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

Friar renews the Shield of Faith on himself and Valgrim after the teleportation and casts Communal Air Walk on Bublaka, Valgrim, and himself, since the rest of the party can fly. Finally, he casts Bless Weapon on Valgrim's falchion.

Spells updated:
Domain Spell-Like Abilities (CL 20th; concentration +29)
12/day—touch of glory (+20)
Cleric Spells Prepared (CL 21st; concentration +30)
9th—mass heal, miracle, greater communal spell immunity, summon monster IX
8th—quickened blessing of fervor (DC 23), earthquake, empowered heal M (2)
7th—quickened dispel magic (2), quickened prayer, quickened searing light M (2), sunbeamD (DC 26)
6th—greater dispel magic (2), find the path, fire seeds D
5th—flame strike D (DC 24), spell resistance (4)
4th—death ward (4), dimensional anchor, holy smite D (DC 23)
3rd—invisibility purge, remove curse, searing light D,M
2nd—Grace(2), communal protection from evil(2)
1st—liberating command, moment of greatness, remove fear, shield of faith D
0 (at will)— detect magic , guidance, light, stabilize
D Domain spell; Domains Glory, Sun
M mythic spell


Manzorian casts his magic and wishes the party luck. When the party appears, you feel the desert heat on your backs, as you find yourself in the middle of a desert. Thankfully, Friar's Life Bubble also provides you with an Endure Elements effect, so you can function normally in the 120 degree heat. As you look around, you see a road leading to a giant temple structure atop a hill in the east, which is the only structure that can be seen for miles. You guess that is where you will find your goal and you head in that direction. Your magic allows you to walk in the air, which prevents you from suffering penalties from moving through the sand dunes.

Five minutes later, you reach a set of steps leading up the hill. Valgrim's ranger skills helps him identify giant footprints on the steps leading upward, so you know you're in the right place. After traveling up 100 stone steps, you reach the top of the hill where you see a path running in between standing columns decorated with the heads of various fiends, whom you assume were visitors who did not please the Titan. At the far end of the path, in a rotunda, seated on a humongous throne of bones, is a massive titan with a battle axe at his side. He stands and speaks in a powerful voice, "I have not had visitors in quite awhile and usually I don't bother with gnats. But your auras are strong and reek of such benevolence and divinity. Now please entertain me...with your deaths! I will enjoy crushing you with my axe!"

Combat Map

Initiative:
Titan: 1d20 + 4 ⇒ (1) + 4 = 5
Alie: 1d20 + 13 ⇒ (13) + 13 = 26
Bub: 1d20 + 6 ⇒ (3) + 6 = 9
Exousia: 1d20 + 10 ⇒ (12) + 10 = 22
Friar: 1d20 + 13 ⇒ (15) + 13 = 28
Valgrim: 1d20 + 11 ⇒ (20) + 11 = 31

Entire party goes before the Titan!


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, I think it's time I introduce myself and my sword to our giant friend! Care to do the honors?" TK charge, after Bubba hastes and IC, please!

As he flies toward the Titan, Valgrim screams, "My weapon may not be a thousand years old but you're going to feel its power today!"

Rage as free action
Hit: BA+20+11Str+2weapon+2goodhope+4IC+2favenemy+1haste=+42 hit (not enlarged).
Damage: +16Str+2weapon+2goodhope+4IC+2Favenemy+18powerattack=+44

