The Whispering Cairn (Inactive)

Game Master Death-Lok

The worms crawl in and...stay

Wormcrawl Fissure

Wormcrawl Map Key:

1. Entrance to Wormcrawl Depths
2. Brazzemal's Aerie
3. Northern Lake
4. Southern Lake
5. Zulshyn the Lillend
6. Chimera Spire
7. Thessalar's Fortress
8. Earthcancer Gorge
9. Ktuss' Maw

Zulshyn
ZulshynCloseup
Current Map


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Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim moves over to the ghaele and attacks him with Vital Strike:
Attack: 1d20 + 17 + 9 ⇒ (2) + 17 + 9 = 28
Damage:4d6 + 25 + 2d6 ⇒ (3, 6, 6, 4) + 25 + (1, 6) = 51
HP: 111/118
SR: 24

Friar stays put.

EDIT: Valgrim moved to L40 when he struck at the ghaele, thus covering Bubba in his 10' Repel Vermin aura.
Friar then moves to K39, next to Valgrim and within his aura as well.


Male Human (mostly) Ex-cleric and Grumpy Cat

The swarms are repelled by the protective aura and move outside. Fortunately you are all Air Walking so they mill harmlessly under you.

The ghaele retaliates with a Prismatic Spray, cast on the defensive. Valgrim is shielded by his spell resistance, but Feres and Bubba are not so lucky.

Feres is struck by two beams and takes 80 points of electricity damage (Ref 20 halves) and must make a Will 20 save or go insane. Bubba only takes 40 points of acid damage (Ref 20 halves).


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Reflex save: 1d20 + 14 ⇒ (9) + 14 = 23

20 points of acid damage


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Reflex save for Friar Feres, DC 20: 1d20 + 7 ⇒ (10) + 7 = 17

Will save for Friar Feres, DC 20: 1d20 + 17 ⇒ (3) + 17 = 20

80 points of electricity damage, but not insane


Male Human (mostly) Ex-cleric and Grumpy Cat

Oh, and you are up. I don't bother updating the map, since there is only the ghaele left and not for long.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Seeing Friar get harmed by the spray, Valgrim goes beserk and rages and full-attacks the ghaele!

Hasted attack: 1d20 + 17 + 9 + 2 ⇒ (12) + 17 + 9 + 2 = 40
Damage: 2d6 + 25 + 3 + 2d6 ⇒ (2, 6) + 25 + 3 + (2, 2) = 40
Normal attack: 1d20 + 13 + 9 + 2 ⇒ (19) + 13 + 9 + 2 = 43
Damage: 2d6 + 25 + 3 + 2d6 ⇒ (3, 2) + 25 + 3 + (3, 4) = 40
Secondary attack: 1d20 + 8 + 9 + 2 ⇒ (5) + 8 + 9 + 2 = 24
Damage: 2d6 + 25 + 3 + 2d6 ⇒ (2, 4) + 25 + 3 + (1, 4) = 39
Tertiary attack: 1d20 + 3 + 9 + 2 ⇒ (5) + 3 + 9 + 2 = 19
Damage: 2d6 + 25 + 3 + 2d6 ⇒ (3, 6) + 25 + 3 + (1, 6) = 44
Possible critical: 1d20 + 13 + 9 + 2 ⇒ (2) + 13 + 9 + 2 = 26
Additional Damage: 2d6 + 25 + 3 ⇒ (1, 2) + 25 + 3 = 31


Female Elf Alchemist (preservationist) 18

Vug throws a final volley of force bombs; she's starting to run low on ingredients.

