Friar Ferez |
Exousia has True Seeing btw. If she still does not see anything, she moves into the room (moved on map). What does she see now?
The Worm That Walks |
Yep, her True Seeing is something I am constantly using at this point for you guys. Thanks for the reminder though.
The angel moves around the corner, the immediate area in front of her is a spacious underground hall. The humid, heavy air reeks of mold and death. The chamber itself is a seventy-foot-wide octagonal platform under a fifty-foot-high domed ceiling Thousands of blue and green semi-precious stones are embedded in the tiled stone floor to form a thirty-foot-wide magical circle of arcane ciphers in the platform's center. Two diametrically opposed arcades lead to grandiose chambers to the northeast and southwest. The one that you came from is the bizarre workshop. The other one, spangled by strange green bonfires, is similar to a domed warehouse and contains a colossal cranelike machine. A circle of thick metal pillars supports the seventy-foot-high ceiling of this enormous chamber. Four massive mechanical arms extend from the niches in the walls at the cardinal points to the center of the chamber, where they connect to a thirty-foot-wide platform with a chain and pully system. This machinery is evidently meant to raise the platform within the circle of pillars, although no apparent place for it to go is visible in the ceiling above. the green light that illuminates the chamber comes from a dozen ghostly bonfires lit on the floor around the platform. The flickering flames form haunting designs in the air. In the space above the central platform floats a whirling vortex of black wind shot through with red lightning. Standing on the platform around the vortex with their skeletal hands outstretched to touch it are the liches that disappearred from the other chamber. Black energies course over their bones and through their forms filling them with power and completely repairing the damage done by the blazing burst of sunlight. From around the corner you can hear Exousia's voice, "Ummmm, I found them...but it doesn't look good."
Friar Ferez |
I have an idea, GM, but I need to know how it would play out in game. Does it look like the undead are invulnerable while in touch with the vortex? For example, let us say the vortex heals undead in contact with it for 150 hps per round, to use a figure. Is the healing one-time on the liches' turns or would the healing take place per attack? If Alie and I both cast Sunbursts, would the game effect be they took no damage since the 1st spell did 60 damage for example and they are healed for 150, and then the second spell did 50 damage and they are healed for another 150. Or would it be they took 110 damage and were destroyed because they only have say 80 hps (for example) and the healing is only once a round and it is our turn. Can we tell this information?
The Worm That Walks |
You'll want to move to someplace you can see the vortex before rolling. Probably up the steps or at least floating/flying higher than them. Alie still has her action and move left to take.
Ferez: Or are you asking Alie to delay until your action to coordinate spells after assessing the situation? (You don't have a line of sight to them either as you are still at the bottom of the stairs)
Friar Ferez |
I moved on the map (still have a standard action and swift if I wish), so I have LoS to them and am 95' away. The plan was to coordinate our attacks together depending on what the party learns from the vortex.
The Worm That Walks |
Ok, badguys turn then? Just double checking, Ferez you waiting for Bubba to come forward and give his two cents on the situation or were you taking a further action when you took your move action? If Ferez is waiting then Round #1 has ended, round #2 is starting with Alie delaying and then its the liches turn.
Friar Ferez |
Friar delays until the top of Round 2 with Alie. "It's Sunburst time...ready, Alie? Now!"
With his standard action, Friar casts the spell.
Damage: 21d6 ⇒ (3, 6, 4, 1, 6, 2, 1, 6, 6, 1, 4, 4, 3, 1, 2, 2, 1, 1, 3, 5, 2) = 64
Reflex save DC 27 for half.
I hope Alie follows through and maybe we can destroy some of them.
Alie Saechell |
Seeing the cleric take the initiative, Alie follows suit, moving so she could blast away with the good Friar with her own Sunburst.
Damage 20d6 ⇒ (3, 6, 5, 6, 2, 6, 1, 5, 3, 6, 5, 1, 5, 1, 2, 5, 6, 2, 6, 3) = 79
Reflex 30 for half. If these creatures are harmed by bright light, they are destroyed if they fail their save against the spell.
The Worm That Walks |
Readied dispel magic: 1d20 + 11 ⇒ (8) + 11 = 19 Fail.
Readied dispel magic: 1d20 + 11 ⇒ (13) + 11 = 24 Fail.