Free charge attack: 1d20 + 42 + 2 ⇒ (15) + 42 + 2 = 59...threat, auto-confirmed with Bless Weapon
Damage: 4d4 + 2d6 + 88 ⇒ (1, 4, 4, 3) + (1, 6) + 88 = 107
Use Mythic power to negate penalties for power attack
Hasted attack: 1d20 + 42 ⇒ (18) + 42 = 60...threat, auto-confirmed
Damage: 4d4 + 2d6 + 88 ⇒ (2, 3, 3, 3) + (5, 6) + 88 = 110
1st attack:1d20 + 37 ⇒ (20) + 37 = 57...threat, auto-confirmed
Damage: 4d4 + 2d6 + 82 ⇒ (4, 3, 4, 2) + (5, 6) + 82 = 106
2nd attack: 1d20 + 32 ⇒ (4) + 32 = 36...miss
3rd attack: 1d20 + 27 ⇒ (18) + 27 = 45...threat, auto-confirmed
Damage: 4d4 + 2d6 + 82 ⇒ (4, 3, 4, 1) + (4, 1) + 82 = 99
4th attack: 1d20 + 22 ⇒ (16) + 22 = 38...threat, auto-confirmed
Damage: 4d4 + 2d6 + 82 ⇒ (2, 4, 1, 4) + (3, 5) + 82 = 101
Rage rounds left: 5/14; Mythic Power left: 3/7
Damage: 107+110+106+99+101 - DR

5 criticals! Greatest round of rolling ever! Bless your Friar for Bless Weapon buff!

EDIT: Let's use a Surge on that miss - add 1d6 ⇒ 2 for a 38 to hit roll
Extra Damage: 2d4 + 2d6 + 44 ⇒ (2, 2) + (3, 6) + 44 = 57
Mythic power left: 2/7

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)

Before being teleported, Alie renews Fiery Body, Protection from Energy Cold, Moment of Prescience and Echolocation. She then uses her Telekinectic Charge spell on Valgrim.

Marked off a 3, 4, 5, 8, and 9th level spell.


The Titan smirks at the idea this tiny dwarf hurtling through the air can harm him...until he feels the first blow slash him across the chest! He does not remember feeling such pain in one blow in centuries. And the dwarf is not done...he follows that up with five more attacks each finding the perfect chink in the Titan's armor and doing the most damage. The Titan screams as he has never done so in his 1000 years of life. His eyes go blurry as the raging dwarf rips flesh and armor with his blade and then the Titan feels his life force leaving his body until it closes its eyes for the last time, falling backwards on the altar of the desert temple, as its weapon clangs to the ground!

Those rolls were amazing...so many times on these boards, I can barely roll over a 7 numerous times in a row and Valgrim rolls in a span of 6 rolls: 15,18,20,4,18,16! Ummmm....the Titan's AC is 38 so all 6 attacks hit and 5 criticals confirmed! 580 damage - 15DR per shot (90 damage)=490 hit points of damage. The Titan has 471 hps! After that whole speech from Manzorian, you take out the Titan (CR22) in 6 seconds!

I forgot to mention that Manzorian gave you the sixth part of the Rod as it will guide you to the 7th part and also gave you a scroll of Greater Teleport to bring you back.

Using Detect Magic, you find a bag of holding on the Titan, which contains a lifetime of gold (50,000) and the 7th part of the Rod of Seven Parts. That was easy enough...lol.


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's jaw drops at the display. "If I live to be a hundred, I will never believe what I just saw with my own two eyes. I feel a need to compose something."

Bublaka starts with his standard buffs, as requested.


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

"Hmmm, that will work!" Valgrim stops raging and grabs the bag of holding off the dead Titan. "Alie, take us home. We have an apocalypse to stop!" When we appear back in Manzorian's place, we hand him the two pieces of the Rod. "Here ya go. It was no trouble at all. Really..."


The look of astonishment and incredulity is quite apparent on Manzorian's face when you teleport back less than ten minutes since you left. "You are truly heroes of legend." He casts some magic and the two pieces of the Rod connect, forming the bottom handle. "If near you in battle, I believe the Wind Dukes' spirits will guide you in combat against Kyuss. This was a powerful acquisition. The Rod also allows you to heal and fly and as an artifact, its powers are not hampered even in an anti-magic field."
Game terms:
+20 insight bonus to attacks vs, Kyuss as long as carried on your person
Heal once per day
Hold Monster 1/day
Fly at will

Manzorian smiles as he hands the connected fragment to Valgrim. "I do not think anyone else in your group will be striking Kyuss in melee combat other than yourself. Well, since you all apparently dispatched the 1000 year old Titan in mere seconds and do not need to recuperate, you could take a crack at Kyuss' Tower. It is his servants' last stand. I would suggest taking out the defenders by level starting at the bottom and working your way up. Otherwise, if they coordinate their attacks or you start at the top, the forces of evil may overwhelm you. My two cents. Celeste can teleport you near there. According to my calculations, Kyuss is not expected to emerge until tomorrow, so if you need to return home and rest, my tower is at your disposal. Good luck! Try to eliminate as many of the defenders as possible."


