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

Always seems that Valgrim gets crit and killed after he does a ton of damage to a big baddie! I remember he crit the dragon and was then killed. Here, he does 181 damage and then gets killed. At least he goes out in style!

No 5 hero points, I poured over the thread and no points have been awarded since we cleansed the Tomb so stuck at 3.
Since Valgrim loses the rage bonus when he falls unconscious or dies, he is at -50 (he took 145 damage) and the 36 from Breath of Life brings him to -14, which is greater than the negative of his Con score (12), so he's still dead. Only chance I see for Valgrim is if Friar uses Hero Points to reroll the d8 which was a 1 on the Breath of Life dice roll or maxes it out, if possible. Don't know how many Hero Points that costs.

Valgrim feels the power of the demodand's blows and the skill with which it penetrates his defenses. He screams in pain but glad that he managed to severely injure the creature so his friends can finish it off. He collapses on the ground, a smile on his face.

Really appreciate your sacrifice of Hero Points, Friar, even if it was for naught!


Okay, I'll take Valgrim's suggestion and spend 5 Hero Points to re-roll the 1 from my Breath of Life spell: 1d8 ⇒ 8 - SWEET!

So that makes the total amount healed by Breath of Life 43 hp, which brings Valgrim to -7 hp and unconscious but stabilized.

Then I'll use the other 5 Hero Points as posted above to get an extra standard action to cast Heal on Valgrim and heal an additional 120 hp - that should bring him up to 113 hp and conscious.

"You're not getting out of this that easily," Feres says with a grin as he brings Valgrim back to consciousness. "Now kill this thing!"


Male Human (mostly) Ex-cleric and Grumpy Cat

That's more like it. Also it only costs 2 points to max a damage die.

Vulcan still to go, I think, and Valgrim can also act again.


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

Valrim mumbles under his breath as he opens his eyes, "You have got to be kiddin' me, can't even die in peace!" Suddenly realizing where he is and what did this to him, he looks up and sees the beast towering over him but finds his weapon still attached to him due to the weapon cord, so he grasps it, rages again, and attacks the creature's legs from the ground! I am sure the Heal spell cured any fatigue so he is free to rage again.

Hasted attack: 1d20 + 17 + 1 + 3 + 2 + 2 - 4 ⇒ (20) + 17 + 1 + 3 + 2 + 2 - 4 = 41...critical!
Damage: 2d4 + 7 + 12 + 2 + 3 + 3 + 2d6 ⇒ (1, 3) + 7 + 12 + 2 + 3 + 3 + (5, 4) = 40
Primary attack: 1d20 + 17 + 1 + 3 + 2 + 2 - 8 ⇒ (1) + 17 + 1 + 3 + 2 + 2 - 8 = 18...miss!
Secondary attack: 1d20 + 17 + 1 + 3 + 2 + 2 - 8 - 5 ⇒ (10) + 17 + 1 + 3 + 2 + 2 - 8 - 5 = 22
Damage: 2d4 + 7 + 12 + 2 + 3 + 3 + 2d6 ⇒ (3, 1) + 7 + 12 + 2 + 3 + 3 + (1, 3) = 35
Tertiary attack: 1d20 + 17 + 1 + 3 + 2 + 2 - 8 - 5 - 5 ⇒ (4) + 17 + 1 + 3 + 2 + 2 - 8 - 5 - 5 = 11
Damage: 2d4 + 7 + 12 + 2 + 3 + 3 + 2d6 ⇒ (2, 1) + 7 + 12 + 2 + 3 + 3 + (1, 5) = 36
Critical confirmation: 1d20 + 17 + 1 + 3 + 2 + 2 - 4 ⇒ (13) + 17 + 1 + 3 + 2 + 2 - 4 = 34
Damage: 2d4 + 7 + 12 + 2 + 3 + 3 ⇒ (4, 4) + 7 + 12 + 2 + 3 + 3 = 35

If the critical confirms, Valgrim did another 75 damage bringing his total alone to 256!