With inspire courage and PBS and Heroism and Prayer:
1d20 + 11 + 1 + 3 + 2 + 1 ⇒ (6) + 11 + 1 + 3 + 2 + 1 = 246d4 + 6 + 1 + 3 + 1 ⇒ (3, 4, 2, 2, 1, 2) + 6 + 1 + 3 + 1 = 25
1d20 + 11 + 1 + 3 + 2 + 1 ⇒ (16) + 11 + 1 + 3 + 2 + 1 = 346d4 + 6 + 1 + 3 + 1 ⇒ (3, 4, 4, 2, 3, 3) + 6 + 1 + 3 + 1 = 30
1d20 + 6 + 1 + 3 + 2 + 1 ⇒ (20) + 6 + 1 + 3 + 2 + 1 = 336d4 + 6 + 1 + 3 + 1 ⇒ (1, 2, 4, 2, 4, 1) + 6 + 1 + 3 + 1 = 25

confirm?
1d20 + 6 + 1 + 3 + 2 + 1 ⇒ (19) + 6 + 1 + 3 + 2 + 1 = 321d4 + 6 + 1 + 3 + 1 ⇒ (3) + 6 + 1 + 3 + 1 = 14


Male Human (mostly) Ex-cleric and Grumpy Cat

The ghaele goes down and Vug obliterates the swarms. Or close enough that you can finish them off.

The demise of the fallen celestials triggers another vision. The ruins of the room waver and fade, replaced by a well-equipped torture chamber. Wailing victims strapped to horrific devices hang in the background from
chains. In the foreground stand two figures. One is a handsome man dressed in flowing robes. Facing him is a strange, sixarmed creature that looks as much insect as it does humanoid. The insect creature’s eyes are hollow sockets containing a pinpoint of light deep within. Its flesh is rotting and festering, and the green robes it wears are old and moth-eaten. The creature wields a long green crystal rod in one hand, a cruel whip in another. In two other hands it holds a jeweled gold box that it presents to the man, who takes it and sets it upon a table. He opens it and, using a pair of iron tongs, withdraws a writhing green worm.
The man’s expression changes to one of exaltation as he looks upon the worm… and then the vision fades.

The man in the vision is the same as the man in the first vision.

Knowledge (religion) 20:
The worm is a Kyuss worm.

Knowledge (nature) 20:
The creature is an undead spell weaver.

You get 14710 xp for the fight and another 7680 for the vision.

The ghaele is wearing a +3 breastplate and carrying a +4 unholy greatsword.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Friar channels energy healing himself partially and completely curing Valgrim and Bubba of all damage: 6d6 ⇒ (6, 6, 1, 5, 4, 4) = 26 healed.
7 channels left.
Friar: Knowledge (Religion): 1d20 + 14 ⇒ (7) + 14 = 21
Friar pulls out his Wand of Cure Moderate Wounds and wastes 4 charges (21 left):
2d8 + 3 ⇒ (3, 8) + 3 = 14
2d8 + 3 ⇒ (2, 3) + 3 = 8
2d8 + 3 ⇒ (8, 4) + 3 = 15
2d8 + 3 ⇒ (5, 1) + 3 = 9
97/105 hps

In the meantime, Valgrim puts the treasures in the bag of holding (he has Vulcan handle the sword again).
Perception check for any secret doors, hidden treasures, etc.: 1d20 + 24 ⇒ (11) + 24 = 35...add +2 for stone, +6 for undead

"Sorry, I shouted at ye, Vug. How many bombs you got left for today?"


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Knowledge (Nature): 1d20 + 13 - 1 ⇒ (7) + 13 - 1 = 19

I almost forgot the penalty from the Intelligence damage.


Female Elf Alchemist (preservationist) 18

I think you got the two Knowledge check backwards, Black Tom.


Male Human Sorceror (Stormborn) 18

Knowledge Nature 1d20 + 10 ⇒ (8) + 10 = 18


Male Human (mostly) Ex-cleric and Grumpy Cat

The knowledge checks are actually correct. It's obvious that the creature is undead. You're not quite sure what it is, though.

There is nothing more of interest in the room, except some residual worms hiding behind the glass inner walls.

Where do you want to go next?


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Southern door: Perception to detect ambush/trap: 1d20 + 24 ⇒ (12) + 24 = 36 add +2 for stone, +6 for undead


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Before proceeding to the door, Friar casts Bear's Endurance on Valgrim and Resist Energy: Fire on himself. He already had cast Shield of Faith on himself. Duration of 12 minutes on all spells.


