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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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 casts brilliant inspiration on the sorceress. If she's going to be blasting holes in things, he wants to make sure it's the right things - particularly not him! :D


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, since you were not engulfed and that was your quickened and move action, you can hit cast another disintegrate at it after stepping 5' back, just not maximized. Heck you could even maze it.


Ah, good point Valgrim. Alie? You want to give it another go? :)

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)

What the heck, another disintegrate then!

RTA 1d20 + 15 ⇒ (4) + 15 = 19

Damage 40d6 ⇒ (5, 2, 1, 4, 5, 6, 5, 1, 2, 5, 6, 2, 2, 6, 4, 5, 3, 2, 3, 5, 2, 1, 5, 4, 2, 1, 5, 4, 3, 1, 2, 2, 5, 6, 6, 5, 4, 4, 1, 5) = 142

DC 35 fort. Edit: I really hate this dice roller sometimes.


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, you're really bad at rolling..lol. Remember when you burned all your 2nd level spells on like 10 knock spells! Thought it was an aberration lol.


Wait! Forgot that blindness causes not only a -2 penalty to AC, but you also lose all dex bonuses and dodge bonuses to AC. The first roll of 17 would have hit it. Their sense blood ability works like scent and so does not allow them to "see", so they still suffer the penalties.

Sorry Alie, my bad. Retcon:

Even off balanced and rushing things as she is, the sorceress is thankful the creature couldn't see her aiming at it or it for sure would have avoided the hasty from the hip shot. The beam hits it causing it's body to disperse, leaving only regular heavily poisonous mist behind.

Fort save: 1d20 + 18 ⇒ (8) + 18 = 26

So you only used the first disintegrate and your Sunburst spells really pay off for you :). Still have a standard action to do something else but you have stepped back from the edge of the shaft for the moment.

Crimson Death #1: 249 Critical Wounds.
Crimson Death #2: 248 Critical Wounds.
Crimson Death #3: 143 Moderate damage.
Crimson Death #4: 134 Moderate damage.
Crimson Death #5: 134 Moderate damage.
Crimson Death #6: Disintegrated!

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 will hold her st a dare action and prepare for more madness next round.


Bublaka: Do you want to change your action since she hit to begin with?

Ferez: Is the blind angel going to try something?


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

Escape grapple: 1d20 + 24 ⇒ (6) + 24 = 30...nope


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

Yay Alie! One down, many to go!


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
The Worm That Walks wrote:
Bublaka: Do you want to change your action since she hit to begin with?

Yes.

"I wish this would aid our friends more, but I think I need to give you what aid I can, milady."

He begins to sing a ballad of searching in the darkness, inspiring greatness in himself and Alie.

+4 morale bonus to saves, +4 dodge bonus to AC


Crimson Death engulf on Valgrim from last round (then he auto-escaped): 1d6 + 2 ⇒ (5) + 2 = 7
Con damage: 1d6 ⇒ 3
Crimson Death engulf on Ferez: 1d6 + 2 ⇒ (2) + 2 = 4
Con damage: 1d6 ⇒ 3
Crimson Death engulf on Exousia: 1d6 + 2 ⇒ (3) + 2 = 5
Con damage: 1d6 ⇒ 2

The second crimson death floats into the wall opposite the first for protection while the sole remaining one in the open continues to try and engulf the ranger. Just the reflex roll to avoid the engulf and you are free! Or AOO if you prefer. Meanwhile the mists begin to get a very bright reddish hue as they continue to siphon both Ferez and Exousia.

Crimson death #1 attack on Valgrim: 1d20 + 27 ⇒ (7) + 27 = 34
Damage: 1d6 + 2 ⇒ (5) + 2 = 7 Miss chance: 1d100 ⇒ 48 Miss.
Crimson death #1 attack on Valgrim: 1d20 + 27 ⇒ (13) + 27 = 40
Damage: 1d6 + 2 ⇒ (2) + 2 = 4 Miss chance: 1d100 ⇒ 36 Miss.
Crimson death #2 attack on Valgrim: 1d20 + 27 ⇒ (13) + 27 = 40
Damage: 1d6 + 2 ⇒ (2) + 2 = 4 Miss chance: 1d100 ⇒ 85 Hit, but no engulf due to being in the wall.
Crimson death #2 attack on Valgrim: 1d20 + 27 ⇒ (18) + 27 = 45
Damage: 1d6 + 2 ⇒ (3) + 2 = 5 Miss chance: 1d100 ⇒ 97 Hit, but no engulf due to being in the wall.
Crimson death #3 attack on Valgrim: 1d20 + 27 ⇒ (3) + 27 = 30
Damage: 1d6 + 2 ⇒ (5) + 2 = 7 Miss chance: 1d100 ⇒ 13 Miss.
Crimson death #3 attack on Valgrim: 1d20 + 27 ⇒ (13) + 27 = 40
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 Miss chance: 1d100 ⇒ 93 Hit, possible engulf.