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

"Do you think the tower would withstand an earthquake? Or a sonic attack on the structure itself?"


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

"Yes, let us destroy as many undead as we can! Show them the holy power of Sarenrae."

After Celeste teleports us and we are within visual distance of the pyramid and the tower, Friar casts the following buffs:
Death Ward on the party -21 minutes and Exousia casts Death Ward on herself (16 minutes)
Spell Resistance on the party except Exousia (21 minutes)
Communal Protection from Evil on the party except Exousia (5.25 minutes)
Communal Greater Spell Immunity (42 minutes each) - Destruction, Disintegrate, Maze, Sunburst, Wail of the Banshee, add Power Word Stun
Also spend 4 charges form Wand of Communal Resist energy - for each energy


Bublaka wrote:
"Do you think the tower would withstand an earthquake? Or a sonic attack on the structure itself?"

Manzorian ponders the question and smiles. "The Spire is powerful enough to contain the energies of a dead god, so the seeping energies make it and the ziggurat underneath it immune to physical damage, at least until Kyuss' death. But I like your thinking."


Celeste teleports the party to within 200' of the ziggurat. You see there are four entrances to enter at the base. A 40' high colonnade leads into the ziggurat. You cannot see further details from your current position. The air above the ziggurat and the spire above looks menacing, but so far you do not see any visible threats or guardians.


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

Now that Valgrim can fly at will with the connected Rod fragment, if Friar does not mind, he trades his winged boots for the Boots of Speed.

Valgrim evaluates the situation. "There's a lot of ground to cover between here and the entrances to the ziggurat. There could be plenty of ambushes being planned once we make ourselves known. I say we catch them with their pants down and just pop in there and get the party started!"

Alie, can you D-door us inside, say 250'? You can take up to 6 people with you which would include the party and Exousia. Valgrim uses the Banner to cast Stoneskin on himself.


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

My banner! I lost my banner when I transferred the new data into my character sheet!

Friar, the fire resistance need not include me - I have fire resistance 30 from the banner, so everyone else can have a longer duration on the communal split. As a reminder to all of us, I have a flame strike, save DC 22, if we find an opportune spot to use it. I guess we lost the air banner when we lost Vulcan.

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 Dim Door without knowing where I am going to land? Will it safely shunt us off to the side if we materialize on something? If so, I'm happy to get us in there that way.


Status:

Valgrim: 334/334
Ferez: 233/233
Bublaka: 219/219
Alie: 188/188
Exousia: 229/229

Party Buffs:
Good Hope (extended with rod): +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls - 19 minutes
Life Bubble - party - 19 hours left
Status - party - 22 hours
Heroes' Feast - party - +4 morale vs. poison and fear, +1 morale bonus attack and Will saves, 10 hours
Death Ward - Party 21 minutes; Exousia 16 minutes
Air Walk - 51.5 minutes
Spell Resistance - SR 33 on party - 21 minutes
Communal Protection from Evil - 5.25 minutes
Greater Spell Immunity - 42 minutes

Valgrim:
Fly at will - Rod
Magic Vestment - Valgrim armor - 20 hours
Barkskin (39 minutes)
Freedom of Movement (89 minutes)
Shield of Faith +5 (19 minutes)
Longstrider (15 hours)
Resist Energy: Fire (40 minutes)
Resist Energy: Cold (40 minutes)
Resist Energy: Electricity (24 minutes)
Stoneskin: 200 minutes 150/150