Lich #1 reflex versus Ferez: 1d20 + 9 ⇒ (2) + 9 = 11
Lich #2 reflex versus Ferez: 1d20 + 9 ⇒ (14) + 9 = 23
Lich #3 reflex versus Ferez: 1d20 + 9 ⇒ (5) + 9 = 14
Lich #4 reflex versus Ferez: 1d20 + 9 ⇒ (11) + 9 = 20
Lich #5 reflex versus Ferez: 1d20 + 9 ⇒ (18) + 9 = 27 This is the only save to actually make it out of all of these!
Lich #6 reflex versus Ferez: 1d20 + 9 ⇒ (11) + 9 = 20
Lich #7 reflex versus Ferez: 1d20 + 9 ⇒ (14) + 9 = 23
Lich #8 reflex versus Ferez: 1d20 + 9 ⇒ (7) + 9 = 16
Lich #1 reflex versus Alie: 1d20 + 9 ⇒ (1) + 9 = 10
Lich #2 reflex versus Alie: 1d20 + 9 ⇒ (11) + 9 = 20
Lich #3 reflex versus Alie: 1d20 + 9 ⇒ (6) + 9 = 15
Lich #4 reflex versus Alie: 1d20 + 9 ⇒ (14) + 9 = 23
Lich #5 reflex versus Alie: 1d20 + 9 ⇒ (5) + 9 = 14
Lich #6 reflex versus Alie: 1d20 + 9 ⇒ (17) + 9 = 26
Lich #7 reflex versus Alie: 1d20 + 9 ⇒ (11) + 9 = 20
Lich #8 reflex versus Alie: 1d20 + 9 ⇒ (12) + 9 = 21
Two of the undead seem prepared for your magical assault and attempt to snuff out the magics being hurled in their direction, but the spells prove too powewrful for them to stop. The room burns with such brilliance that it takes a few seconds for you vision to return to normal. Of the liches....the is nothing left but dust...the vortex, however, churns on apparently unaffected.
Ok, out of combat. What now?
The Worm That Walks |
With a 31...you confirm that it is a permenant portal to the negative material plane. You suspect that getting close to the thing would be very hazardous for the living. You also strongly suspect that it is being created/manipulated by the machinery surrounding it. There are intricate controls of some sort at the base of each of the supporting arms consisting of dozens of levers and knobs. A close examination using knowledge(arcana) might tell you more about their functions.
Bublaka |
Bublaka shares his suspicions with the rest of the party. Then, he offers, "If we have time to do so safely, we need to see if we can disrupt the connection to the negative energy plane. Do you see any more enemies or any traps on the levers?" He points at the nearest console.
If the others reports no threats or traps identified, he will move up to the nearest console and focuses inwardly, trying to draw on all of his varied experiences and apply them here. Take 20 on the knowledge (arcana) check for a 44.
Friar Ferez |
Perhaps Bublaka, UMD may be the better skill check to try, since it appears it is a magic device.
Exousia watches the bard's back with her True Seeing as he studies the machine.
Perception: 1d20 + 27 ⇒ (18) + 27 = 45
Valgrim Twin-Axe |
Valgrim will check for dangers too, his blade in hand and still invisible.
Perception: 1d20 + 40 ⇒ (9) + 40 = 49
The Worm That Walks |
Ok, I am assuming that Valgrim actually goes up to the switches and searches them for traps at the bards request (He finds none). Go ahead and move yourselves to where you want to be as Valgrim searches and then the bard fiddles with the switches.
Seperately, Bubba, I don't think you can actually take 20 on this particular action as things have a possibility of going very wrong, so rolls will be required. Under rules for taking a 20. It'll take some time to figure out the complex dial and levers (10 minutes). And yes,
it is a Knowledge(arcana) check to figure out the proper use and manipulation of the contraption.
Friar Ferez |
Friar will arm himself with his Mace of Disruption and ready an action if an undead appears within striking range.
Exousia stands with her holy sword watching for dangers with her True Seeing.
Valgrim Twin-Axe |
Valgrim moves near the "console" and watches Bubba's back. I moved you all on the map. Hope you are ok with positions.
The Worm That Walks |
The sheer power of the vortex makes your skin itch and it causes a harmless cold burning sensation as you approach. You suspect getting any closer might not be wise for the living. Valgrim determines that the controls, while complicated, don't appear to be trapped in any percievable way. As Bublaka begins to fiddle with the levers and knobs the eerie green flames flare up and form into four ghostly avolakia forms including the flame right next to you!