Exousia Fort save: 1d20 + 23 - 6 ⇒ (7) + 23 - 6 = 24 Success.
Con damage: 1d4 ⇒ 4 2 Con damage.

Alie notices with her echolocation a humanoid crawl quickly out of the shaft, tilt its head as if listening, and begin to circle around behind her and the bard.....obviously thinking he is being stealthy and unseen.

Crimson Death #1: 246 Critical Wounds.
Crimson Death #2: 245 Critical Wounds.
Crimson Death #3: 150 Moderate damage.
Crimson Death #4: 141 Moderate damage.
Crimson Death #5: 141 Moderate damage.
Crimson Death #6: Disintegrated!

Updated Current Status:

Valgrim: 288(188)/188 stoneskin 19/150 (10 Con damage)
Ferez: 185(125)/125 stoneskin 110/150 (6 Con damage)
Bublaka: 215/215+15
Alie: 185/185+15
Exousia: 229(110)/105 (15 Con damage) (Blind) (10 regeneration/round)

Party Buffs:
Life Bubble - party - 42 hours
Status - party - 24 hours
Heroes' Feast - party - 1d8 + 10 ⇒ (5) + 10 = 15 temporary hit points, +4 morale vs. poison and fear, +1 morale bonus attack and Will saves

Valgrim:
Magic Vestment - Valgrim armor - 21 hours
Sacred Bond - Valgrim/Friar - 147 minutes
Prot from Fire - 137 minutes
Stoneskin - 137 minutes
Barkskin (97 minutes)
Freedom of Movement (self, 97 minutes)
Greater Darkvision (self, 120', 15 hours)
Shield of Faith 14 mins

Ferez:
Magic Vestment (x2) - Friar's armor and shield - 20 hours
Sacred Bond - Valgrim/Friar - 147 minutes
Prot from Fire - 147 minutes
Barkskin (97 minutes)
Stoneskin - 137 mins

Alie:
Protection from Cold - 137 minutes
Freedom of Movement - 137 minutes
Stoneskin - 137 minutes

Bublaka:
Prot from Fire - 137 minutes
Barkskin (97 minutes)
Freedom of Movement - 137 minutes

Monster: 22
Valgrim: 22 You are up!
Ferez: 19
Alie: 16
Bubalaka: 15


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

Reflex save: 1d20 + 21 ⇒ (17) + 21 = 38

Valgrim twists out of the grasp of the undead mist and full-attacks it with his ghost-touch dagger.

Attack: 1d20 + 36 ⇒ (11) + 36 = 47
Damage: 1d4 + 34 ⇒ (3) + 34 = 37
Attack: 1d20 + 30 ⇒ (11) + 30 = 41
Damage: 1d4 + 34 ⇒ (4) + 34 = 38
Attack: 1d20 + 25 ⇒ (10) + 25 = 35
Damage: 1d4 + 34 ⇒ (3) + 34 = 37
Attack: 1d20 + 20 ⇒ (11) + 20 = 31
Damage: 1d4 + 34 ⇒ (4) + 34 = 38
Attack: 1d20 + 15 ⇒ (1) + 15 = 16...miss!


139 damage to #3 bringing it to 289 damage.

Valgrim uses his ghost-blade to great effect slicing through the crimson death trying to engulf him...destroying 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

Friar continues his Nimbus of Light but tries to save his Channel Energies for now, hoping he can outlast the Con drain.

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)

How far away is the humanoid, DM?


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, they are 30' down the shaft I believe and you can see them with your echolocation. Don't blow all your high level spells (we just started), so maybe magic missiles as they do full damage?