Ferez:
Magic Vestment (x2) - Friar's armor and shield - 19 hours
Shield of Faith +5 - 20 minutes
Constant Freedom of Movement (ring)
Resist Energy: Fire (40 minutes)
Resist Energy: Acid (30 minutes)
Resist Energy: Electricity (24 minutes)

Alie:
Magic Vestment +5 (19 hours)
Constant Freedom of Movement (ring)
Fiery Body (19 minutes)
Protection from Energy Cold (199 minutes)(120/120)
Moment of Prescience (20 hours)
Echolocation (199 minutes)
Resist Energy: Cold (40 minutes)
Resist Energy: Acid (30 minutes)
Resist Energy: Electricity (24 minutes)

Bublaka:
Freedom of Movement (90 minutes)
Resist Energy: Cold (40 minutes)
Resist Energy: Acid (30 minutes)
Resist Energy: Electricity (24 minutes)

Let me know if I missed any buffs.


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 you intentionally not include the Resist Energy effects of the banners on their bearers? That's the only thing that I saw.


Alie Saechell wrote:
Can I Dim Door without knowing where I am going to land? Will it safely shunt us off to the side if we materialize on something? If so, I'm happy to get us in there that way.

Yes, it does and yes you can. Mark off the spell.

You immediately appear in an large atrium, shadowy and dark. Two 12' high statues of Kyuss in all his worm-eaten glory stand on large daises at the entrance to this chamber. As soon as you appear, a torrent of green worms writhes up in front of each statue and in its place, appear two gaunt fiends, each has the face of a hideous fish and a body of lanky limbs and writhing tendrils.

Perception checks:
Alie: 1d20 + 30 ⇒ (1) + 30 = 31
Bub: 1d20 + 31 ⇒ (10) + 31 = 41
Exousia: 1d20 + 27 ⇒ (1) + 27 = 28
Friar: 1d20 + 29 ⇒ (19) + 29 = 48
Valgrim: 1d20 + 31 ⇒ (9) + 31 = 40

Bub, Friar, and Valgrim's keen senses also allow them to see six vampires hiding in plain sight in the middle of the room, caught unaware that the party just appeared! Two Kyuss knights are also stationed in the room hiding in the alcoves waiting for someone to enter the chamber, also caught unaware.

Bub, Friar, and Valgrim have a surprise round. Standard or move actions only.


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

As in, either a standard or a move, but not both, or as in, only a single action, period? Bublaka's action would be the standard first-round combo of haste (standard) and inspire courage (swift). If he can only do one, he will inspire courage.


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 will take those Boots of Flying, V!

Seeing the vampires, Friar smiles, "I bring thee the holy power of Sarenrae to bathe you in her glory!"
As his standard action, Friar uses one point of mythic power to recast Sunburst, via the Recalled Blessing path ability. Since the party is immune to the spell, per Greater Spell Immunity, he centers it in the spot to try and catch all the enemies, even if it means the 80' blast radius catches the party.
Damage: 21d6 ⇒ (5, 4, 6, 3, 5, 6, 3, 6, 2, 4, 2, 6, 4, 3, 2, 2, 4, 3, 6, 2, 5) = 83 vs. undead, Reflex save DC 27 (if vampires fail, they are destroyed; Kyuss Knights only take damage)
SR roll vs. Fiend #1: 1d20 + 25 ⇒ (5) + 25 = 30
SR roll vs. Fiend #2: 1d20 + 25 ⇒ (16) + 25 = 41
Fiends only take 6d6 ⇒ (4, 3, 3, 2, 4, 2) = 18 but must save or be blinded
Everyone rolls twice on saves if they are non-mythic!
Mythic power left: 6/7


Friar's eyes glow with divine power as he centers the burst of his goddess' power on himself! The divine energies pass harmlessly over him and his allies, filling them with joy. The vampires' eyes go wide in shock, as they try to find cover, but there is no cover from the divine might of Sarenrae's most powerful vessel on the plane! The vampires, one by one, scream as the divine radiance touches them and turns them to dust! The Kyuss Knights are damaged and blinded by the blast, as before, but they compensate with their Blindfighting. Even the two fiends called to serve Kyuss are not immune to Friar's divinity and the flash blinds them, leaving them lost!