Female Elf Alchemist (preservationist) 18

Vug auto-passes her Know: Nature check

"Eww! An undead spellweaver!"


Male Human (mostly) Ex-cleric and Grumpy Cat

Valgrim's sharp ears reveal that there is some sort of spellcasting going on on the other side of the south doors. Not surprisingly he can smell the unnatural scent of undeath.

I guess we can roll for initiative as you push the doors open. I won't count that as an action, but initiative starts when the doors are open. Unless you want to prep more.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim is as buffed as he's going to get! The rest of the party can post if they want to buff. When they're done..

Valgrim pushes the door and rushes in, falchion drawn!

Valgrim Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Friar Initiative: 1d20 ⇒ 16


Male Human Sorceror (Stormborn) 18

Vulcan quickly casts a few protective spells, bolstering the party's defenses.

Casting Protection from Energy,(Cold) Communal, and Fickle winds on the party

Init 1d20 + 2 ⇒ (17) + 2 = 19


Ugh! Finally feeling human again. I've learned not to take for granted the ability to breathe freely. Ready to jump back into the game now. Thanks for keeping Feres alive, Valgrim!

Feres casts Communal Resist Energy (Electricity) on the entire party; duration 24 minutes. I also have 2 Death Ward spells left - who wants them?

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.
Darkvision, Communal (Feres and Vulcan, from Vug's extract)
Death Ward (Valgrim, Feres): +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 12 minutes.
Shield of Faith (Valgrim, Feres): Aura grants +4 deflection bonus to AC; duration 12 minutes.
Resist Energy - Fire (Feres): Ignores 30 points of fire damage/attack; duration 120 minutes.
Communal Protection from Energy - Cold (entire party, from Vulcan's spell): Temporary immunity to cold energy until 120 points of cold damage absorbed.
Fickle Winds (entire party, from Vulcan's spell): Mobile cylinder of wind encompasses party and protects them as wind wall, but does not interfere with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.
Communal Resist Energy - Electricity (entire party): Ignores 30 points of electricity damage/attack; duration 24 minutes.

Number of Channels used today: 1/8

Feres' AC: 31; touch 14; flat-footed 31
Feres' HP: 97/105


By the way, we now have enough XP to advance to 13th level (220,930 xp).


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

No problem, Friar! Great to have you back! Guess we can level the next time we rest. Let's try and clear the upper level then before venturing down the hole in the floor. I lost my Death Ward (damn Ghaele and his dispel magic) but I will allow the other players to get in on the Death Ward action since I still have SR. Don't forget Bear's Endurance on Valgrim as well.


Got it! Feres also casts Divine Favor on himself as Valgrim opens the door.

Is it safe to assume that we'll rest after this room, before venturing down the hole?

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.
Darkvision, Communal (Feres and Vulcan, from Vug's extract)
Death Ward (Feres): +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 12 minutes.
Shield of Faith (Valgrim, Feres): Aura grants +4 deflection bonus to AC; duration 12 minutes.
Resist Energy - Fire (Feres): Ignores 30 points of fire damage/attack; duration 120 minutes.
Communal Protection from Energy - Cold (entire party, from Vulcan's spell): Temporary immunity to cold energy until 120 points of cold damage absorbed.
Fickle Winds (entire party, from Vulcan's spell): Mobile cylinder of wind encompasses party and protects them as wind wall, but does not interfere with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.
Communal Resist Energy - Electricity (entire party): Ignores 30 points of electricity damage/attack; duration 24 minutes.
Bear's Endurance (Valgrim): +4 enhancement bonus to Constitution; duration 12 minutes.
Bull's Strength (Valgrim): +4 enhancement bonus to Strength; duration 12 minutes.
Divine Favor (Feres): +4 luck bonus to attack and damage rolls; duration 10 rounds.