She is refering to the, quite solid, man that just emerged from the shaft Valgrim. The humanoid man is just 10' feet away from you, having just crawled out of the shaft and circled about 90 degrees around you. If not for your blindsight, you are sure you would not even know he was there.

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)

Can I recognize anything about it with a knowledge check? Thinking about using a feeblemind here and wondering if I can tell would it have the desired effect?


Well, a male vampire did recently disappear down the shaft...so could be him...

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)

"Guys, the vampire is back...he's still stalking us! Friar, Buba, focus on it!"

Alie moves to put Bublaka and the good Friar between she and the vampire so that she wouldn't be his target. She turns to assist Valgrim, targeting the most injured creature attacking him (if she can tell) with a simple magic missile. She knew it'd taken a ton of damage and hoped that would finish it.

Magic missile damage 5d4 + 5 ⇒ (3, 1, 2, 4, 2) + 5 = 17


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, both of mine are in the wall and cannot be targeted. Just shoot the vampire with those missiles.

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 will do so then.


Bublaka may be busy with school. Anyone want to take an action for him?


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

Since he cannot see, he moves out of the cloudkill back from the direction we came and readies to attack with Blackrazor.


The two undead continue to leech the life-esssence from their victims...

Crimson Death engulf on Ferez: 1d6 + 2 ⇒ (5) + 2 = 7
Con damage: 1d6 ⇒ 5
Crimson Death engulf on Exousia: 1d6 + 2 ⇒ (6) + 2 = 8
Con damage: 1d6 ⇒ 3

Ferez begins feeling very light headed and Exousia gasps out to him, "I....don't...think I'm going to make it..."

Unwilling to come back into the hated burning light. Valgrim's assailants continue to strike from the safety of the walls...

Crimson death #1 attack on Valgrim: 1d20 + 27 ⇒ (19) + 27 = 46
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 Miss chance: 1d100 ⇒ 45 Miss.
Crimson death #1 attack on Valgrim: 1d20 + 27 ⇒ (7) + 27 = 34
Damage: 1d6 + 2 ⇒ (3) + 2 = 5 Miss chance: 1d100 ⇒ 86 hit.
Crimson death #2 attack on Valgrim: 1d20 + 27 ⇒ (8) + 27 = 35
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 Miss chance: 1d100 ⇒ 70 Hit.
Crimson death #2 attack on Valgrim: 1d20 + 27 ⇒ (14) + 27 = 41
Damage: 1d6 + 2 ⇒ (6) + 2 = 8 Miss chance: 1d100 ⇒ 93 Hit.

Valgrim's stoneskin ward protects him from the crimson death's attacks but then fails having been overwhelmed finally.

Exousia's fort save: 1d20 + 23 - 7 ⇒ (17) + 23 - 7 = 33
Cloudkill con damage: 1d4 ⇒ 3 Takes 1 con damage from cloud.

The magic missiles slam into the vampire erasing the illusion that he is be sneaky from his mind. The coward runs to the door on the far side of the room and opens it. He can now be seen plainly around the edge of the cloudkill by Bublaka.

Updated Current Status:

Valgrim: 288(188)/188 stoneskin 0/150 (10 Con damage)
Ferez: 185(85)/85 stoneskin 103/150 (11 Con damage)
Bublaka: 215/215+15
Alie: 185/185+15
Exousia: 229(76)/68 (19 Con damage) (Blind) (10 regeneration/round)

Party Buffs:
Life Bubble - party - 42 hours
Status - party - 24 hours
Heroes' Feast - party - 1d8 + 10 ⇒ (5) + 10 = 15 temporary hit points, +4 morale vs. poison and fear, +1 morale bonus attack and Will saves

Valgrim:
Magic Vestment - Valgrim armor - 21 hours
Sacred Bond - Valgrim/Friar - 147 minutes
Prot from Fire - 137 minutes
Stoneskin - 137 minutes
Barkskin (97 minutes)
Freedom of Movement (self, 97 minutes)
Greater Darkvision (self, 120', 15 hours)
Shield of Faith 14 mins

Ferez:
Magic Vestment (x2) - Friar's armor and shield - 20 hours
Sacred Bond - Valgrim/Friar - 147 minutes
Prot from Fire - 147 minutes
Barkskin (97 minutes)
Stoneskin - 137 mins

Alie:
Protection from Cold - 137 minutes
Freedom of Movement - 137 minutes
Stoneskin - 137 minutes

Bublaka:
Prot from Fire - 137 minutes
Barkskin (97 minutes)
Freedom of Movement - 137 minutes

Monster: 22
Valgrim: 22 You are up!
Ferez: 19
Alie: 16
Bubalaka: 15

Crimson Death #1: 243 Critical Wounds.
Crimson Death #2: 242 Critical Wounds.
Crimson Death #3: Sliced apart by ghost dagger!
Crimson Death #4: 148 Moderate damage.
Crimson Death #5: 148 Moderate damage.
Crimson Death #6: Disintegrated!