Bub, yes, you can still take your swift actions, so you do your normal combo.

Nice use of path ability, Friar!
Vampires:
Reflex save: 1d20 + 16 ⇒ (15) + 16 = 31
Reflex save: 1d20 + 16 ⇒ (8) + 16 = 24...fail, destroyed
Reflex save: 1d20 + 16 ⇒ (13) + 16 = 29
Reflex save: 1d20 + 16 ⇒ (1) + 16 = 17...fail, destroyed
Reflex save: 1d20 + 16 ⇒ (2) + 16 = 18...fail, destroyed
Reflex save: 1d20 + 16 ⇒ (4) + 16 = 20...fail, destroyed
Reflex save: 1d20 + 16 ⇒ (18) + 16 = 34
Reflex save: 1d20 + 16 ⇒ (1) + 16 = 17...fail, destroyed
Reflex save: 1d20 + 16 ⇒ (14) + 16 = 30
Reflex save: 1d20 + 16 ⇒ (3) + 16 = 19...fail, destroyed
Kyuss Knights:
Reflex save: 1d20 + 10 ⇒ (9) + 10 = 19...fail, 83 damage, blind
Reflex save: 1d20 + 10 ⇒ (15) + 10 = 25...fail, 83 damage, blind
Fiends:
#1: Reflex save: 1d20 + 17 ⇒ (8) + 17 = 25...fail, 18 damage, blind
#2: Reflex save: 1d20 + 16 ⇒ (10) + 16 = 26...fail, 18 damage, blind


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

"Way to go, Friar!" Valgrim follows up with a partial charge at one of the two Kyuss knights.
+20+9+4+8+2+4+1=+48 hit
Damage: +13+4+8+2+4+18=+49 damage
Partial charge: 1d20 + 48 + 2 ⇒ (5) + 48 + 2 = 55
Damage: 2d4 + 4d6 + 49 ⇒ (4, 3) + (5, 1, 3, 6) + 49 = 71


Combat Map

Initiative:
Fiends: 1d20 + 7 ⇒ (18) + 7 = 25
Kyuss Knights: 1d20 + 4 ⇒ (20) + 4 = 24
Alie: 1d20 + 13 ⇒ (11) + 13 = 24
Bub: 1d20 + 6 ⇒ (5) + 6 = 11
Exousia: 1d20 + 13 ⇒ (18) + 13 = 31
Friar: 1d20 + 10 ⇒ (7) + 10 = 17
Valgrim: 1d20 + 11 ⇒ (6) + 11 = 17

Exousia is up first. If it survives, this is the Fiend's attack routine: One of its attacks hits and energy drains her!
Claw: 1d20 + 23 ⇒ (4) + 23 = 27
Claw: 1d20 + 23 ⇒ (10) + 23 = 33...hit
Miss chance: 1d100 ⇒ 65...hit
Damage: 1d8 + 5 ⇒ (6) + 5 = 11 plus Energy Drain
Grab: 1d20 + 23 ⇒ (16) + 23 = 39...failed
Bite: 1d20 + 23 ⇒ (16) + 23 = 39...hit
Miss chance: 1d100 ⇒ 39...miss
Tail: 1d20 + 18 ⇒ (5) + 18 = 23...miss

The other fiend, blind, casts Vampiric Touch on its claw and waits to see if it is attacked. Alie recognizes the fiend as an Astradaemon, a fiend known for grappling its opponents and sucking out their souls!

Alie is 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)

Did Exousia take an action? I thought it was up first?


