-lethal damage.

Pic of demodand

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 strike back.

power attack, heroes feast, hunter's blessing
to hit: 1d20 + 28 + 2 + 1 - 4 ⇒ (6) + 28 + 2 + 1 - 4 = 33 damage: 1d6 + 25 ⇒ (6) + 25 = 31
to hit: 1d20 + 23 + 2 + 1 - 4 ⇒ (4) + 23 + 2 + 1 - 4 = 26 damage: 1d6 + 25 ⇒ (6) + 25 = 31
to hit: 1d20 + 18 + 2 + 1 - 4 ⇒ (8) + 18 + 2 + 1 - 4 = 25 damage: 1d6 + 25 ⇒ (1) + 25 = 26


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

Is Sig's stat bar current? Surely not.

Elise will move to within 30' of the demodand and end her turn.

If for some reason I am missing and Sig's HP header is current she will heal some retcon.

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

Fixed it, I'm topped off.


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...I lost internet for a week....it's back now.

Even with Siggut in the way, Mal tries to help out with a volley of arrows:

Manyshot:1d20 + 25 - 4 ⇒ (12) + 25 - 4 = 33
Damage: 8d6 + 20 ⇒ (1, 4, 4, 4, 2, 4, 1, 6) + 20 = 46
Damage: 8d6 + 20 ⇒ (4, 4, 3, 5, 5, 1, 4, 5) + 20 = 51
1d20 + 25 - 4 ⇒ (12) + 25 - 4 = 33
Damage: 8d6 + 20 ⇒ (3, 5, 6, 1, 5, 4, 1, 4) + 20 = 49
1d20 + 20 - 4 ⇒ (13) + 20 - 4 = 29
1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 19
Bane rounds used: 6/15


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 will conserve his spells confident that the Mal/Sigg combo will put the demodand down


As always, Rav's intuition and intelligence are right on, as the inquisitor's arrows and the dwarves' blows kill the last demodand. You search for treasures and find none. As you inspect the area, you enter the room from whence the demodands appeared and it appears to be some sort of guard station. It is empty now of course. From this point, you can travel to another juncture of the prison through one of two portals, destination unknown.


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

"Seems it's random, so 50/50"

1d2 ⇒ 1

"Go left?"


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 crystal ooze. Shoulda recognized it. Glad you're ok guys."

any way of figuring out these portals?
detect magic/spellcraft just in case: 1d20 + 25 ⇒ (10) + 25 = 35
or
know planes: 1d20 + 24 ⇒ (1) + 24 = 25

"Not sure if it's random Elise. Let me study them for a minute. If I can't figure it out Left sounds fine to me"


Apologies, for delay.

Rav can tell the portals are dimensional links involving teleportation magic but he cannot tell where they lead. You all take the portal to the left. Siggut is currently down 34 magic and 16 non-lethal. Elise, if you healed him, please post how you did so: channel, spell, wand, something else?

You teleport in front of guard station overseen by three tarry demodands monitoring a row of cell blocks! They move to attack!

Initiative:
Demodands: 1d20 + 9 ⇒ (3) + 9 = 12
Elise: 1d20 + 5 ⇒ (8) + 5 = 13
Mal: 1d20 + 13 ⇒ (9) + 13 = 22
Rav: 1d20 + 12 ⇒ (7) + 12 = 19
Siggut: 1d20 + 5 ⇒ (3) + 5 = 8

Everyone but Siggut can act! The demodands are 10' away from you.


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 would have topped him off yes.

She converts a grace spell for an empowered maximized cure mod. Heals for 39.

--------------------------------

Round 1: Elise casts Blessing of Fervor!

"Go get em boys!"


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 thanks Elise for the spell and starts blasting demodands with his bow, taking the extra attack (if one dies, apply next to fresh enemy):
Swift action for Greater Bane
Manyshot: 1d20 + 25 ⇒ (19) + 25 = 44...threat
Confirmation: 1d20 + 25 ⇒ (1) + 25 = 26..use preacher ability for re-roll
Confirmation: 1d20 + 25 ⇒ (13) + 25 = 38....assume that is confirmed
Critical arrow: 6d6 + 60 + 6d6 ⇒ (4, 4, 4, 2, 6, 3) + 60 + (1, 5, 3, 1, 3, 6) = 102
Normal arrow: 8d6 + 20 ⇒ (3, 4, 4, 1, 4, 2, 5, 3) + 20 = 46
Attack: 1d20 + 25 ⇒ (2) + 25 = 27
Damage: 8d6 + 20 ⇒ (3, 6, 1, 4, 5, 1, 3, 6) + 20 = 49
Attack: 1d20 + 25 ⇒ (6) + 25 = 31
Damage: 8d6 + 20 ⇒ (1, 4, 3, 1, 2, 1, 5, 5) + 20 = 42
Attack: 1d20 + 20 ⇒ (13) + 20 = 33
Damage: 8d6 + 20 ⇒ (6, 4, 3, 4, 4, 4, 2, 5) + 20 = 52
Attack: 1d20 + 15 ⇒ (13) + 15 = 28
Damage: 8d6 + 20 ⇒ (5, 4, 3, 4, 1, 1, 3, 1) + 20 = 42
Bane rounds used: 7/15
Preacher used: 4/6