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 should have escaped the grapple last round. That was dumb of me. After Valgrim's action, Friar auto-escapes as his standard action and falls 30' down the shaft.


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 activates his boots of flying as his standard action. Can he reach the undead sucking on Exousia?


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 would not use Blackrazor on a suspected vampire. He has his reasons. He does, however, have a wand of searing light in hand...

Bublaka levels the wand at the retreating coward and tries to speed him on his way. To Charon's skiff.

Ranged Touch attack: 1d20 + 20 + 4 ⇒ (9) + 20 + 4 = 33 Not sure of other buffs in effect, just inspiring himself and Alie at this point, I believe

Is a vampire considered an undead particularly vulnerable to bright light? If not, Damage: 5d6 ⇒ (3, 2, 1, 2, 3) = 11


Ferez plummets like a falling star before striking the sewage below.

Good news is it cushions the landing, bad news is...well, it's sewage. Damage:2d6 ⇒ (3, 4) = 7

Valgrim: Yes, you could reach her with a move action.

Bublaka: Yeah, I would say that vampires are particularly vulnerable to sunlight. So, damage should be: 5d8 ⇒ (4, 6, 1, 3, 6) = 20

The searing ray strikes the vampire blistering and boiling his skin.


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 am confused as to the angel's position. If I fly adjacent to the mist, will I have room to evade should they try the engulf option? If not, Valgrim is not flying there and will not use his Swift action. If there is room to evade if both mists attack him, then he does the following:

Valgrim flies up at the angel using Blind-Fight and then using the swift action from his Amulet, attacks the mist, trying to Daze it, so Exousia can escape.
Attack: 1d20 + 25 ⇒ (18) + 25 = 43
Damage: 1d4 + 34 ⇒ (3) + 34 = 37
1d100 ⇒ 19...miss
1d100 ⇒ 54...hit
Fort save DC 30 or be Dazed, don't think it can keep a grapple going right if dazed? Or it can't resist when she tries to escape since it can take no actions? What do you think?


Valgrim: I would say that you have room to evade as the shaft is 10' square and you are flying (giving you the option to evade in the up down direction as well). Now, if enough of the things surround you, well then they'll still engulf, but just the two - no (especially with one grappling - do you even still threaten when you are grappling...hmmmm, not sure. Need to check it out). Going back and looking, Exousia is 30' up the shaft currently, according to Ferez's posts (so not level with any side tunnels).

Yeah, I would say that they could not maintain the engulf while dazed. Actually upon researching this for you, it seems that they should be rolling to maintain the "grapple" each round. Exousia's CMD is normally 40, minus 4 for losing her dex bonuses in a pin, but +4 for her aura (so still a 40 CMD in the end). Don't think it mattered much in Ferez's case as his CMD is not that high, Valgrim auto-escaped every round, but I should be rolling for Exousia. Anyway, what this also means is they cannot maintain the engulf as a standard action when dazed and Exousia would auto-escape.

Fort save: 1d20 + 18 ⇒ (18) + 18 = 36 Succeeds.

....but because I haven't been rolling to maintain the grapple on previous rounds I will just say it auto-fails to maintain it this upcoming action and she will be free. They have a +31 to maintain their grapples so chances are it would have failed by this point.

Alie's action!


EDIT: Wait, it actually has a +5 to maintain the hold...so +36 total. So, things are probably as they should be, but she will still auto-escape this round to keep it fair. Damn, overcomplicated grapple rules... :/


Alie, you 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 uses another charge from her Maximize Rod and casts disintegrate at the closest mist.

RTA 1d20 + 15 ⇒ (17) + 15 = 32

240 damage unless D.C. 35 Fort.


