Valgrim Twin-Axe |
The Worm That Walks |
Valgrim Twin-Axe |
Valgrim Twin-Axe |
Round 3:
Vug's action:
Vug launches 5 bombs (4 Fire and 1 Force) at the Titan with Rapid Shot and Haste, again choosing +2 to hit and dodge from BoF.
Attack:
+12 base
+7 Dexterity
+2 morale (Heroism)
+2 untyped (Blessing of Fervor)
+1 Feat
-2 Rapid Shot
-4 Range increment
+18 hit vs. Touch AC!
Hasted bomb: 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 8d6 + 7 ⇒ (6, 3, 6, 2, 2, 4, 4, 1) + 7 = 35
Rapid shot bomb: 1d20 + 18 ⇒ (9) + 18 = 27
Damage: 8d6 + 7 ⇒ (3, 1, 3, 2, 5, 4, 2, 5) + 7 = 32
Standard bomb: 1d20 + 18 ⇒ (17) + 18 = 35
Damage: 8d6 + 7 ⇒ (5, 4, 3, 4, 1, 2, 3, 4) + 7 = 33
Secondary bomb: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 8d6 + 7 ⇒ (2, 5, 2, 4, 5, 5, 6, 6) + 7 = 42
Tertiary Force bomb: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 8d4 + 7 ⇒ (1, 3, 4, 4, 1, 3, 2, 3) + 7 = 28
So assuming no fire resistance, 170 damage and Reflex DC 24 save or fall prone!
1st round, Titan took 231 from Valgrim....is he still conscious after 401 damage? Is he prone?
Going to post Valgrim's action anyway...
Valgrim looks in shock at the destruction of his "impervious" blade. As a move action, he draws his keen scythe +1. He then cuts off weapon cord as a standard action.
Attack on weapon cord: 1d20 + 28 ⇒ (4) + 28 = 32
Damage: 2d4 + 23 ⇒ (1, 4) + 23 = 28
Then he spends 5 Hero Points, looks at the Titan (prone or not), and says "Goodbye Krathanos!" He rages and brings the scythe down on the wounded Titan!
Attack on Titan (+4 if he is prone): 1d20 + 30 ⇒ (10) + 30 = 40
Damage: 2d4 + 26 ⇒ (4, 3) + 26 = 33
AC: 46 now
The Worm That Walks |
Lol, yeah, all those hit his whopping touch AC5. Reflex: 1d20 + 15 ⇒ (13) + 15 = 28 Yes, he is still up but looking critical.
The titan reels under the powerful explosions caused by Vug Vang's bombs but he manages to stay upright, until the dwarf through some supernatural force of will climbs up and buries his newly acquired scythe deep in the colossal man's gut but notices the titan's hide is alot tougher to cut with this weapon. Groaning, Krathanos topples.
The Worm That Walks |
Above post edited to reflect Valgrim's attack.
Round 2:
Initiative:
Bublaka: 23 Draws whip and changes songs.
Krathanos and Gargoyles: 22 Gasps and screams in pain. Sunders Valgrim's falchion and tells gargoyles to strike.
Vug Vang: 20 Burns the titan with a bunch of bombs
Vulcan: 16 bleeds...
Valgrim: 15 Guts Krathanos
Friar Ferez: 11 ???
Friar Ferez and Bublaka are still up. There are still 6 gargoyles up on the walls and they don't look like they are going anywhere as of yet.
Round 3:
Initiative:
Bublaka: 23 ???
Krathanos and Gargoyles: 22 ???
Vug Vang: 20 ???
Vulcan: 16 ???
Valgrim: 15 ???
Friar Ferez: 11 ???
Friar Ferez |
Are the gargoyles bunched up? 30' high? I kind of need their positions for my post.
