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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Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Thanks for heads up, did not realize the derro was flying, GM. Then treat Lumina's trip attack as a regular attack.
So 22+11+4+1= +38 hit
Damage: 2d6 + 16 ⇒ (3, 1) + 16 = 20
Friar does same action as previously posted, summons holy sword and moves up next to derro.


Wyvern intelligence check:1d20 + 1 ⇒ (17) + 1 = 18 Miss.

Finding herself alone, dimensionally anchored, and without support, Venk flees by flying away at top speed...

She flies up over Valgrim's head and down the corridor, around the corner and out of sight in that room. Moving at 180' feet per round. Both Lumina and Ferez get AOO's


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 should get one too right? Since the dwarf was adjacent to the derro. You updated the map so I cannot tell.


Valgim: Not this time, you had a 5' gap between you and the derro. You followed up the wyvern that was backing slowly out of the hallway as you both fought.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Did the 38 hit or miss the derro? You did not state.
Lumina's AoO: 1d20 + 27 ⇒ (11) + 27 = 38
Damage: 2d6 + 16 ⇒ (4, 4) + 16 = 24
Friar's AoO: 1d20 + 19 + 4 + 1 ⇒ (6) + 19 + 4 + 1 = 30

On her round, Lumina turns into a ball of light and follows the derro, easily catching up to him, moving 180' as a move action. Friar stays behind and casts Bless Weapon on Valgrim's falchion and asks Alie, "Please be so kind as to kill the regenerating avolakia there on th floor with your fire touch before you fly off after the derro. Thank you."


Ah, sorry. 38 is a miss, barely. AC is 40.

Sovereign Court

AC (33)28/(22)17/(28)23 | HP (188/188)(+20 temp) | F+(22)18,R+(22)18,W+(28)23 | Evasion | Mythic power 3/7 | Perception+30, Initiative+11 | Spells left 1(10), 2(9), 3(7), 4(8), 5(7), 6(0), 7(0), 8(5), 9(0)

Ali's will move up and burn the remains of the 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

Valgrim will stay put until wyvern reappears to full attack it.


Alie: The avolakia are not actually undead but fire stops their regen and kills them all the same.

The last avolakia is burned to death by Alie's touch as Lumina speeds off after the derro. Valgrim waits patiently, knowing it is just a matter of time until the wyvern reappears.

Intelligence check: 1d20 + 1 ⇒ (5) + 1 = 6

Lumina easily catches up with Venk who had stopped in the main chamber and turned around apparently waiting Zyrith's return. Realizing that she cannot outrun the Ghaele, Venk opens her mouth and breaths a torrent of acid in a 60' foot line at the azata. Lumina is caught off guard and takes the brunt of the blast, fortunately a lot of the acid passes throguh Lumina's incorporeal form. The derro backs toward a shaft that has a constant rain of thick green viscous fluid filling it.

Reflex save: 1d20 + 16 ⇒ (5) + 16 = 21

Acid breath damage: 13d6 ⇒ (1, 2, 4, 4, 1, 6, 3, 4, 5, 6, 6, 2, 1) = 45 22 acid damage.

You are all up again.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Lumina blasts the derro with 3 light rays!

RTA: 1d20 + 19 ⇒ (18) + 19 = 37
Damage: 2d12 + 4 ⇒ (7, 6) + 4 = 17
RTA: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 2d12 + 4 ⇒ (4, 1) + 4 = 9
RTA: 1d20 + 19 ⇒ (5) + 19 = 24
Damage: 2d12 + 4 ⇒ (8, 6) + 4 = 18

Friar moves 20' behind Valgrim to be out of reach of the wyvern when it reappears.


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 Alie are up.

Sovereign Court

AC (33)28/(22)17/(28)23 | HP (188/188)(+20 temp) | F+(22)18,R+(22)18,W+(28)23 | Evasion | Mythic power 3/7 | Perception+30, Initiative+11 | Spells left 1(10), 2(9), 3(7), 4(8), 5(7), 6(0), 7(0), 8(5), 9(0)

Alie delays, not wanting to leave her friend alone when the probably very angry wyvern shows back up. "Bub, go help the Friar while I stay here to help Valgrim."


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

Friar's behind you on the map. Lumina has pursued the derro.

Can Bublaka estimate where the wyvern will re-appear and set himself in position to flank with Valgrim when it does?


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

"Alie, go disintegrate that damn Derro as you can keep with it with your flight. We can handle the wyvern." Valgtim smiles at the sorceress.


Yes, Bublaka you can do that easily.


