| Altai Iscarni |
Lol this is a head scratcher, so I gotta do some research.
I might not be able to get rid of the gate, but even temporarily suppressing it would be great. After all, we don't want to get sucked into the dimension of rendered pig fat and radioactive waste.
EDIT: Just saw your post. Yeah, suppression is great.
| dungeonmaster heathy |
Gjetost flies back up towards the tower top.
Move to P-Q 2-3 before attacking M3, using Power Attack and Vital Strike. Attack roll 10+29+3(bard)+1(haste)-4(PA)=AC 39, damage 4d8+23+3(bard)+12(PA)=55. Attacks are magical and slashing.
Gjetost hits; it's kinda hurt.
| dungeonmaster heathy |
dungeonmaster heathy wrote:Lol this is a head scratcher, so I gotta do some research.
I might not be able to get rid of the gate, but even temporarily suppressing it would be great. After all, we don't want to get sucked into the dimension of rendered pig fat and radioactive waste.
EDIT: Just saw your post. Yeah, suppression is great.
I'm getting ideas though.
You just summoned the Sta Puft Marshmallow Man.....j/k
| Satari-san |
mi casts on Gjetost. d.c. 21 wil save or he pings back to Asgard.
mii casts disintegrate at Satari.
24d6 dammage. Fort save d.c.22. If he makes the fort save, he only takes 5d6 in damage.
The virulent green ray strikes Satari in the centre of his chest, attempting to rend the monk's material form apart. Fort save 1d20 + 16 ⇒ (15) + 16 = 31
Having withstood the spell, Satari again decides not to bother crossing the intervening space to his target, instead simply appearing where he needs to be and launching a devastating assault.
Abundant Step to N-O 21-22. Attack mi.
Flurry. Dragon Stance. Dragon Ferocity. Inspire Courage. Ki Strike (adamantine). Mass Bull's Strength. Power Attack.
Attack 1: 1d20 + 23 + 3 + 1 - 4 ⇒ (17) + 23 + 3 + 1 - 4 = 40, damage 4d8 + 9 + 3 + 3 + 3 + 8 ⇒ (2, 4, 2, 6) + 9 + 3 + 3 + 3 + 8 = 40
Attack 2: 1d20 + 23 + 3 + 1 - 4 ⇒ (2) + 23 + 3 + 1 - 4 = 25, damage 4d8 + 9 + 3 + 3 + 8 ⇒ (4, 3, 8, 1) + 9 + 3 + 3 + 8 = 39
Attack 3: 1d20 + 18 + 3 + 1 - 4 ⇒ (1) + 18 + 3 + 1 - 4 = 19, damage 4d8 + 9 + 3 + 3 + 8 ⇒ (3, 4, 2, 8) + 9 + 3 + 3 + 8 = 40
Attack 4: 1d20 + 18 + 3 + 1 - 4 ⇒ (3) + 18 + 3 + 1 - 4 = 21, damage 4d8 + 9 + 3 + 3 + 8 ⇒ (2, 8, 4, 2) + 9 + 3 + 3 + 8 = 39
Attack 5: 1d20 + 13 + 3 + 1 - 4 ⇒ (2) + 13 + 3 + 1 - 4 = 15, damage 4d8 + 9 + 3 + 3 + 8 ⇒ (1, 2, 6, 4) + 9 + 3 + 3 + 8 = 36
Attack 6: 1d20 + 13 + 3 + 1 - 4 ⇒ (14) + 13 + 3 + 1 - 4 = 27, damage 4d8 + 9 + 3 + 3 + 8 ⇒ (8, 2, 8, 2) + 9 + 3 + 3 + 8 = 43
Attack 7: 1d20 + 8 + 3 + 1 - 4 ⇒ (13) + 8 + 3 + 1 - 4 = 21, damage 4d8 + 9 + 3 + 3 + 8 ⇒ (7, 4, 2, 1) + 9 + 3 + 3 + 8 = 37
Attack H: 1d20 + 23 + 3 + 1 - 4 ⇒ (20) + 23 + 3 + 1 - 4 = 43, damage 4d8 + 9 + 3 + 3 + 3 + 8 ⇒ (2, 6, 3, 5) + 9 + 3 + 3 + 3 + 8 = 42
Crit confirm:
Attack H: 1d20 + 23 + 3 + 1 - 4 ⇒ (15) + 23 + 3 + 1 - 4 = 38, damage 4d8 + 9 + 3 + 3 + 3 + 8 ⇒ (7, 6, 2, 5) + 9 + 3 + 3 + 3 + 8 = 46
| Pendobar 'Pip' Bushytoe |
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OMG I literally had no idea a week had passed.
Pip aims and lets fly at any targets that avail themselves
Attack 1 (manyshot also)1d20 + 21 ⇒ (12) + 21 = 331d8 + 19 ⇒ (7) + 19 = 26
Attack 21d20 + 21 ⇒ (4) + 21 = 251d8 + 19 ⇒ (4) + 19 = 23
Attack 3 1d20 + 19 ⇒ (18) + 19 = 371d8 + 19 ⇒ (4) + 19 = 23
Attack 4 1d20 + 19 ⇒ (13) + 19 = 321d8 + 19 ⇒ (5) + 19 = 24
Additional damage for Manyshot (if ATK 1 hits): 1d8 + 19 ⇒ (8) + 19 = 27
| dungeonmaster heathy |
mi can't do anything but get creeping doomed.
mii makes its fort save vs. the spell, though, and moves 15 feet "up." Satari gets an aoo.