HP: 113/113 (+24 due to rage)

Wow, 7 Hero Points, Friar...I am touched beyond words!


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

Did the creature shrug off the slow effect?


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

Hmmmm...would his temp death had stripped Valgrim of his haste bonus? If yes, in that case, only two attacks and the nat 20 would have hit but the one would missed. Would the nat 10 roll have confirmed? If not, only 40 damage.


Male Human (mostly) Ex-cleric and Grumpy Cat

The monster shrugged of the slow, but I think the postmonster ate that. 40 damage is enough to finish the beast.

The monster literally croaks as its evil lifeforce leaves it and it collapses into a disgusting pile of mud. You can salvage a masterwork breastplate out of it.

You can also salvage 15360 xp and four hero points each. And that's enough excitement for one night, so you can level up in peace. Congratulations!


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

I would not be doing my job as a ranger if I didn't try this:
Survival check to track demodand back to lair; 1d20 + 25 ⇒ (3) + 25 = 28


Male Human (mostly) Ex-cleric and Grumpy Cat

Fortunately the monster was trying to sneak up on you and so had to walk rather than fly, and its heavy tread is pretty easy to follow back to its lair, which is strewn with bones and filthy with crusty acidic slime.

You do find some interesting items, though. 530 pp, a pair of 5000 gp diamonds, a Potion of Remove Curse, A Wand of Major Image with 23 charges and a Shield of Arrow Deflection +2 (large steel).


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

With the morning light, Bubba's Soothing Performance will restore 24 hp for each character as well as removing any fatigue from those needing it.


Before the party breaks camp, Feres casts a spell to conjure a magnificent feast for everyone to enjoy.

Cast Heroes' Feast, bringing forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 + 6 ⇒ (7) + 6 = 13 temporary hit points after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

Before going over the obsidian wall, Feres casts a spell on his companions to protect them from poisonous gases and to allow them to breathe underwater if necessary, another spell to allow his friends and himself to transform into cloud-like vapor and travel at great speed, and another spell to render his companions and himself invisible to undead creatures. Cast Life Bubble on Bubba, Valgrim, Vug, and Vulcan (duration 6.5 hours each); cast Wind Walk on party (duration 13 hours); cast Hide from Undead on party (duration 130 minutes).


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 takes all the 10-minute and minute per level buffs outside the zuggurat (same as before) and then we head in and down the pit.


Male Human Sorceror (Stormborn) 18

As the group heads in Vulcan casts Overland flight and assumes his normal position, hovering two feet off the ground.


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

Buffs:
Barkskin (+5 Natural Armor) - Vug potion (130 minutes)
Bear's Endurance (+4 Con) - Self (11 minutes)
Bull's Strength (+4 Str) - Friar (13 minutes)
Death Ward - Friar (13 minutes)
Freedom of movement - Bubba (130 minutes)
Heroes' Feast: Friar (12 hours)
Heroism: +2 morale bonus on attack rolls, saves, and skill checks - Vug potion (130 minutes)
Hide from Undead - Friar (130 minutes)
Keen Edge on weapon (15-20 critical range) - Own Potion (50 minutes)
Lead Blades (Falchion does 2d6 damage) - Self (11 minutes)
Life Bubble - Friar (6.5 hours)
Repel Vermin - Self (110 minutes)
Resist Energy (acid) - Self (110 minutes)
Resist Energy (fire) - Self (110 minutes)
See Invisibility - Vug potion (130 minutes)
Shield (+4 Shield bonus to AC/immune to magic missiles) - Vug potion (13 minutes)
Shield of Faith (+4 Deflection bonus) - Friar (13 minutes)
Spell Resistance: 24 - Friar (13 minutes)

Spells memorized:
1st level: Lead Blades, Resist Energy (x2) - all cast
2nd level: Bear's Endurance (cast), Hunter's Eye
3rd level: Instant Enemy, Repel Vermin (cast)

AC: 37
HP: 153/153 +13 Temporary hps (with Bear's Endurance + HF)


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

"Okay, Friar, we'll do it your way and try to zoom past the tunnels. On the ground floor, there are many worms, stay within 10' me or fly above so they can't reach you. Here we go!" Down the pit, we go!