The Worm That Walks |
Ok, map is updated. The gargoyles are spaced about 40' feet apart around the top of the wall. The wall itself is 50' foot high(so that's how high they are). They learned long ago not to bunch up for adventurers. However, looking at their limited intelligence I am going to say that one, of your choice, drifted closer to his companion to brag about the wonderful critical shot he made on you (so those two would be 30' feet from each other). So you could easily get those two in some spell. Remember that the scale on that silly map is one square equals 20' feet.
Bublaka |
Bublaka casts invisibility on himself and hustles to the fallen sorcerer's side (movement rate 90' with haste).
Can he retrieve a potion as he does so?
Friar Ferez |
My internet is down and my phone is low on battery 3%. Will post as soon as possible but it may cause Bubba to rethink his action.
Friar Ferez |
Trying to post quickly: As a standard action, Friar looks to skies and calls upon his goddess' magic and casts Sunburst that does 6d6 ⇒ (2, 5, 6, 4, 5, 2) = 24 damage and blindness in an 80' radius burst. Reflex save DC: 24 for 1/2 damage and no blindness. It should catch all 6 gargoyles. Will wait for results of saves to see how many blinded.
The Worm That Walks |
Nice, it won't quite catch all 6 but will get 5 of the 6.
Gargoyle #1 reflex save: 1d20 + 13 ⇒ (9) + 13 = 22
Gargoyle #2 reflex save: 1d20 + 13 ⇒ (15) + 13 = 28
Gargoyle #3 reflex save: 1d20 + 13 ⇒ (15) + 13 = 28
Gargoyle #4 reflex save: 1d20 + 13 ⇒ (8) + 13 = 21
Gargoyle #5 reflex save: 1d20 + 13 ⇒ (7) + 13 = 20
3 Hiss and rub at their eyes as they are blinded.
Friar Ferez |
With 160' diameter (8 squares) in all directions from a specific point, Friar can't get all 6? If not, no problem.
Friar uses 5 Hero Points then leaving him with 2 to channel Energy and save Vulcan's life and excluding Titan.
Channel Energy: 8d6 ⇒ (5, 2, 4, 6, 2, 4, 1, 6) = 30 to everyone except Vug who is too far.
Finally, as a move action, he moves to north behind the stone wall, which should give him complete cover to avoid full-attack shots from the 2-3 remaining archers.
Bublaka |
Retcon indeed.
Bublaka casts a spell and disappears from sight.
Which gargoyles are sniffing and fetching? CDB reference - which ones are blinded?
So you can tell me if this is not feasible, Bublaka is carrying a wand of lightning bolt and intends to light up some gargoyles along the top of the wall. Is that a plan obviously bound to fail? If not, that's what he's doing. I spoiler this because the others can't see him to know what he's up to.
The Worm That Walks |
The blind gargoyles are the two directly to either side of the entrance and the one most northern along the western wall.
The Worm That Walks |
And you would be correct...
The titan's eyes flick open as his impressive regenerative powers kick in. Wasting no time he defensively casts a powerful healing spell further closing many of his wounds.
The three blind gargoyles freeze in place on top of the walls, doing their best to resemble statues. Sensing blood in the water a gargoyle cackles and gives chase to the fleeing priest, unleashing an arrow as it regains sight of him around the wall he hid behind. The remaining two take aim at the woman who is flinging around fiery death bottles. Most of their arrows fly wide or are turned aside by protective magics except for one...