Number of Channels used today: 1/8

Feres' AC: 31; touch 14; flat-footed 31
Feres' HP: 97/105


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

My armor should grant me essentially a death ward effect. Valgrim can have mine if one has my name on it.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Bubba and Vug, need initiative rolls from you.


Female Elf Alchemist (preservationist) 18

1d20 + 5 ⇒ (15) + 5 = 20


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Initiative: 1d20 + 3 ⇒ (8) + 3 = 11


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Thx Bubba. Since no one else has spoken, Valgrim will take a Death Ward. Since Vug has scarab, then the last one should go to Vulcan (he is squishy enough as a sorcerer).


Feres casts his remaining two Death Ward spells on Valgrim and Vulcan.


Male Human Sorceror (Stormborn) 18

Makes sense


Male Human (mostly) Ex-cleric and Grumpy Cat

Map finally up. Sorry about that. I'm being a little lazy since the rooms are identical in shape.

As you enter the room, you're greeted by four undead menaces. Three of them are clad in full-plate and wielding greatswords, while the last hunched figure in the corner must be some sort of spellcaster.

You all beat their initiative,(Ouch!) so go ahead and hit them with your best shot.


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Bubba casts Haste and begins inspiring courage and stays back hoping to be out if line of effect from the spellcaster.


Male Human Sorceror (Stormborn) 18

Quickly zipping forward to hover before Valgrim, Vulcan is a blur of frenzied spell casting as his mystic chants ring out, in seconds unleashing a maelstrom of freezing cold and thunderous noise.

Fly to H41 10 ft in the air Using rod. Quickened Shout (DC 22) 5d6 ⇒ (6, 3, 3, 5, 2) = 19 Sonic Damage. Deaf for 2d6 ⇒ (6, 1) = 7 rounds. (should hit all with 30 ft cone). Standard action. Cone of Cold (DC 23) 12d6 ⇒ (6, 1, 6, 3, 1, 5, 6, 2, 2, 5, 5, 4) = 46 Cold damage (Hits all opponenents 60 ft cone).


Female Elf Alchemist (preservationist) 18

Vug 5' steps to I42 and throws a barrage of force bombs at the spellweaver.

with Haste, Inspire Courage and Heroism:
1d20 + 11 + 3 + 2 + 1 ⇒ (4) + 11 + 3 + 2 + 1 = 216d4 + 6 + 3 ⇒ (2, 3, 4, 2, 3, 1) + 6 + 3 = 24
1d20 + 11 + 3 + 2 + 1 ⇒ (19) + 11 + 3 + 2 + 1 = 366d4 + 6 + 3 ⇒ (3, 3, 4, 2, 4, 3) + 6 + 3 = 28
1d20 + 11 + 3 + 2 + 1 ⇒ (7) + 11 + 3 + 2 + 1 = 246d4 + 6 + 3 ⇒ (2, 4, 4, 1, 3, 3) + 6 + 3 = 26
1d20 + 6 + 3 + 2 + 1 ⇒ (5) + 6 + 3 + 2 + 1 = 176d4 + 6 + 3 ⇒ (1, 2, 3, 3, 1, 2) + 6 + 3 = 21

Ref DC 22 or fall prone, splash 12


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

If spellcaster is still standing after Vug and Vulcan's barrage, apply this attack to him. If not, then Valgrim moves to F40 and attacks the full-plate skeletal warrior with Vital Strike and Power Attack and fighting defensively:

Attack: 1d20 + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 ⇒ (10) + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 = 39
Damage: 4d6 + 9 + 3 + 12 + 6 + 3 + 2d6 + 2d6 ⇒ (5, 2, 6, 4) + 9 + 3 + 12 + 6 + 3 + (6, 3) + (5, 6) = 70

Weapon pierces good, magic, and silver DR -assuming evil undead
Buffs:
Resist energy (fire)
Repel Vermin
Barkskin (+5 Natural Armor)
Communal air walk
Heroism: +2 morale bonus on attack rolls, saves, and skill checks
Freedom of movement
See Invisibility
Keen Edge on weapon (15-20 critical range)
Bear's Endurance (+4 Con)
Bull's Strength (+4 Str)
Lead Blades (Falchion does 2d6 damage)
Shield (+4 Shield bonus to AC/immune to magic missiles)
Shield of Faith (+4 Deflection bonus)
Death Ward
Spell Resistance: 24
AC: 41
HP: 142/142


Feres steps into the chamber and calls upon the blessings of the Dawnflower, channeling a burst of warm divine radiance to smite the undead abominations.