Then it casts, unless Satari kills it.
Disintegrate, aimed at Gjetost.
24d6 ⇒ (5, 2, 2, 3, 4, 5, 5, 6, 1, 5, 3, 4, 5, 1, 5, 2, 2, 3, 6, 6, 6, 1, 2, 3) = 87 or a 22 fort save to take 5d6 ⇒ (4, 5, 5, 4, 3) = 21
| dungeonmaster heathy |
m3 and m4 both 5 foot step to Altai and go with the claw claw spiel.
Altai takes 19 hp damage.
Finally, a robed figure that hovers, and flutters, and makes a droning noise extrudes from the bottom most igloo.
Location P 35.
He waves his hand. Suddenly everybody in the tower seems to be in the midst of the brightest light they've ever seen.
Sunburst.
Every character is caught in the burst.
Reflex dc 24 save or Blinded and take 6d6 ⇒ (3, 6, 6, 4, 4, 3) = 26 damage.
if you make your save, half damage and you're not blinded.
Finally, when the sunburst goes away, whoever isn't blind can see that a black huge roiling being of pure darkness appears at mno 9-11.
Group's attack!!!!!
| Emrael Bladewalker |
Reflex save: 1d20 + 14 ⇒ (7) + 14 = 21 Rats!
Burnt and blinded, Emrael flies upward until she comes into contact with the dome. If she survives and still has movement, she will follow the dome downward until she finds a place where she can stand and retrieve her wand of CLW.
| Altai Iscarni |
"Gaaaaah!" Smoke drifts from Altai's eye sockets. "I can't see a thing! You thrice-damned goat-fondling flumph-fancier!" His hands whip around, casting a powerful, but inaccurate spell...
I'm using my bonded object to re-cast Sunburst. It's centered at the bottom hive; that way it hits everything below the 10 row - i.e. Satari (sorry!), the inky blob and all the mothmen except M4 and M3. Damage 6d6=23 plus blindness, Reflex DC 28 to avoid. If any of the targets, such as the inky blob, are undead, they take 16d6=59 damage and are destroyed if they are vulnerable to light /like spectres and wraiths). Finally, any creature to whom sunlight is "unnatural or harmful" takes double damage, which may apply to these weirdoes. Sunburst is f&ing badass.
Also, I need to cast defensively. Concentration check 13+30=43.
Finally, SR chex:
* Inky blob: 11+16+1(Spell Penetration)=28
* Fluttering spellcaster: 14+16+1=31
* MB (in F42): 9+16+1=26
* Mi (in N20): 10+16+1=27
* Mii (in P17): 19+16+1=36
* Satari-san: 8+16+1=25
| Elgan Dreadwood |
Ref save vs Sunburst, (Wow, who knew that sunburns sucked so much?!?) ;P
1d20 + 12 ⇒ (14) + 12 = 26 Made save, NOT blinded and 1/2 dmg. Yay!
Current Stats: AC 44, Touch 20, Flat 40, HP: 140
Hearing Altai's creative cursing, Elgan realizes that their heaviest arcane hitter just got benched. (OK, seeing Altai's fumbling return blast, not 'benched', but seriously hampered.) The druid decides it's time to fall back on old habits, back when he was flying solo. Divide and conquer.
The flaming druid directs his swarms to the attack, keeping the one occupied upon with it's current target, he sends the second after the mothman that escaped it, and the other 2 towards the nearest targets. Can't find the map, did we re-post at the top of this page?
He then makes a lifting motion with his arms, and the very tower itself answers his call. Below them, but above the new scary-looking dark-cloud-of-doom and doom-moth, there is a bulge in the tower wall. It then sends out a sheet of stone that stretches to block off most (Hopefully all!) of the tower, preventing the new comers from seeing/attacking the beleaguered band of heroes!
Casting 'Wall of Stone'. At lvl 16 it is 4 in thick, and fills 16 X 5' squares. I can/will half the thickness to get double the area. So it is now; 2 in thick, covers 32 X 5' squares, (less if not needed, trying to block off lower half of tower) HArdness 8, HP30 (per 5') Str DC to break with single attack is DC:24
"Altee! Yew Alright? We needs tew regroup! Everwun get dere backs tew a wall!"
| Altai's summoned monsters |
It works now. So...
Gjetost lays into the two mothmen menacing Altai.
No move. Full attack on M3 using 4-point Power Attack. All attacks are magical and slashing. If it falls, he keeps going on M4.
Attack 1: 9+29+1(Haste)+3(bard)-4(PA)=AC 38, damage 2d8+23+12(PA)+3(bard)=51.
Attack 2: 15!+24+1(Haste)+3(bard)-4(PA)=AC 39, confirm roll 11+24+1+3-4=AC 35, damage 2d8+23+12(PA)+3(bard)=48x2=96 + d6d08 bleed.
Attack 1: 11+19+1(Haste)+3(bard)-4(PA)=AC 30, damage 2d8+23+12(PA)+3(bard)=42.
Attack 4 (bonus from Haste): 8+29+1(Haste)+3(bard)-4(PA)=AC 37, damage 2d8+23+12(PA)+3(bard)=47.
| Claw the Golem |
| Elgan Dreadwood |
oh, the creeping doom doesn't have to stay all together. They are 4 separate swarms (If I read it right?) they just have to appear next to each other. :) Lets have one continue to harass mii, one head up towards m4 (if he's still kicking) and the others enter the darkness. (Creeping vs Creepy!) :)