Gargoyle bow shot on Friar Ferez: 1d20 + 23 ⇒ (17) + 23 = 40
Damage: 2d6 + 12 ⇒ (6, 4) + 12 = 22
Gargoyle Bow Rapid Shot: 1d20 + 20 ⇒ (2) + 20 = 22
Gargoyle Bow Shot 1: 1d20 + 20 ⇒ (10) + 20 = 30
Gargoyle Bow Shot 2: 1d20 + 15 ⇒ (6) + 15 = 21
Gargoyle Bow Shot 3: 1d20 + 10 ⇒ (8) + 10 = 18
Gargoyle Bow Shot 4: 1d20 + 5 ⇒ (7) + 5 = 12
Gargoyle Bow Rapid Shot: 1d20 + 20 ⇒ (8) + 20 = 28
Gargoyle Bow Shot 1: 1d20 + 20 ⇒ (13) + 20 = 33
Gargoyle Bow Shot 2: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 2d6 + 11 ⇒ (1, 1) + 11 = 13
Gargoyle Bow Shot 3: 1d20 + 10 ⇒ (16) + 10 = 26
Gargoyle Bow Shot 4: 1d20 + 5 ⇒ (3) + 5 = 8
Possible Crit: 1d20 + 15 ⇒ (16) + 15 = 31 Crit Not Confirmed
Round 3:
Initiative:
Bublaka: 23 Turns invisible and advances on the gargoyles
Krathanos and Gargoyles: 22 Wakes up and casts a Heal spell, Gargoyles fire on Friar Ferez and Vug Vang.
Vug Vang: 20 ???
Vulcan: 16 ???
Valgrim: 15 ???
Friar Ferez: 11 ???
Ok, your all up again!
Hit Points (Remaining/Max):
----------
PCs:
Valgrim Twin-Axe 203/203
Bublaka 122/144
Vug Vang 79/169
Friar Ferez 32/133
Vulcan Stormwrath 16/108
Damage to enemies: (Lethal/Non-Lethal)
Krathanos: 254 damage (seriously wounded)
Conditions in effect:
----------
Bublaka: Haste 14 rounds left
Friar Ferez: Wind Walk 9 hours left(cast on whole party)
Friar Ferez: Blessings of Fervor 14 Rounds Left
Valgrim: Bloodhound(Scent ability) 6 hours left
Valgrim: Heroism 3 minutes left
Valgrim: Shield 3 minutes left
Valgrim: Barkskin(+5) 147 minutes left
Valgrim: Shield of Faith 3 minutes left
Vulcan: Endure Elements 24 hours
Vug Vang: Greater Mutagen 16 hours left
Vug Vang: Heroism 147 minutes left
Vug Vang: Shield 3 minutes left
Vug Vang: Airwalk (Valgrim, Vug, and Ferez)
Special Item and Ability Uses
----------
Vug Vang: Bombs 19/24
Bublaka: Loremaster 0/2
Bublaka: Bardic Performance 25/40
Friar Ferez: Cleric Channel Positive Energy 6/8
Valgrim: Rage 9/10
Friar Ferez |
Friar grimaces in pain at the other arrow and as a move action moves 60' from behind the wall next to Valgrim and touches Valgrim's scythe with Bless Weapon. He whispers to the dwarf, "Now, Valgrim, stop torturing this stupid Titan and kill him already!"
Concentration check to cast spell defensively within Titan's threatened area: 1d20 + 16 + 6 ⇒ (15) + 16 + 6 = 37 vs. DC 17.
Valgrim Twin-Axe |
Round 4:
GM, due to sticky bombs alchemist feature, at the start of Vug's turn, this round only, the Titan takes 15 fire damage from each bomb that previously hit him for a total of six bombs so 90 fire damage. Also, did you roll damage for the hit on Vug?
Vug's turn!
"Since these 3 bold soldiers want to keep shooting at me..."
Vug unleashes 5 more bombs, all blindness, at the gargoyle archers!
First two at gargoyle who shot Friar.
Next two at the gargoyle who shot Vug.
Last one at the last gargoyle with sight.
As always all attacks are against Touch AC. Please apply -2 for each range increment in excess of 20'.
Hasted attack: 1d20 + 22 ⇒ (12) + 22 = 34
Rapid shot: 1d20 + 22 ⇒ (10) + 22 = 32
Primary: 1d20 + 22 ⇒ (12) + 22 = 34
Secondary: 1d20 + 17 ⇒ (6) + 17 = 23
Tertiary: 1d20 + 12 ⇒ (7) + 12 = 19
DC 25 Fort saves for each hit or blinded for 1 minute.