Move action 20 ft to square G,41. Standard action to Channel Energy (Harm Undead), 30-ft radius burst should catch all undead.

Channel Energy (Harm Undead): 6d6 + 12 ⇒ (5, 1, 2, 6, 1, 5) + 12 = 32 Positive Energy damage to undead; Will DC 23 for half damage, undead to not add channel resistance to saves due to Feres' Sun Blessing domain power.

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.
Darkvision, Communal (Feres and Vulcan, from Vug's extract)
Death Ward (Feres, Valgrim, Vulcan): +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 12 minutes.
Shield of Faith (Valgrim, Feres): Aura grants +4 deflection bonus to AC; duration 12 minutes.
Resist Energy - Fire (Feres): Ignores 30 points of fire damage/attack; duration 120 minutes.
Communal Protection from Energy - Cold (entire party, from Vulcan's spell): Temporary immunity to cold energy until 120 points of cold damage absorbed.
Fickle Winds (entire party, from Vulcan's spell): Mobile cylinder of wind encompasses party and protects them as wind wall, but does not interfere with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.
Communal Resist Energy - Electricity (entire party): Ignores 30 points of electricity damage/attack; duration 24 minutes.
Bear's Endurance (Valgrim): +4 enhancement bonus to Constitution; duration 12 minutes.
Bull's Strength (Valgrim): +4 enhancement bonus to Strength; duration 12 minutes.
Divine Favor (Feres): +4 luck bonus to attack and damage rolls; duration 10 rounds.
Haste (entire party): Extra attack when making full attack; +1 bonus to attack and +1 dodge bonus to AC and Reflex saves; +30 enhancement bonus to movement; duration 12 rounds.
Inspire Courage (entire party): +3 competence bonus to attack and damage; +3 morale bonus to saves vs. charm and fear effects.

Number of Channels used today: 2/8

Feres' AC: 32; touch 15; flat-footed 31
Feres' HP: 97/105


Male Human (mostly) Ex-cleric and Grumpy Cat

The wormcaller in the corner and one of the warriors succumb to your attack. Unfortunately they are immune to cold, but they take damage from the Shout and channeling.

The two remaining undead let loose a burst of negative energy. Valgrim, Feres and Vulcan are immune, but Bubba and Vug take 62 and 45 points of damage (Ref 22 halves, Bubba shaves off the first 10 of each attack).

Edit: ...and I just remembered Vug's scarab. Just tick off two charges. It's a supernatural ability so SR does not apply.

Then you are up again.


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

It's a reflex save? So I gather it's not a negative channeling?

Reflex save vs DC 22 to halve 62: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35 including haste

Reflex save vs DC 22 to halve 45: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31 including haste

Sweet - those rolls work regardless of which save it is, so 31 points reduced by 10 and 22 reduced by 10 for a total 33.


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Valgrim 5' steps to G39 and full-attacks the skeletal warrior, hacking him to little bits!