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

My bad, sorry for delay. Also, DL, Exousia cast DW on herself so no energy drain.
If the daemon is blind, it takes a –2 penalty to Armor Class and loses its Dexterity bonus to AC (if any).
Full-attack power attack with Haste and Inspire Courage:
Attack: 1d20 + 28 ⇒ (12) + 28 = 40
Damage: 5d6 + 34 ⇒ (6, 4, 2, 5, 4) + 34 = 55
Attack: 1d20 + 28 ⇒ (6) + 28 = 34
Damage: 5d6 + 34 ⇒ (4, 4, 6, 4, 3) + 34 = 55
Attack: 1d20 + 23 ⇒ (15) + 23 = 38
Damage: 5d6 + 34 ⇒ (6, 2, 1, 1, 6) + 34 = 50
Attack: 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 5d6 + 34 ⇒ (4, 6, 5, 5, 1) + 34 = 55
Attack: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 5d6 + 34 ⇒ (5, 2, 4, 1, 3) + 34 = 49
Total=55+55+50+55+49=264...may have killed it before its turn
Exousias has True Seeing and is attacking with +3 holy weapon.


My bad about energy drain, thanks. Daemon AC while blind is 20.

Exousia shows her holy might as she kills the fiend in front of her in 4 swings! Ignore attacks previously posted.

Alie, there are 2 Kyuss Knights and one blind fiend left.

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 to see if her friends can finish the monsters without her having to use another spell.


The Kyuss Knight full attacks Valgrim:
Sword: 1d20 + 27 ⇒ (4) + 27 = 31...miss
1d20 + 22 ⇒ (9) + 22 = 31...miss
1d20 + 17 ⇒ (17) + 17 = 34...miss
Touch attack eye bite: 1d20 + 14 ⇒ (11) + 14 = 25...hit
1d100 ⇒ 50...miss
1d100 ⇒ 28...miss
Touch attack eye bite: 1d20 + 14 ⇒ (6) + 14 = 20...miss

The other knight moves up, provokes AoO from Exousia, and attacks Bublaka:
Attack: 1d20 + 27 ⇒ (17) + 27 = 44...threat
Attack: 1d20 + 27 ⇒ (18) + 27 = 45...confirmed
Damage: 2d10 + 20 + 2d6 ⇒ (3, 6) + 20 + (5, 6) = 40

Party is up!


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

Curious - what bane property does the Kyuss knight's weapon have?


Bublaka wrote:
Curious - what bane property does the Kyuss knight's weapon have?

They wield unholy bastard swords.


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

Does that grant the bonus based on alignment? I thought it only applied to outsiders, creatures 'inherently' a particular alignment.


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

Exousia's AoO: 1d20 + 28 ⇒ (18) + 28 = 46
Damage: 5d6 + 34 ⇒ (4, 1, 6, 1, 5) + 34 = 51

Friar attacks the Knight with his +3 Mace of Disruption:
Attack: 1d20 + 26 ⇒ (3) + 26 = 29
Attack: 1d20 + 26 ⇒ (18) + 26 = 44...hit
Damage: 1d8 + 10 ⇒ (8) + 10 = 18 Will save DC 14
Attack: 1d20 + 21 ⇒ (3) + 21 = 24
Attack: 1d20 + 16 ⇒ (8) + 16 = 24

Exousia's next round on Knight,if still up - if not, apply first attack to daemon:
Attack: 1d20 + 28 ⇒ (20) + 28 = 48..threat
Confirmation: 1d20 + 28 ⇒ (13) + 28 = 41...confirmed
Damage: 8d6 + 68 ⇒ (6, 6, 6, 2, 3, 3, 2, 2) + 68 = 98
Attack: 1d20 + 28 ⇒ (2) + 28 = 30
Damage: 3d6 + 34 ⇒ (4, 6, 4) + 34 = 48
Attack: 1d20 + 23 ⇒ (6) + 23 = 29
Attack: 1d20 + 18 ⇒ (11) + 18 = 29


Bublaka wrote:
Does that grant the bonus based on alignment? I thought it only applied to outsiders, creatures 'inherently' a particular alignment.

Unholy: It deals an extra 2d6 points of damage against all creatures of good alignment.