Valgrim's turn:
The dwarf nods at the cleric who blessed his weapon and then screams, "This is for breaking my sword!"
Full-attack on prone Titan with magic and good keen scythe!
Hasted attack: 1d20 + 30 + 4 ⇒ (7) + 30 + 4 = 41
Damage: 2d4 + 26 ⇒ (4, 3) + 26 = 33
Normal attack: 1d20 + 25 + 4 ⇒ (3) + 25 + 4 = 32
Secondary attack: 1d20 + 20 + 4 ⇒ (20) + 20 + 4 = 44...critical!
Damage: 8d4 + 104 ⇒ (4, 3, 2, 2, 4, 1, 2, 1) + 104 = 123
Tertiary attack: 1d20 + 15 + 4 ⇒ (3) + 15 + 4 = 22
Fourth attack: 1d20 + 10 + 4 ⇒ (2) + 10 + 4 = 16
Looks like 2 hits but one critical autoconfirmed!
Total damage: 156
AC: 46..even though I can't see Bub due to lingering performance
Rage rounds used: 2/10
The Worm That Walks |
Bublaka: The second one down on the eastern wall moved. So all the ones on the southern wall are still lined up nicely.
Valgrim: I did indeed roll the damage for Vug, thanks for asking. It's included in the current status hitpoints for her. I totally forgot about the sticky property of her bombs. The continuous damage would force him to make a concentration check just to cast the Heal spell, which I don't think it's possible to make. Something like half the damage +10 which would be a 55 DC. Might need to retcon his last action and I do mean LAST action, since the burn will kill him if he can't cast that spell. Gotta run but will post in about two hours. In the meantime, if any of you feel up to it, could you confirm that is how continuous damage works? Is it from each source individually or do we add the damage up for a horrendous DC?
Valgrim Twin-Axe |
But the damage applies on her Round (description says "1 round later"), not his, so the Titan did not not have to make a concentration check for the casting of Heal on his turn.
Bublaka |
Concur. It's not continuous damage like acid arrow, it's new damage that occurs after the original attack.
Bublaka continues his invisible movement, drawing a wand as he moves. Once he's in position, he levels the magic implement at the row of gargoyles and appears as he calls out the command word.
And here is when doubts about whether electricity affects gargoyles comes up. We are about to find out!
UMB DC 20: 1d20 + 20 ⇒ (17) + 20 = 37
Electrical Damage, Reflex DC 14 half: 8d6 ⇒ (3, 4, 5, 3, 3, 2, 6, 5) = 31 I believe that's the default DC for a wand of lightning bolt
The Worm That Walks |
Ok, sounds good to me.
Unless I am mistaken, Friar Ferez suffers an AOO just for moving up to Valgrim (his fists are still mighty weapons and still have 30' reach): 1d20 + 17 ⇒ (7) + 17 = 24 I'll assume +2 AC choice from Blessing of Fervor. Added to +1 for haste is an AC 25. Just misses.
Damage: 2d8 + 17 ⇒ (6, 4) + 17 = 27
First 4 bombs hit. Last one misses.
Gargoyle Fortitude save: 1d20 + 16 ⇒ (17) + 16 = 33 Blinded
Gargoyle Fortitude save: 1d20 + 16 ⇒ (18) + 16 = 34 Saved
Gargoyle Fortitude save: 1d20 + 16 ⇒ (5) + 16 = 21 Saved
Gargoyle Fortitude save: 1d20 + 16 ⇒ (8) + 16 = 24 Blinded
Full damage to all 3 gargoyles hit as one is blind and the other two have frozen in place. No reflex saves allowed.
The titan continues to burn from Vug Vang's bombs but stays conscious. Ferez comes running up to enchant Valgrim's scythe, narrowly avoiding a crushing slam from a titanic hand. This all ends with the ranger, once again wielding a divine powered holy weapon, savagely cuts into the titan's body twice. The second stroke delivering a grievous wound to Krathanos' chest. With a final choking mighty breath the titan expires.