Hasted attack: 1d20 + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 ⇒ (19) + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 = 48
Damage: 2d6 + 9 + 3 + 12 + 6 + 3 + 2d6 + 2d6 ⇒ (1, 2) + 9 + 3 + 12 + 6 + 3 + (1, 2) + (6, 4) = 49
Primary attack: 1d20 + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 - 4 ⇒ (11) + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 - 4 = 36
Damage: 2d6 + 9 + 3 + 12 + 6 + 3 + 2d6 + 2d6 ⇒ (3, 4) + 9 + 3 + 12 + 6 + 3 + (5, 1) + (4, 1) = 51
Secondary attack: 1d20 + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 - 4 - 5 ⇒ (20) + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 - 4 - 5 = 40
Damage: 2d6 + 9 + 3 + 12 + 6 + 3 + 2d6 + 2d6 ⇒ (5, 4) + 9 + 3 + 12 + 6 + 3 + (4, 4) + (3, 1) = 54
Tertiary attack: 1d20 + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 - 4 - 10 ⇒ (13) + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 - 4 - 10 = 28
Damage: 2d6 + 9 + 3 + 12 + 6 + 3 + 2d6 + 2d6 ⇒ (6, 3) + 9 + 3 + 12 + 6 + 3 + (5, 4) + (6, 5) = 62
1st Possible critical: 1d20 + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 ⇒ (15) + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 = 44
Additional damage: 2d6 + 9 + 3 + 12 + 6 + 3 ⇒ (1, 5) + 9 + 3 + 12 + 6 + 3 = 39
2nd Possible critical: 1d20 + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 - 4 - 5 ⇒ (20) + 12 + 6 + 3 + 6 + 3 + 1 + 2 - 4 - 4 - 5 = 40
Additional Damage: 2d6 + 9 + 3 + 12 + 6 + 3 ⇒ (1, 3) + 9 + 3 + 12 + 6 + 3 = 37

SR 24
AC: 41
HP: 142/142


Male Human (mostly) Ex-cleric and Grumpy Cat

Valgrim takes out another undead warrior. Just one more for you to take down. Everybody except Valgrim is up.


Feres channels another burst of divine radiance to smite the remaining undead warrior.

Standard action to channel energy.

Channel Energy (Harm Undead): 6d6 + 12 ⇒ (6, 1, 5, 5, 4, 3) + 12 = 36 Positive Energy damage to undead; Will DC 23 for half damage, undead to not add channel resistance to saves due to Feres' Sun Blessing domain power.

Buffs in Effect:
Endure Elements (entire party): Exist comfortably in hot or cold regions; duration 24 hours.
Air Walk, Communal (Vug, Feres, Valgrim, Bubba): Can tread on air as if walking on solid ground; duration 30 minutes.
Barkskin (Feres, from Vug's extract): +5 natural armor bonus to AC; duration 120 minutes.
Life Bubble (other party members): Subjects breathe freely, even underwater or in a vacuum, and are immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. Subjects are protected from extremes of temperature (per endure elements) as well as extremes of pressure. Duration 6 hours each.
Darkvision, Communal (Feres and Vulcan, from Vug's extract)
Death Ward (Feres, Valgrim, Vulcan): +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 12 minutes.
Shield of Faith (Valgrim, Feres): Aura grants +4 deflection bonus to AC; duration 12 minutes.
Resist Energy - Fire (Feres): Ignores 30 points of fire damage/attack; duration 120 minutes.
Communal Protection from Energy - Cold (entire party, from Vulcan's spell): Temporary immunity to cold energy until 120 points of cold damage absorbed.
Fickle Winds (entire party, from Vulcan's spell): Mobile cylinder of wind encompasses party and protects them as wind wall, but does not interfere with them in any way. For example, arrows and bolts fired at the targets are deflected upward and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.
Communal Resist Energy - Electricity (entire party): Ignores 30 points of electricity damage/attack; duration 24 minutes.
Bear's Endurance (Valgrim): +4 enhancement bonus to Constitution; duration 12 minutes.
Bull's Strength (Valgrim): +4 enhancement bonus to Strength; duration 12 minutes.
Divine Favor (Feres): +4 luck bonus to attack and damage rolls; duration 10 rounds.
Haste (entire party): Extra attack when making full attack; +1 bonus to attack and +1 dodge bonus to AC and Reflex saves; +30 enhancement bonus to movement; duration 12 rounds.
Inspire Courage (entire party): +3 competence bonus to attack and damage; +3 morale bonus to saves vs. charm and fear effects.