Perception check (if needed): 1d20 + 25 ⇒ (4) + 25 = 29..+2 for stone, +6 for undead


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

After the decisions are made and instructions given, Bubba casts sculpt sound (13 hours) on the party to reduce the volume of sounds they make but not change them. That is, conversation and spell casting will be muted so it does not carry and weapons will be quieter, but we can still understand each other and spells will not be affected. I presume spells that make noise will still make noise, only their casting would be affected.


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

Nice Bubba! Very cool use of spell!


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

I appreciate that - I'm not feeling like I'm really up to the level the rest of you are at. Glad I found something useful to contribute. :P


Are we still getting Communal Air Walk from Vug?


Female Elf Alchemist (preservationist) 18

Vug passes around her extract of Communal Air Walk, drinks her extracts of Heroism, Spell Resistance (SR 25) and See Invisibility and her mutagen, and puts on her smoked goggles (to avoid feeblevision attacks).

Does anyone want an extract of Spell Resistance? Vug has an extra one.


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

Only if no one else wants it - I think there are more critical members in the party.


Male Human (mostly) Ex-cleric and Grumpy Cat

The Dawnflower's magic picks you up and whisks you down the tunnels, deep down into the bowels of the earth, and stops short just above the floor, which is a good thing, since the floor below you is crawling with worms.

There are six wormswarms crawling about the chamber.

There are three visible exits, one to the room with the dead bodies, one to the sea of worms and one to a closed door. There are no enemies except the wormswarms, which seem to be agitated about your presence but can't reach you.


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

Might as well not waste the buffs!

Valgrim drinks his potion of Enlarge Person and maybe Bubba throws in a Haste, and leads the party toward the worm callers and the sea of worms!

Perception: 1d20 + 25 ⇒ (15) + 25 = 40..add +2 for stone, +6 for undead
AC: 35
HP: 153/153 +13 Temporary hps
SR: 25


Male Human (mostly) Ex-cleric and Grumpy Cat

This immense cavern is filled with a horrific sea of writhing green and the nauseating susurrus of millions of slimy bodies slithering over each other. There is no floor—the hallway falls away to the undulating surface of an immense lake of green worms. The rippling surface lies about five feet down from the floor of the passageway, while the ceiling rises to a vault nearly ninety feet above. Low islands of stone protrude here and there from the wormy expanse, and additional passageways extend out of the sea and back onto solid ground in the wall opposite and in the walls to the left and the right.

On the ledge opposite you (across the room) stand two wormcallers, and Valgrim's uncanny senses notices the movement of something very very big under the surface of the sea of worms. The wormcallers both resist Friar's magic so they can see you.

Roll for initiative.


Male Human Sorceror (Stormborn) 18

1d20 + 2 ⇒ (1) + 2 = 3 Beter to get that out of the way now


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

Prior to entering, Bubba will cast haste and spend a round inspiring, which will remain in effect for the first two rounds after entering thanks to Lingering Performance.

Initiative: 1d20 + 3 ⇒ (9) + 3 = 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

Intiative: 1d20 + 7 ⇒ (3) + 7 = 10...since I assume this counts as underground/dungeon favored terrain.
AC: 36
HP: 153/153 +13 Temporary hps
SR: 25


Female Elf Alchemist (preservationist) 18

1d20 + 5 ⇒ (7) + 5 = 12


Initiative: 1d20 ⇒ 17


Male Human (mostly) Ex-cleric and Grumpy Cat

Map is up. You may trade places if you like.

The surface of the roiling sea of worm is broken as one of the wormcallers emits a shrill shout, and the largest green worm you hope to ever see breaks out and takes a nibble at Valgrim, but it seems to be disoriented and its giant maw fails to pick him up. What a time to roll a natural 1. Its mere proximity fills his mind with visions of crawling worms (Will 19 or be stunned).