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

Bublaka changes his bardic performance to inspire heroics in he and Valgrim and positions himself, Blackrazor in hand, for the return of the wyvern.


For the moment everyone except Lumina awaits the wyvern's return (for the moment). Venk, having had enough of the light rays, flies into the rain of viscous green fluid and disappears.

Does Lumina give chase?

Intelligence check: 1d20 + 1 ⇒ (13) + 1 = 14


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

Can I see this from my position waiting for the flying lizard? 'Cause I'm going to point out that the derro seems to be immune to acid and that looks like acid, so it's likely to do Lumina a lot more harm than it will the little pest.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

GM, maybe I am slow (hehe), just trying to understand how Lumina loses the derro in rain. Is it like a waterfall? Her rays have 300' range. Is the derro going into a cavern behind the waterfall? I am confused. Where is the rain coming from? Please explain.

Sovereign Court

AC (33)28/(22)17/(28)23 | HP (188/188)(+20 temp) | F+(22)18,R+(22)18,W+(28)23 | Evasion | Mythic power 3/7 | Perception+30, Initiative+11 | Spells left 1(10), 2(9), 3(7), 4(8), 5(7), 6(0), 7(0), 8(5), 9(0)

Alie flies out to join the Friar and his summoned creature.

I assume Venk disappeared before I arrived.


The ceiling and the floor in the area both seem to be none existant. In other words, the rain is coming from somewhere far above and falling to somewhere far below (but yes, Venk went out of sight and pursuing into the rainy area is necessary). I am purposely being vague because Lumina is a NPC and should she not return you will have to deal with this seperately (either through perishing or the spell running out - about half-way run out now). In all actuallity I will run the scenario off-stage completely should she decide tp pursue ;) Not saying she won't necessarily succeed but....

Alie: I'm not sure if you moved your token at all this round already or not but if you can get into position with your 70' foot movement flight speed then you could cast a spell at the derro with a disintegrate before she disappears. Just as an aside, in a more roleplay heavy game I would say that the parties deliberations gave the lil derro enough time to escape but, no biggee, feel free to zap her if you can.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

I understand your need to be vague but I need more information. How wide is this rain coming down? Can she fly around it? She can move 360' per round. She is incorporeal and can phase into the ground or wall to avoid the rain. Did the derro fly vertically up or through the rain? She has a lot of options in her current form. If you don't want her to follow, she gives up the chase and flies back to the party.


Ah, hadn't thought about her being able to go through the walls but no she wouldn't be able to avoid it, the shaft is completely full of rain or haze and the walls are coated with it. Let me give the actual book description now though since you will all inspect it soon enough :)

A twenty-foot-wide shaft extends up through the ceiling and down into the depths of the earth, Dozens, if not hundreds, of alcoves line the walls of this shaft. Some of these are empty, but just as many contain the desiccated remains of a strange tentacled wormlike creature. The shaft itself fades into the darkness above and below, and a thick rain of green fluid cascades down the center of the shaft, filling the air with an oily haze and coating the walls with moisture.

As too the direction the derro went, I'll let you know if the Ghaele returns to tell you ;) Fair?

Of course this all may be moot depending on what Alie does...

Sovereign Court

AC (33)28/(22)17/(28)23 | HP (188/188)(+20 temp) | F+(22)18,R+(22)18,W+(28)23 | Evasion | Mythic power 3/7 | Perception+30, Initiative+11 | Spells left 1(10), 2(9), 3(7), 4(8), 5(7), 6(0), 7(0), 8(5), 9(0)

Im on my phone so I have not moved my token this round. If Alie can get a s#!% off at Venk, she will take it.

Alie flies forward and takes a final shot at the last standing opponent.

RTA 1d20 + 24 ⇒ (2) + 24 = 26

Damage 40d6 ⇒ (3, 6, 2, 6, 2, 2, 5, 2, 2, 1, 3, 2, 5, 1, 5, 4, 1, 4, 6, 1, 6, 5, 1, 5, 3, 5, 3, 4, 1, 3, 5, 6, 6, 2, 4, 1, 4, 1, 3, 6) = 137

Fort DC 37 to save. If successful, takes 3d6 ⇒ (6, 6, 4) = 16 damage instead.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

You are really bad at aiming those rays. You have rolled a "1" and now a "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

Alie: Does that include bonuses from haste and inspire courage?