Number of Channels used today: 3/8

Feres' AC: 32; touch 15; flat-footed 31
Feres' HP: 97/105


Female Elf Alchemist (preservationist) 18

Vug is out of bombs, so she draws her bow and fires an arrow.

with PBS + courage + heroism + haste: 1d20 + 15 + 1 + 3 + 2 + 1 ⇒ (6) + 15 + 1 + 3 + 2 + 1 = 281d8 + 3 + 1 + 3 ⇒ (7) + 3 + 1 + 3 = 14


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Bubba and Vulcan...you are up.


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Bubba lets his inspire courage lapse (it is still in effect for two more rounds) and otherwise delays.


Male Human Sorceror (Stormborn) 18

Eyes crackling with power Vulcan points at the last warrior as a mighty thunderbolt slams down sending a shockwave of force rippling through the chamber.

Thunderbolt 12d6 ⇒ (4, 5, 6, 6, 6, 4, 6, 6, 4, 4, 5, 5) = 61 1/2 Sonic, 1/2 Electricity DC 23 for half damage


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

Wow...amazing damage rolls!


HP 223/223, 0 temp; AC 27, T19, FF 21, additional +2 vs undead foes, DR 2/- vs undead; 47/52 rds BP; 5/7 MP; CMD 39 (41 vs trip); 1st6,2nd6,3rd5,4th3,5th2,6th4

Nice!


Male Human (mostly) Ex-cleric and Grumpy Cat

Well, what a time to roll a natural 1 on the save...

Vulcan's bolt literally blows up the last undead warrior. That in turn triggers another vision.

The chamber wavers and shimmers, and suddenly a now-familiar human man appears at one of the desks nearby. A strange gray-skinned humanoid creature with six arms stands at his shoulder. The man studies a collection of worn and pitted bronze disks arrayed on the desk before him. Faint etchings adorn the plates, and it seems as if the alien figures and symbols writhe together at the behest of some sinister will. The gray creature points to one of the plates, and a look of sudden comprehension blooms on the man’s face. The man, the creature, and the plates then fade away, and are gone.

This long chamber obviously served as a library, as dozens of bookshelves line the walls and stand back-to-back amid the chamber. In addition to the surprisingly well-preserved tomes, twelve clear jars sit on various shelves, each filled with a thin gray liquid and containing a single writhing green worm.

One book open upon a podium shows a strange diagram of a rune-covered worm inside a human head. The worm seems to be whispering words into the human’s brain.

Knowledge (arcana) 25:
These are knowledge worms. They impart knowledge if you ingest them - assuming you survive the experience.

You get 12800 xp each for the monsters and the vision. Were you going to rest somewhere and if so, where?


Male Human Sorceror (Stormborn) 18

Knowledge Arcana1d20 + 13 ⇒ (2) + 13 = 15 Durr


Male Dwarf Ranger 16/Barbarian 2/Fighter 2/Champion 2 HP: 334/334; AC:34/15/30; F +31 (+33); R +22; W +16 (+18); Init: +11 (+17); Percep: +27 (+29); Hero Points: 5/5; Mythic Power: 7/7; Rage: 14/14

"Mighty magics storm-born!" Valgrim looks admiringly at how powerful Vulcan has become in such a short time.

Vug's Knowledge (Arcana): 1d20 + 21 ⇒ (20) + 21 = 41
She greedily grabs all of the jars and stores them away to study later and maybe ingest.

Don't know if we've cleared the upper level yet. With all of these buffs on Valgrim and Friar's 5 channels, I think we have enough for one more room. I know Vug is out of bombs but she's just as deadly with a bow (if we are allowed to run her) and if Valgrim gets a full attack on these skeletal warriors, they're falling. Bubba still has rounds of IC and haste left. But will put it to a vote: You guys want to try one more room out before these buffs expire or go rest now? Friar, Vulcan, Bubba...what say ye?

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