One of the wormcallers hits you with a Flame strike for 32 points of damage (Ref 21 halves), while Valgrim and Vug are targeted by quickened Hold Persons (Valgrim is immune, of course) (Will 19 avoids). The other holds his action.

Then you are up.


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

So happy that you rolled a 1!
Valgrim Will save: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27...add +4 if spell-like effect
Did not understand if Valgrim was hit with Flame strike as well but in case it is needed, here is the Reflex save
Reflex save: 1d20 + 14 + 2 + 4 ⇒ (19) + 14 + 2 + 4 = 39 since Flame strike is a spell-like effect (with evasion, no damage if save successful!)


Female Elf Alchemist (preservationist) 18

save vs. stun, with Heroism: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20, +2 if it's enchantment

save vs. flame: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21

save vs. hold: 1d20 + 6 + 2 + 2 ⇒ (10) + 6 + 2 + 2 = 20

Phew!


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

Vug, I think that stun save was only for Valgrim, but good to be sure. Going to post to keep things moving.

An enlarged Valgrim grips his falchion, "Vug, let me hurt the worm and you put him down!" Then as a swift action, he casts Instant Enemy (no AoO) and designates the worm as his favored enemy (undead), he rages (free action) and full-attacks the worm with haste and power attack!

Breakdown of attack modifiers:
+13 Base
+9 hit from 28 Str (18 normal + 4 Bull Strength + 4 rage + 2 enlarge (size))
+1 weapon
+3 Inspire courage (competence)
+2 Heroism (morale)
+1 haste
+6 favored enemy
= +35 hit
Damage:
+12 damage from 2-handed attack with 28 Str
+12 Power attack
+1 weapon
+3 IC
+6 Favored enemy
= +34 damage
Weapon + Lead Blades + Enlarge Person + Holy= 3d6 damage + 2d6 damage
Weapon bypasses magic and good DR
Keen: Threatens on 15-20

Attack sequence:
Hasted attack: 1d20 + 35 ⇒ (19) + 35 = 54
Damage: 3d6 + 34 + 2d6 ⇒ (2, 6, 6) + 34 + (2, 3) = 53
Primary attack (-4 for PA): 1d20 + 35 - 4 ⇒ (19) + 35 - 4 = 50
Damage: 3d6 + 34 + 2d6 ⇒ (1, 3, 6) + 34 + (4, 2) = 50
Secondary attack: 1d20 + 35 - 9 ⇒ (6) + 35 - 9 = 32
Damage: 3d6 + 34 + 2d6 ⇒ (6, 3, 4) + 34 + (6, 4) = 57
Tertiary attack: 1d20 + 35 - 14 ⇒ (19) + 35 - 14 = 40
Damage: 3d6 + 34 + 2d6 ⇒ (6, 4, 1) + 34 + (5, 3) = 53

EDIT: 3 possible criticals!
Hasted attack confirmation: 1d20 + 35 ⇒ (16) + 35 = 51
Damage: 3d6 + 34 ⇒ (1, 4, 6) + 34 = 45
Primary attack confirmation (-4 for PA): 1d20 + 35 - 4 ⇒ (18) + 35 - 4 = 49
Damage: 3d6 + 34 ⇒ (3, 3, 1) + 34 = 41
Tertiary attack confirmation: 1d20 + 35 - 14 ⇒ (11) + 35 - 14 = 32
Damage: 3d6 + 34 ⇒ (4, 5, 2) + 34 = 45

Assuming all 3 criticals confirmed, then total damage is:
Hasted attack: 98
Primary attack: 91
Secondary attack: 57
Tertiary attack: 98

AC: 34
HP: 153/153 + 13 Temporary + 26 rage
SR: 25


Round One:

DC 21 Reflex save vs. Flame Strike: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10. Feres takes the fire damage (16 points; 13 of which are offset by the temporary hit points from Heroes' Feast) but does not take the unholy (negative energy) damage due to Death Ward.

Feres steps in front of Bubba and intones a prayer to the Dawnflower. A glowing scimitar appears in the air next to one of the wormcallers and slashes at the undead abomination.