Hit Points (Remaining/Max):
----------
PCs:
Valgrim Twin-Axe 203/203
Bublaka 122/144
Vug Vang 79/169
Friar Ferez 32/133
Vulcan Stormwrath 16/108
Damage to enemies: (Lethal/Non-Lethal)
Krathanos: 485 damage (dead)
Gargoyle #1: 31 damage and blind 1 minute
Gargoyle #2: 55 damage and permanently blind
Gargoyle #3: 55 damage and permanently blind
Gargoyle #4: 12 damage
Gargoyle #5: 24 damage and permanently blind
Gargoyle #6: 12 damage and blind 1 minute
Conditions in effect:
----------
Bublaka: Haste 13 rounds left
Friar Ferez: Wind Walk 9 hours left(cast on whole party)
Friar Ferez: Blessings of Fervor 13 Rounds Left
Valgrim: Bloodhound(Scent ability) 6 hours left
Valgrim: Heroism 3 minutes left
Valgrim: Shield 3 minutes left
Valgrim: Barkskin(+5) 147 minutes left
Valgrim: Shield of Faith 3 minutes left
Vulcan: Endure Elements 24 hours
Vug Vang: Greater Mutagen 16 hours left
Vug Vang: Heroism 147 minutes left
Vug Vang: Shield 3 minutes left
Vug Vang: Airwalk (Valgrim, Vug, and Ferez)
Special Item and Ability Uses
----------
Vug Vang: Bombs 14/24
Bublaka: Loremaster 0/2
Bublaka: Bardic Performance 25/40
Friar Ferez: Cleric Channel Positive Energy 6/8
Valgrim: Rage 8/10
Valgrim: Wouldn't it have only been 75 sticky bomb damage since she only hit him with 5 bombs? Or am I missing a bomb from somewhere? Doesn't really matter, he's still dead. Just asking.
The Worm That Walks |
The one remaining gargoyle that can see decides that the situation is a lost cause and flies off (unless Vulcan has something to say about it). Four of the blind and damaged gargoyles take flight and ascend, trying to escape their now unseen tormentors. One lonely blind gargoyle sits on the wall pretending it is a statue.
Girallon Reflex saves (need a 14): 9d20 ⇒ (3, 3, 5, 9, 12, 11, 11, 5, 4) = 63
Chaos reigns in one girallon cage as the three blind creatures within savage one another. The other two cages encompass a combination of frightened, confused, and calmed beasts as it appears every single girallon was blinded by Friar Ferez's Sunburst.
End of combat.
Congratulations! That was a CR21 Titan backed up by CR12 gargoyles. 130,200 experience each! Why yes, you will level fast when you face these very challenging encounters.
Besides Krathanos' Emerald Encrusted Belt (worth 20,000 gp by itself and weighs 120 pounds) you get 3 Strings of Enormous Black Pearls that he was wearing around his neck (5,000 gp each)
Within the discolored bag is the rest of the minotaur's body which is still adorned with:
Large sized +1 Mithral Full Plate of Speed and a Belt of Giant Strength +4
There is also a Large sized +2 Icy Burst Greatsword in the bag
EDIT: +3 Colossal Maul of the Titan's!!! Not sure if you can carry that sucker around but hey, it deserves mentioning.
Valgrim Twin-Axe |
I know the Sard and the Bandersnatch were creatures of legend too, but they're not as well known as the Titans!
Friar Ferez |
Friar thanks his goddess from sparing him from the Titan's AoO and the archers. He gathers the party and channels energy:
8d6 ⇒ (6, 4, 5, 6, 3, 6, 5, 5) = 40
He then sees the fatigued Valgrim and walks to the broken shards of the holy falchion. He smiles at the dwarf. "O dwarf, defender of the weak and oppressed. Sarenrae would not want you to be without your weapon. Have a little faith and what wonders ye shall see!" He bends down, casting magics, and when he stands, the falchion is good as new in his hands! "Take thy weapon and serve her well!" You are welcome, Valgrim!