Sovereign Court

AC (33)28/(22)17/(28)23 | HP (188/188)(+20 temp) | F+(22)18,R+(22)18,W+(28)23 | Evasion | Mythic power 3/7 | Perception+30, Initiative+11 | Spells left 1(10), 2(9), 3(7), 4(8), 5(7), 6(0), 7(0), 8(5), 9(0)

yep. We went back and counted up all our current bonuses, last week or the week before I think it was.


Luckily, her touch is a mere 21 :)

Alie, since you are using 9th level slots now, can't you make it maximized and persistant still, or no?

Just as the little derro is turning to flee into the green rain a magical ray lances out from Alie's outstretched hand and hits her.

Fort save: 1d20 + 14 ⇒ (4) + 14 = 18 Miss! 137 damage!

She vaporizes on the spot and her armor, weapons, and clothing fall disembodied to the floor.

I remember the good ol' days where all the equipment was disintegrasted too :p

intelligence check: 1d20 + 1 ⇒ (6) + 1 = 7
intelligence check: 1d20 + 1 ⇒ (19) + 1 = 20

After only a few seconds the wyvern reappears!

Take your actions!


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 full attacks the wyvern flanking with Bubba (it is still squeezing).
Will ignore attacks rolls less than 39. Also just realized a wyvern is a dragon and have not been counting extra +2 from favored enemy.
Hasted attack: 1d20 + 38 ⇒ (6) + 38 = 44
Damage: 2d4 + 2d6 + 36 ⇒ (3, 1) + (6, 3) + 36 = 49
Primary attack: 1d20 + 33 ⇒ (18) + 33 = 51...threat is auto-critical with Bless Weapon
Damage: 4d4 + 2d6 + 72 ⇒ (2, 1, 1, 2) + (1, 5) + 72 = 84
Secondary: 1d20 + 28 ⇒ (9) + 28 = 37
Tertiary: 1d20 + 24 ⇒ (11) + 24 = 35
Fourth: 1d20 + 19 ⇒ (10) + 19 = 29

Sovereign Court

AC (33)28/(22)17/(28)23 | HP (188/188)(+20 temp) | F+(22)18,R+(22)18,W+(28)23 | Evasion | Mythic power 3/7 | Perception+30, Initiative+11 | Spells left 1(10), 2(9), 3(7), 4(8), 5(7), 6(0), 7(0), 8(5), 9(0)

I had to move to get to Venk DM, and therefore I couldn't use metamagic this round.


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

Alie, with the arcane bloodline, at 20th level, you can add all the metamagic feats you wish without increasing casting time. :)


Valgrim sinks his blade deeply into the wyvern's chest but the beast is as ornery and tough as they come and continues to stand.

Another 143 damage to Zyrith.

Sovereign Court

AC (33)28/(22)17/(28)23 | HP (188/188)(+20 temp) | F+(22)18,R+(22)18,W+(28)23 | Evasion | Mythic power 3/7 | Perception+30, Initiative+11 | Spells left 1(10), 2(9), 3(7), 4(8), 5(7), 6(0), 7(0), 8(5), 9(0)
Valgrim Twin-Axe wrote:
Alie, with the arcane bloodline, at 20th level, you can add all the metamagic feats you wish without increasing casting time. :)

Well damn, that would have been nice for me to realize earlier, lol...like I said, I'm an upper level play virgin!


Alie: Gonna blast the wyvern?


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

Power Word Stun is also an option; Power Word Kill if you're a gambler.


Alie: Also, your doing a damn fine job at upper level play :) We ALL miss things at this level and lean upon one another to sort things out. Looking at YOU Mirror Image that I can't ever remember is cast!


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 didn't realize your Brilliant Inspiration had expired, Valgrim, or I would have refreshed it, especially while we were waiting.

Blackrazor: 1d20 + 23 + 4 + 1 + 2 ⇒ (15) + 23 + 4 + 1 + 2 = 45 Inspire courage, haste, flanking

Damage: 2d6 + 10 ⇒ (4, 6) + 10 = 20

Blackrazor iterative: 1d20 + 18 + 4 + 1 + 2 ⇒ (1) + 18 + 4 + 1 + 2 = 26 Inspire courage, haste, flanking

Damage: 2d6 + 10 ⇒ (3, 6) + 10 = 19

Blackrazor iterative: 1d20 + 13 + 4 + 1 + 2 ⇒ (9) + 13 + 4 + 1 + 2 = 29 Inspire courage, haste, flanking

Damage: 2d6 + 10 ⇒ (1, 4) + 10 = 15

Blackrazor haste: 1d20 + 23 + 4 + 1 + 2 ⇒ (4) + 23 + 4 + 1 + 2 = 34 Inspire courage, haste, flanking

Damage: 2d6 + 10 ⇒ (6, 4) + 10 = 20

Well, looks like one hit for 20. It's probably gonna matter, so my AC with adjustments, as far as I can tell, is 29.