Fort save: 1d20 + 18 ⇒ (8) + 18 = 26 Fail! 120 damage!

Alie moves back to the edge of the shaft and fires a ray into the mist encompassing the angel. The combination of Valgrim's blade and Alie's spell prove to much for it and it's form disappates into the surrounding mist....forever.

The mists in the walls do not venture forth but the one remaining in the shaft attacks the biggest source of blood left to it (this is Valgrim since he has the most Con left)

Crimson death #5 attack on Valgrim: 1d20 + 27 ⇒ (1) + 27 = 28
Damage: 1d6 + 2 ⇒ (2) + 2 = 4 Miss chance: 1d100 ⇒ 48 Miss.
Crimson death #5 attack on Valgrim: 1d20 + 27 ⇒ (16) + 27 = 43
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 Miss chance: 1d100 ⇒ 55 Hit.

Exousia's Fort Save: 1d20 + 23 - 9 ⇒ (9) + 23 - 9 = 23 Success
Con Damage: 1d4 ⇒ 4 2 Con damage!

The Vampire flees down a hallway as the door he just went through swings closed behind him.

Updated Current Status:

Valgrim: 288(188)/185 stoneskin 0/150 (10 Con damage)
Ferez: 185(85)/85 stoneskin 103/150 (11 Con damage)
Bublaka: 215/215+15
Alie: 185/185+15
Exousia: 229(59)/59 (21 Con damage) (Blind) (10 regeneration/round)
Party Buffs:
Life Bubble - party - 42 hours
Status - party - 24 hours
Heroes' Feast - party - 1d8 + 10 ⇒ (5) + 10 = 15 temporary hit points, +4 morale vs. poison and fear, +1 morale bonus attack and Will saves

Valgrim:
Magic Vestment - Valgrim armor - 21 hours
Sacred Bond - Valgrim/Friar - 147 minutes
Prot from Fire - 137 minutes
Stoneskin - 137 minutes
Barkskin (97 minutes)
Freedom of Movement (self, 97 minutes)
Greater Darkvision (self, 120', 15 hours)
Shield of Faith 14 mins

Ferez:
Magic Vestment (x2) - Friar's armor and shield - 20 hours
Sacred Bond - Valgrim/Friar - 147 minutes
Prot from Fire - 147 minutes
Barkskin (97 minutes)
Stoneskin - 137 mins

Alie:
Protection from Cold - 137 minutes
Freedom of Movement - 137 minutes
Stoneskin - 137 minutes

Bublaka:
Prot from Fire - 137 minutes
Barkskin (97 minutes)
Freedom of Movement - 137 minutes

Monster: 22
Valgrim: 22 You are up!
Ferez: 19
Alie: 16
Bubalaka: 15

Crimson Death #1: 240 Critical Wounds.
Crimson Death #2: 239 Critical Wounds.
Crimson Death #3: Sliced apart by ghost dagger!
Crimson Death #4: Sliced apart and disintegrated!
Crimson Death #5: 155 Moderate damage.
Crimson Death #6: Disintegrated!


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 I am confused, is there an Engulf attack or not? And with a save, I am adjacent correct and can full-attack? With 3D maneuvering, it gets so complex and confusing.


Oh, sorry, I got lazy and should have noted it. Was thinking it was routine at this point. Yeah, with a single reflex and a full attack is possible. Think you can about end this right here.


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

Ok, gotcha. Thanks.
Reflex save: 1d20 + 21 ⇒ (15) + 21 = 36
Full attack with speed dagger:
1d20 + 36 ⇒ (11) + 36 = 47
Damage: 1d4 + 34 ⇒ (4) + 34 = 38
1d20 + 30 ⇒ (16) + 30 = 46
Damage: 1d4 + 34 ⇒ (2) + 34 = 36
1d20 + 25 ⇒ (11) + 25 = 36
Damage: 1d4 + 34 ⇒ (4) + 34 = 38
1d20 + 20 ⇒ (14) + 20 = 34
Damage: 1d4 + 34 ⇒ (3) + 34 = 37
1d20 + 15 ⇒ (8) + 15 = 23
Damage: 1d4 + 34 ⇒ (1) + 34 = 35


With several expert slices of his ghost weapon, Valgrim sends the crimson death on it's way to finally face Pharasma and be judged. The remaining two test the air outside the walls but quickly recoil as the radiance coming from Ferez burns them...