Valgrim's weapon = +2 enhancement bonus = 6th level caster; holy requires 7th level caster. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. With Make Whole, you need to be double the caster level, which Friar is: 16th (vs. 14th required), so he can repair it!
Friar's spells for the day (Updated):
Domain: Shield of Faith, Bless Weapon, Searing Light, Holy Smite, Flamestrike, Undeath to Death, Sunbeam, Sunburst
1st level: Bless, Detect Evil, Liberating Command, Remove Fear,Shield of Faith (x2)
2nd level: Bull's Strength, Grace, Lesser Restoration (cast on Valgrim in the morning), Make Whole, Protection from Evil (Communal, Status
3rd level: Invisibility purge, Magic Vestment +4 (cast on Valgrim's armor), Remove Disease, Resist Energy: Communal, Searing Light
4th level: Blessing of Fervor, Blessing of Fervor, Death Ward, Freedom of Movement, Magic Weapon (Greater)(cast on Valgrim's falchion)
5th level: Breath of Life, Cleanse, Flame Strike, Forbid Action (Greater), Spell Resistance
6th level: Cold Ice Strike, Heal, Heal, Wind Walk (cast on party in the morning)
7th level: Destruction, Quickened Prayer, Waves of Ecstasy
8th level: Spell Immunity (Greater), Stormbolts
Valgrim Twin-Axe |
The fatigued Valgrim's (4 rounds due to rage) eyes almost tear up when he sees the cleric restore his weapon! He rushes as best he can and grips him in a powerful hug. "Thank ye, Padre! Your goddess is indeed wonderful!" He stores the scythe back in his Bag of Holding and grips the falchion, tying his last weapon cord on it. He lets a few second pass before going back into command! "Now stop pussyfooting around. Darl may be watching again and he could think this is the best time to strike. Heal the troops all the way! I'll gather the Belt and the treasures. We need the Roc's feather so it's us and Darl in a battle royale! But hopefully, not today. So rush along!" Once the fatigue passes, Valgrim rushes and stores the treasures except the Maul in the Bag of Holding. it won't fit. How much would you stay that hammer weighs, GM?
Friar Ferez |
Frair buckles under the dwarf's mighty hug and then sighs when the joyful moment passes. He looks at the sky, longing for when the imminent destruction of the world is no longer a pressing issue! With a resigned sigh, he gathers the still injured members: Vug and Vulcan and channels 3x more!
8d6 ⇒ (2, 2, 2, 1, 1, 5, 5, 5) = 23
8d6 ⇒ (6, 5, 1, 5, 4, 4, 1, 3) = 29
8d6 ⇒ (3, 5, 4, 3, 5, 5, 5, 1) = 31
So total damage healed: 83+40= 123; everyone should be full.
2/8 channels left.
Valgrim Twin-Axe |
Once all the treasures have been gathered and assuming we're not attacked, we head to rest in the Bandersnatch's lair, via Wind Walk.
"We've done admirably today, accomplishing 2 tasks and visiting the roc's lair. Those were legendary foes! Assuming we survive the night, Friar, you need to ask your goddess for divination magic. We need to try and scry on Darl as well in the morning. We can't just wait for he and his crew to catch us with our pants down."
As always, Valgrim stays up the night on edge, watching for ambushes while the party sleeps. +28 perception, +30 vs. evil outsiders and giants, +34 vs. undead.
Friar Ferez |
Friar lights his incense of meditation and prays to his goddess for 8 hours before resting for the night.
Bublaka |
Bublaka sleeps fitfully once again, tossing and turning and waking up a couple of times in a cold sweat. In the morning, it's clear that he didn't sleep well.