Move action 10 ft. to square M,34. Standard action to cast Spiritual Weapon (strikes as a spell, so ignores DR) to attack the wormcaller in square J,45.

Spiritual Weapon (scimitar) Attack: 1d20 + 9 + 6 + 3 + 1 + 1 ⇒ (16) + 9 + 6 + 3 + 1 + 1 = 36 (inspire courage, haste, heroes' feast)
Spiritual Weapon (force) Damage: 1d8 + 4 + 3 ⇒ (2) + 4 + 3 = 9

Buffs in Effect:
Heroes’ Feast (entire party): 13 temporary hit points; +1 morale bonus on attack rolls and Will saves and +4 morale bonus on saving throws against poison and fear effects; duration 12 hoiurs.
Wind Walk (entire party): Alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air at up to 600 feet per round (60 mph). A wind walker can regain its physical form as desired and later resume the cloud form; duration 13 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 130 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 6.5 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 13 minutes.
Shield of Faith (Valgrim, Feres): Aura grants +4 deflection bonus to AC; duration 13 minutes.
Bull's Strength (Valgrim): +4 enhancement bonus to Strength; duration 12 minutes.
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 13 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: 0/8

Feres' AC: 32; touch 15; flat-footed 31
Feres' HP: 107/110


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

DC 21 Reflex save: 1d20 + 14 ⇒ (17) + 14 = 31

Does the flame strike get through Vug and Bubba's spell resistance? If so, damage reduced to 8 flame and 8 unholy damage. If this is due to channeling as Friar says, Bubba's deathless armor absorbs it and the flame damage reduces the number of temporary hit points to 5.

More to come


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 good hope on the party, granting

Good Hope wrote:
+2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.


Male Human Sorceror (Stormborn) 18

With a flicker of motion Vulcan send a stream of razor sharp ice shards ripping into the waiting Wormcaller. Cold Ice Strike 13d6 ⇒ (6, 3, 3, 3, 5, 2, 1, 3, 3, 6, 3, 3, 5) = 46 DC 26 reflex for 1/2

Turning in the air to view both opponents, Vulcan's hands extend, his voice chanting as he traces a line in the air, connecting both targets as a scintillating bolt of lightning leaps from one Wormcaller to the other.

Lightning arc 13d6 ⇒ (2, 5, 1, 3, 6, 6, 1, 2, 1, 5, 2, 1, 2) = 37 both targets DC 25 Reflex for half


Male Human (mostly) Ex-cleric and Grumpy Cat

Forgot about Valgrim being enlarged. That should push you back a little, but I don't think it matters much. Unfortunately I can't really access the map from work as the computer I'm working on is a blasted pile of junk, to put it mildly. So please bear with me.

Flame Strike doesn't deal negative energy damage. Half of it is pure fury and not reduced by any resistance. The caster level check on it was 25, so I think it beats your SR. The Hold Person on Vug got a 29.

As Valgrim takes a 5 foot step forward to be able to smite the monster worm properly one of the wormcallers dispels his Air Walk, sending him plunging into the sea of worms.

I'm afraid I'll have to wait until I get home to work out the mechanical ramifications of this, but Valgrim should be able to make an Acrobatics check to jump back onto land. You may all emend your actions if you like.


Female Elf Alchemist (preservationist) 18

Vug waits to see if the big worm gets wounded by Valgrim or not before she tosses her bombs.


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

Okay, first, assuming the wormcaller penetrated Valgrim's SR 25 and dispelled his air walk, Valgrim does not plunge as he has a ring of feather falling. Second, with life bubble and repel vermin on, Valgrim is not worried about sea of worms. Third, since he is now within 10' of the worm, his attack sequence goes off as previously posted, since there is no encumbrance/penalty due to Freedom of movement, so no need to amend actions (see previous 4 attacks). I like the effort to save the worm! So, really the attack sequence should go off while he is falling 60 feet per round or 10 feet per second under the feather fall effect and his round should end as he disappears into the murky sea.