Elise, how is your spell empowered and maximized? Your sheet says domain spells empowered or maximized. Did I miss something?

Demodand FF AC is 23 so all of Mal's arrows hit. The first two arrows from Manyshot and the subsequent arrow kill one demodand! The next one takes 136 damage is severely wounded but still alive.


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

All of her heals are empowered via Healing Domain ability. All of her domain spells are maximized via 6th level Radiant Servant. Unless you rule it otherwise it makes sense they would stack coming from different abilities. If not I'll dump another spell to get him to max health. This is the first time its come up since she just gained maximized from last level 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.

BoF=
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

.they're a little TOOCLOSE for comfort

Rav tries to finish off the wounded one leaving one for Sigg to play with

CL 14 +2 elf +2 spell penetration =18.

to beat SR: 1d20 + 18 ⇒ (15) + 18 = 33

Shock Scorching Ray  RTA1: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23 
shock damage: 4d6 + 4 + 7 ⇒ (2, 2, 6, 1) + 4 + 7 = 22

RTA2: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 
shock damage: 4d6 + 4 ⇒ (3, 4, 1, 4) + 4 = 16

RTA3: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23 
shock damage: 4d6 + 4 ⇒ (1, 4, 2, 3) + 4 = 14

2nd level spell, 3/6
Versatile evocation changing damage to shock, 7/10

Edit: and after firing his rays Rav takes cover behind the more stout members of the group. (That means everyone)


Rav's shock rays kill the second demodand. The third demodand sees it is outnumbered and moves toward and touches the statue of Baphomet in the corner of the guard station and teleports away on its turn. Do you wish to explore the cell blocks or something else?

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 think we're in for more company. " and he starts opening viewing ports on cells looking for the Paladin.


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

"You are probably right, lets checks these cells out quickly.."

Using the 30' movement boost from BoF to search. Take 10 Perc for a 31.


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 all search the cells. I'll watch the statue and daze them if they teleport back"

Rav backs away from the statue and readies an intensified dazing fireball


The prison cells down the hallway vary in size—some are small and barely have enough room for a human to lie down, while others are relatively large—and they’re irregularly shaped, with polished smooth walls, floors, and ceilings. As you scan the cells on this block, four of the five cells. One of them is encased in a wall of invisible energy. When you approach, you see a devil covered in barbs with a lashing tail, who sneers at you as you pass by his cell and look at him. "So you're going to free me or not? If not, piss off!"


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 would think not, but it is possible. I know devils to be evil, but also have a code of honor to uphold. Have you seen a paladin about? If you can provide us with information you might find yourself released."

Diplomacy: 1d20 + 23 ⇒ (10) + 23 = 33


The barbed devil stands in his cell, revealing his full 6'5" size. "Release me first and I'll give you some useful information!"


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

"What guarantee do we have that you don't just teleport away after release? Do you give your word as a lawful creature?"

Looking at Rav.

"Do you have any idea how to bring that magic barrier down?"

Is there any keys on the dead demodands or obvious way to open the cells? Control panel or something?


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's probably a force wall. But let me take a look. "
detect magic, know arcana : 1d20 + 24 ⇒ (20) + 24 = 44

While examining the wall he whispers to Mal "what do you think? Can we trust the devil to give us information? Or is it just using us? "


Rav gives up his readied action and walks to the cell, where he investigates and indeed surmises it is a wall of force, but it has a unique characteristic in that it appears to be activated by the equivalent of Demodand DNA.

Elise, there are no keys on the demodands nor any control panel.


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 relays this info to the group. " we might be able to cut off the dead demodands hand and use that to activate/deactivate the force wall. If Mal thinks we can trust the devil to live up to its bargain (sense motive) "

After that Rav resumes his watch over the statue readying a dazing fireball

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 can probably take it down. " he says hefting his adamantine pick.

Shatterspell should take care of it. I can do it 7/day


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.

"whatever you would prefer Sigg." not wanting to take away the dwarfs fun.
"As long as our inquisitor deems this devil worthy of striking a bargain with"

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