EDIT: The damage should have been +4, so that was a hit for 24.

Sovereign Court

AC (33)28/(22)17/(28)23 | HP (188/188)(+20 temp) | F+(22)18,R+(22)18,W+(28)23 | Evasion | Mythic power 3/7 | Perception+30, Initiative+11 | Spells left 1(10), 2(9), 3(7), 4(8), 5(7), 6(0), 7(0), 8(5), 9(0)

Alie utters a single word of such arcane might that it burns her mouth as it exits, send only to the ears of the wyvern.

Power Word Stun. If current HP are 50 or less, stunned for 4d4 ⇒ (4, 2, 2, 1) = 9 rounds, if HP are 51-100 2d4 ⇒ (4, 4) = 8 rounds, and if HP are 101-150, stunned for 1d4 ⇒ 2 rounds.


The wyvern reels under the combined assault and shakes head from side-to-side.

Was waiting for Ferez's action but can really just move on.

The stunned wyvern, unable to escape or defend itself well, falls within seconds to falchion strikes, light rays, and Blackrazor.

Congrats! Out of combat. All is quiet.


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Yay! Before Lumina disappears and returns to her realm, she casts Heal on Valgrim (heals 130) and 3 cure serious wounds and cure light wounds at will to heal the rest of the party, if anyone is injured. Then Friar detects magic on the Mahuudril, the wyvern, Zenk, and Wormdrake's lair; Bublaka and Alie ID items; and we do the accounting.


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

Detect magic on the avolakia too, we may have killed a dozen of them already. Great job guys.

After collecting and identifying the treasure, Valgrim makes sure Bubba has not turned evil or sprouted fangs after taking so many souls and suggests that the party rest for the day before proceeding on in one of the avolakia's secret priest rooms in the entrance chamber where we first teleported in (I can't remember if that is in the pbp thread or if you mentioned that to me in one of our chats online, GM ).


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 no enemies present, Bublaka stores the sword in the glove once again and sets to examining the gear that the dead will no longer be using.

When Valgrim gives him a long appraising look, he winks. "Sometimes the enemy of my enemy is my friend. Sometimes he is a convenient and temporary ally. Rest easy, my friend, all is still well."

Sovereign Court

AC (33)28/(22)17/(28)23 | HP (188/188)(+20 temp) | F+(22)18,R+(22)18,W+(28)23 | Evasion | Mythic power 3/7 | Perception+30, Initiative+11 | Spells left 1(10), 2(9), 3(7), 4(8), 5(7), 6(0), 7(0), 8(5), 9(0)

"Where is there to safely rest in this place? My magic has been taxed!"


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

Friar smiles at Bublaka, "Sorry about my harsh language when I healed you, but we were in the midst of battle. Please be more careful in the future. We can't have you dying on us. As for the sword, we will talk about that after this ordeal is over." To Alie.. "Valgrim seems to know a place. Let's follow him."


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

"Pfft, were you harsh? I hardly noticed with the sudden rush of blood anew through these veins."


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

"Good thing you did not notice, then. Come let us grab our treasures and find a place to camp for the night. In the morning, I can cast a spell that should lead us to Dragotha and whatever guardians he has left." Find the Path, of course.


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

Actually, Alie could just cast Mage's Magnificent Mansion and we can rest there safely for 40 hours.

Sovereign Court

AC (33)28/(22)17/(28)23 | HP (188/188)(+20 temp) | F+(22)18,R+(22)18,W+(28)23 | Evasion | Mythic power 3/7 | Perception+30, Initiative+11 | Spells left 1(10), 2(9), 3(7), 4(8), 5(7), 6(0), 7(0), 8(5), 9(0)

My only fear is that the others can see invisibility and have an ambush laid out for us as soon as we exit the place after our rest. If the rest if you are okay, we can try it...


Cleric of Sarenrae 20/Hierophant 2 HP: 253/253; AC:32/15/27; F +24; R +18; W +28; Init: +11; Percep: +29; Hero Points: 3/3 Channel: 7/8; Quicken Rod 3/3; Extend Lesser Rod: 0/3; Intensified Rod: 3/3; Maximize: 3/3; Greater Maximize: 0/3; Mythic Power: 3/7

I think we pretty much cleared this level so I vote to rest in Mansion.


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

Ooh, let's go visit the magic mansion! Er, seconded!

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