Male Human (mostly) Ex-cleric and Grumpy Cat

Dispel Magic doesn't allow SR. Other than that, this makes for an even cooler scene :)

As the wormcaller dispels Valgrim's Air Walk, he slowly sinks to the surface and breaks it, swimming in a sea of dead worms as they seep through his Repel Vermin. As he sinks he gives the tremendous worm a series of lethal blows and cuts its belly open in several places. It sinks twitching into the sea of worms, diminutive worms feasting on its dying body.

Vulcan needs to roll for spell resistance and Vug is still to go.


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

Nice description!! Looks bad ass! ;) Yay!


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

Excellent scene, Master Twin-Axe!


Male Human Sorceror (Stormborn) 18

Caster level checks
Cold Ice strike1d20 + 13 ⇒ (13) + 13 = 26
Lightning Arc1d20 + 13 ⇒ (2) + 13 = 15


Female Elf Alchemist (preservationist) 18

Vug attacks the wormcaller who cast Flame Strike with sticky force bombs.

with Good Hope, Heroism, Haste and Inspire Courage -- attacks miss on a 1 out of 1d5:
1d20 + 13 + 2 + 3 + 1 ⇒ (12) + 13 + 2 + 3 + 1 = 311d5 ⇒ 47d4 + 7 + 2 + 3 ⇒ (2, 3, 4, 4, 3, 2, 3) + 7 + 2 + 3 = 33
1d20 + 13 + 2 + 3 + 1 ⇒ (17) + 13 + 2 + 3 + 1 = 361d5 ⇒ 37d4 + 7 + 2 + 3 ⇒ (4, 1, 3, 3, 4, 4, 1) + 7 + 2 + 3 = 32
1d20 + 13 + 2 + 3 + 1 ⇒ (1) + 13 + 2 + 3 + 1 = 201d5 ⇒ 47d4 + 7 + 2 + 3 ⇒ (4, 2, 1, 2, 1, 3, 1) + 7 + 2 + 3 = 26
1d20 + 8 + 2 + 3 + 1 ⇒ (2) + 8 + 2 + 3 + 1 = 161d5 ⇒ 17d4 + 7 + 2 + 3 ⇒ (2, 2, 4, 4, 2, 1, 4) + 7 + 2 + 3 = 31
DC 22 Reflex or get knocked prone, bombs do splash damage (14 force) on the turn after a direct hit


Male Human (mostly) Ex-cleric and Grumpy Cat

Sorry about the delay. I blame November.

Unfortunately the wormcallers are immune to both cold and electricity, but Vug's bombs lay one of them low. Upon seeing the giant worm defeated, the remaining wormcaller screeches in dismay and runs toward the opening to the right, after tossing another quickened Hold Person at Vug.

Then you are up again.


Female Elf Alchemist (preservationist) 18

Will: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

Vug is frozen solid while reaching for her next bomb.


Male Human Sorceror (Stormborn) 18

Vulcan sends a trio of Scorching rays streaking towards the fleeing wormcaller's back.

Caster level Check1d20 + 18 ⇒ (6) + 18 = 24
Ray 11d20 + 8 ⇒ (5) + 8 = 13 4d6 ⇒ (1, 4, 3, 6) = 14
Ray 21d20 + 8 ⇒ (16) + 8 = 24 4d6 ⇒ (5, 2, 6, 6) = 19
Ray 31d20 + 8 ⇒ (3) + 8 = 11 4d6 ⇒ (2, 4, 3, 2) = 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

Under the sea of worms, Valgrim realizes he has no other way to reach the surface other than swimming. Thankfully, enraged and enlarged, he feels very strong so he starts swimming toward the surface and the nearest land mass near the wormcaller.

Swim check: 1d20 + 9 - 3 ⇒ (14) + 9 - 3 = 20
Hasted, Valgrim's speed is 70, so he swims 35' as a full-round action.
Rounds of rage used: 2


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 wants to try out his new spell, but the player lacks time to work out what he needs. Feel free to step in to keep things moving.

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