In the morning, breaking the fast, he mentions, "This island. I haven't gotten a decent night's sleep since we got here. You guys look much better than I feel - aren't you getting nightmares, too?"
The Worm That Walks |
Hold that thought Bublaka, something does happen during the night. You didn't really think it was going to pass uneventfully did you?
Valgrim tirelessly peers through the steam clouds as everyone gets a needed and well earned rest behind him. Its still a couple of hours before midnight when he immediately notices that the sounds of the room and Bublaka's restless thrashing have gone silent....unnaturally magically silent...
Initiative rolls:
Darl Quethos: 1d20 + 4 ⇒ (11) + 4 = 15
Jalagar and Sabir Sinfire: 1d20 + 10 ⇒ (17) + 10 = 27
Nalhazzarath: 1d20 + 8 ⇒ (8) + 8 = 16
Malhazar and Blackfire: 1d20 + 8 ⇒ (11) + 8 = 19
Jalagar Stealth Roll: 1d20 + 45 ⇒ (4) + 45 = 49
Sabir Stealth Roll: 1d20 + 45 ⇒ (3) + 45 = 48
Go ahead and roll your initiatives please. Go ahead and roll a perception check Valgrim. This is a surprise round. Also, please give me your exact locations on the steam cave map.
Hit Points (Remaining/Max):
----------
PCs:
Valgrim Twin-Axe 203/203
Bublaka 144/144
Vug Vang 169/169
Friar Ferez 133/133
Vulcan Stormwrath 108/108
Damage to enemies: (Lethal/Non-Lethal)
Darl: Untouched
Jalagar: Untouched
Sabir: Untouched
Nalhazzarath: Untouched
Malhazar: Untouched
Conditions in effect:
----------
Friar Ferez: Wind Walk 2 hours left(cast on whole party)
Vulcan: Endure Elements 24 hours
Vug Vang: Greater Mutagen 9 hours left
Special Item and Ability Uses
----------
Vug Vang: Bombs 14/24
Bublaka: Loremaster 0/2
Bublaka: Bardic Performance 25/40
Friar Ferez: Cleric Channel Positive Energy 2/8
Valgrim: Rage 8/10
Valgrim Twin-Axe |
Yeah, guess it was too much to hope for that it would be a fair fight! LOL!
Initiative:
Valgrim: 1d20 + 6 ⇒ (3) + 6 = 9
Vug said she would be back the 31st so will hold off rolling for her. If we do not hear from her, I will bot her then.
Valgrim Twin-Axe |
Perception: 1d20 + 28 ⇒ (9) + 28 = 37...add +2 for stone and evil outsiders
GM: Magic Vestment and greater Magic Weapon for Valgrim should also be in effect in the status line.
With no buffs, AC 31 and due to uncanny dodge, no flatfootedness.
Valgrim Twin-Axe |
I would have suggested sleeping in the NE alcove of the map next to the eastern wall. Valgrim's exact location would be if you count 10 squares down (south) from the top center of map and then 6 squares east, against the wall peering through the steam for enemies. I am assuming each square = 5'.
Friar Ferez |
Initiative: 1d20 ⇒ 5
Bad time for bad initiative rolls. Put me in the NE alcove.
The Worm That Walks |
Ok, take your time to think about things. We will definitely be waiting for Vug as I definitely have to setup a tactical map for this one. So, no worries, a map is forthcoming once I have everyone's commitment to their position.
Valgrim: Each square is 10' feet. I'll update the Magic Vestment spell but the Greater Magic Weapon was lost with the falchion's destruction.
Valgrim Twin-Axe |
Hmmmm, curious about the weapon losing its magic buff...the weapon was not vaporized. It was broken but shards remained. There had to be enough for Make Whole to work in the first place. I see in the Greater Magic Weapon description that projectiles lose their transmutation after they are used but not melee weapons. If that's your ruling, I'll live with it. Why not give the bad guys one more advantage? ;)