Roll initiative! No surprise round as you are all ready, they are aware of your presence, but not the exact situation since they are emerging from full cover.
Ghost initiative: 1d20 + 8 ⇒ (16) + 8 = 24
If you beat them then go ahead and take your round #1 action, but you may have to make additional rolls based on your position before your action takes effect.
Friar Ferez |
Friar: 1d20 + 7 ⇒ (1) + 7 = 8
Exousia: 1d20 + 8 ⇒ (12) + 8 = 20
Alie Saechell |
Alie init. 1d20 + 9 ⇒ (17) + 9 = 26
On phone this morning. Can I get all of them in one sunburst?
The Worm That Walks |
Alie: Yes you can, but you would also get all of yourselves in the sunburst. No way to cast it in this smaller room and avoid getting yourselves.
Alie: Also, please make a DC 34 fortitude save for looking upon the corrupting form of the closest ghost.
Damage: 2d10 ⇒ (6, 4) = 10
Charisma Damage: 1d4 ⇒ 4
Alie Saechell |
Alie uses another charge from her Maximize Rod and casts disintegrate at the closest ghost.
RTA 1d20 + 15 ⇒ (5) + 15 = 20
240 damage unless D.C. 35 Fort.
The Worm That Walks |
Ok, Alie takes the regular damage still but avoids the charisma damage.
The powerful ray lances out from Alie's outstretched hand but goes just wide of the ethereal form she was aiming at.
The avolokia next to Bubba reaches out and through him with it's vampirically charged incorporeal tentacles. Valgrim doesn't think it can see him.
Destructive Touch attack with quickened vampiric touch: 1d20 + 22 ⇒ (10) + 22 = 32
Damage: 17d6 + 7d6 + 10 ⇒ (2, 3, 5, 4, 2, 6, 5, 5, 4, 5, 4, 2, 4, 1, 6, 3, 2) + (2, 4, 4, 2, 5, 4, 3) + 10 = 97
DC 34 fortitude save or 1d4 ⇒ 3 charisma damage.
You watch the terrible effects as the bard quickly ages before your eyes!
Another ghostly form approaches and Alie can feel a telekinetic force wrap around her...
Alie: Make 2 will saves please.
A third one begins to telekinetically manipulate the knobs and levers of the machine. Bublaka's panel clicks, switches, and whirs in a flurry of activity to mirror whatever it is doing to it's panel. The vortex suddenly pulses with power and huge dark winged shapes issue forth from it!
1d6 ⇒ 6 creatures appear!
It also attempts to suggest to Exousia that she should go full defensive.
Exousia needs to make will save.
The last one floats through the vortex as it comes toward you. Bublaka can feel the telekinetic grasp wrap around him also.
Bublaka make 2 will saves please.
Ok, well that is the avolakia ghosts. We'll resolve there actions before the newly summoned creatures take their actions.
Friar Ferez |
Well, this looks like the end here. Using all those levers and summoning is now a standard action with the machine?
Exousia Will save: 1d20 + 23 ⇒ (5) + 23 = 28...the angel goes on full defense.
Bublaka |
My AC is +2 vs undead foes. I doubt it applies if that was a touch attack, but I wanted to point it out. Damage recorded under the assumption that the attack was successful.
Fort save DC 34: 1d20 + 17 ⇒ (5) + 17 = 22
3 Charisma damage
Will save #1: 1d20 + 20 + 1 ⇒ (7) + 20 + 1 = 28
Will save #1: 1d20 + 20 + 1 ⇒ (10) + 20 + 1 = 31
The Worm That Walks |
No, it was a full round action (like a full attack). The ten minutes is for a new person to figure out the machines workings. The ghosts are already familiar with it. You do have the option to randomly throw switches as a full round action and see what happens. You have been handling everything really well up to this point but yeah it's going to be rough. It should be though, it's kinda a mini finale and one of your major objectives.
Alie manages to resist but Bublaka is bodily picked up and thrown into the vortex...he disappears from view into the pitch black swirling miasma!
Bublaka takes 2d6 ⇒ (6, 5) = 11 negative levels. Ouch! Your still alive and kicking Bub and can take normal actions including getting the hell out of that nasty vortex.