Out of combat. The two remaining are not coming out soon, so feel free to take whatever actions you want to 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

In the sudden silence after the battle, a voice echoes down through the mist, "Valgrim? Friar? Do you require aid? That vampire fled back up the shaft and through one of these doors..."


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, let the vampire be. That little running through the door screams of a trap/ambush. Let us heal and we will continue exploring."

So this is what party will do:
Exousia gets out of cloudkill and then starts dispelling magic at will till all clouds are gone.
Friar pulls out wand and the 3 round restoration on Exousia, then himself, then me and then Alie.
Valgrim turns off Boots of Flying and stands guard and readies an action to attack any enemy he sees within range of his movement.
Rest of party waits until we use 4 charges of Wand of Restoration and we have recovered our lost Con. Afterwards, we continue down the corridor where the Crimson Mists came from; we can double back to ambush room later on.


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 am ready to scratch off 4 charges off the wand. I also need an updated status for the party. The angel regenerates hps so she is fine. I need hp status on the rest of us after the Con loss is cured.


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

No cheerleaders were harmed in the battle. Including Bublaka.

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 is good too, I think.


You are not disturbed as you recover.

Ferez: I believe that hitpoints return with the restoring of the Con damage. So, everyone pretty much at full.

Valgrim: The mists came from both directions technically, so which way down the side tunnel do you wish to head?

Updated Current Status:

Valgrim: 288/285
Ferez: 185/185 stoneskin 103/150
Bublaka: 215/215+15
Alie: 185/185+15
Exousia: 229/229 (Blind) (10 regeneration/round)
Party Buffs:
Life Bubble - party - 42 hours
Status - party - 24 hours
Heroes' Feast - party - 1d8 + 10 ⇒ (5) + 10 = 15 temporary hit points, +4 morale vs. poison and fear, +1 morale bonus attack and Will saves

Valgrim:
Magic Vestment - Valgrim armor - 21 hours
Sacred Bond - Valgrim/Friar - 147 minutes
Prot from Fire - 137 minutes
Stoneskin - 137 minutes
Barkskin (97 minutes)
Freedom of Movement (self, 97 minutes)
Greater Darkvision (self, 120', 15 hours)
Shield of Faith 14 mins

Ferez:
Magic Vestment (x2) - Friar's armor and shield - 20 hours
Sacred Bond - Valgrim/Friar - 147 minutes
Prot from Fire - 147 minutes
Barkskin (97 minutes)
Stoneskin - 137 mins

Alie:
Protection from Cold - 137 minutes
Freedom of Movement - 137 minutes
Stoneskin - 137 minutes

Bublaka:
Prot from Fire - 137 minutes
Barkskin (97 minutes)
Freedom of Movement - 137 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

Friar can use one of his prayer beads to cure blindness on the angel. We go west and then south on the map.


Exousia sits quietly staring off into nothing as if meditating as you all recover. Perhaps she is or perhaps it is the effects of her blindness. She suddenly says as you finish, "You know...I have never been blinded by the light before. It reminds me of the story of Gilleal. He was a powerful servant of The Dawnflower that became blinded by Sarenrae's light when in his hubris he thought he outshown even her." She frowns to herself, "Perhaps this is a reminder..." She blinks as Ferez cures her sight, stands, and looks down the shaft, "How exactly do you expect me to fit down that little hole?"

I'll assume Ferez does just that and Exousia is cured of blindness. How are you going to get her down the side-tunnel. It's only 5 foot wide and 7 foot tall (slightly larger than a quarter her size). She would currently need to make DC 30 escape artist checks to move.


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

GM, she can change shape at will to become a medium sized creature so I am sure she did not ask that. :) And before you ask how we get down, Exousia flies us down the shaft. Then we head down the tunnel south.


Heh, I thought she could but kept looking for it in the profile and couldn't find it again. Was like, maybe I am going crazy....wouldn't be the first time. It's not under the spell-like abilities section, INSTEAD it's tacked on at the end under special qualities and I must have overlooked it three seperate times. Didn't think it would be much of a road-block but figured I should ask. So, ok yes, moving on.

You head down the tunnel and around the corner. It continues thirty feet before ending in another drain shaft that goes both up to another grate and down to another sewage tunnel.

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