Seeing as Alie did not succumb to the telekinesis the avolakia that cast it suggests that she teleport out of the complex to safety of failing that flee. The other one gives Ferez the suggestion to follow Exousia's example and go full defensive. One of the new arrivals casts haste on itself and the others. Two of the new mostrosities bite at Exousia. One channels a burst of negative energy. You are all hit by a cone of cold from the fifth and the sixth casts finger of death at Ferez.
Ok, so remaining saves go like this:
Alie: another will save to resist suggestion (DC 34).
Ferez: DC 34 will save to avoid suggestion and DC 22 fortitude save against the Finger of Death.
Everyone (except Bublaka): make DC 28 will save versus channeled negative enegy or take 7d6 ⇒ (4, 2, 6, 4, 6, 5, 6) = 33 damage
Everyone (except Bublaka): make DC 20 reflex save or take 14d6 ⇒ (6, 5, 6, 2, 2, 3, 2, 3, 6, 4, 5, 3, 5, 4) = 56 cold damage
I believe her AC is currently a 36 against them. Correct me if I am wrong though.
Bite attack against Exousia: 1d20 + 24 ⇒ (19) + 24 = 43 Hit, possible crit!
Damage: 4d10 + 18 ⇒ (6, 3, 3, 5) + 18 = 35
Bite attack against Exousia: 1d20 + 24 ⇒ (5) + 24 = 29
Damage: 4d10 + 18 ⇒ (10, 1, 9, 6) + 18 = 44
Bite attack against Exousia: 1d20 + 24 ⇒ (16) + 24 = 40 Hit.
Damage: 4d10 + 18 ⇒ (3, 10, 10, 4) + 18 = 45
Crit confirm Bite attack against Exousia: 1d20 + 24 ⇒ (18) + 24 = 42 Confirmed.
Damage: 4d10 + 18 ⇒ (4, 6, 1, 8) + 18 = 37
Total damage to Exousia after damage reduction is 97.
Whew, well that is everything including the kitchen sink. Make your saves and then your all up, take your actions!
Bublaka |
Bublaka's armor has the deathless ability. Would this count as a single attack or should I roll per level?
25% chance of negating levels, hoping for 76 or higher: 1d100 ⇒ 80
Alie Saechell |
Will Suggestion 1d20 + 23 ⇒ (9) + 23 = 32
Will Negative Energy 1d20 + 23 ⇒ (13) + 23 = 36
Reflex 1d20 + 18 ⇒ (7) + 18 = 25
Friar Ferez |
Saves:
Will 1d20 + 28 ⇒ (14) + 28 = 42
Fort: 1d20 + 22 ⇒ (8) + 22 = 30
Will: 1d20 + 28 ⇒ (1) + 28 = 29....due to deathless armor, takes 23 damage
Reflex: 1d20 + 16 ⇒ (14) + 16 = 30...evasion
Exousia Will save: 1d20 + 19 + 4 ⇒ (11) + 19 + 4 = 34
Reflex save: 1d20 + 11 + 4 ⇒ (3) + 11 + 4 = 18
Are all the summoned creatures at ground level? They appear to be huge.
The Worm That Walks |
They are indeed huge. We'll say they showed up flying 5' above ground level (so well within reach).
Also, on your turn you need to make DC 34 Fort saves for any ghost that is within 30' feet of you (they have corrupting gaze). You can choose to avert your eyes (50% chance to avoid needing to make save and they gain concealment) or close them entirely (they gain total concealment).
Don't forget you have mythic surge as an immediate action in case there is an important save you barely missed (such as Alie's missed will save if she deemed it important enough to spend a surge on). You can use it after the roll is made, so very helpful.
Friar Ferez |
There are 3 ghosts within 30' and Friar is avoiding gaze.
1d100 ⇒ 80
1d100 ⇒ 10
1d100 ⇒ 90
Fort save: 1d20 + 22 ⇒ (15) + 22 = 37...success
Fort save: 1d20 + 22 ⇒ (2) + 22 = 24...failure
Exousia is avoiding gaze:
1d100 ⇒ 60
1d100 ⇒ 62
1d100 ⇒ 10
1d100 ⇒ 56
Fort save: 1d20 + 23 ⇒ (2) + 23 = 25...fails
Fort save: 1d20 + 23 ⇒ (5) + 23 = 28...fails
Fort save: 1d20 + 23 ⇒ (12) + 23 = 35...success
May I get status update on everyone's health?