Friar Ferez wrote:

Exousia's AoO: 1d20+28

Damage: 5d6+34

Will save: 1d20 + 17 ⇒ (2) + 17 = 19...success

AoO does 51+83=134 damage
Exousia's first critical attack will destroy the Knight at the beginning of next round. Valgrim's full round will destroy his knight leaving the blind fiend all alone to do nothing. So for efficiency's sake, we will say you kill the fiend in 2 rounds and move on...Sounds good?


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

That works for me...we conserve spells. Also, before moving on, Exousia will fill Valgrim's ring of counterspells with her Greater Dispel Magic and cast Righteous Might (duration 16 rounds) on herself before proceeding 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

"Thank you, Exousia. I forgot about that. Well, we took out the initial wave of defenders with ease, let's see what awaits us atop." Valgrim flies up to the next level leading the party, really happy he can fly now.


Actually, before you head up, a bewitching female powerful voice calls you from outside the ziggurat, "Valgrim, Friar, Bublaka...you have grown in power since we last met and now you have a sorceress and a planetar with you." You recognize the sweet voice of Lashonna, the vampiric dragon! In an annoyed voice, she continues, "I am upset with you all, however. I sent you all on one small quest and advised you where the phylactery was and you could not destroy Dragotha! You let him escape! I am very disappointed in you." However, almost in an eerily bipolar mood, her voice changes to cheery again, "It's ok...I forgive you. I forgive you for destroying the Vortex of Anti-Life....Kyuss will recover in time...I forgive you for destroying my creations and my servants. None of that matters anymore. I am also sure that old dracolich is hiding somewhere, licking its wounds! Now, please come out and join me...I am Kyuss' Harbinger and General....kneel before me and I will grant you eternal life at my side and we shall serve Kyuss for all time together as my greatest warriors!!" You sense that there is corrupt magic in her words and were it not for Friar's protection from evil along with Exousia's constant aura of Magic Circle, you might be tempted to accept. What do you do? You cannot see her from your current vantage points inside the ziggurat as she is not at ground level...her voice comes from outside and above you, although you all do hear the sounds of wings flapping so you can surmise she is hovering. You are still hasted as well as have all prior buffs.


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 stores the Mace of Disruption away and pulls out the Sunblade. "She is a vampire after all...she has heard of our exploits killing her broodfiends and Raknian and the Balor...she sounds way too confident! She must have numerous magical protections on, which I will try to dispel before Valgrim and Exousia attack, and she may not be alone. Exousia is ready for battle and if my protection from evil is dispelled, please make your way within 10' of her so she does not charm you. Bublaka, if you could sing and protect us as well. We're also not going out there alone." Friar casts Summon Monster IX and brings forth a Ghaele Azata in light form. Friar then takes a deep breath..."I am ready when you all are."

Bub, your countersong would last for 2 extra rounds as an additional protection against her charms.


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 smiles. "We shall dispel her magic one way or another." He prepares to weave the magic of the shadowbard into a new song as they exit so the illusory bard can countersong the beguiling magic of their former patron. [ooc]Bublaka will cast shadowbard as we exit, before we are outside. He will restart inspiring courage (remember, his bonus to saves applies to all saves now) once we exit and prepare to cast greater dispel magic, following Friar's lead.


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 smiles, "Brothers and sisters, it's been an honor! Let's take Kyuss' General out!" Valgrim casts Anticipate Peril and drinks his potion of displacement and leads the party outside.

Dragons normally have blindsense, which still gives the 50% miss chance against invisible and displaced foes, so if you can cast improved invisibility, displacement and/or mirror image, do so!

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 casts Mirror Image, suspecting the dragon had a multilayered trap ready for the group.

Mirror images 1d4 + 4 ⇒ (1) + 4 = 5


The party cautiously heads outside where they see the gargantuan vampiric silver dragon Lashonna hovering in all her glory 30’ above the air about 30’ from your current location. She is also not alone, as she is accompanied by three female red-feathered winged devils, wielding vicious barbed longswords!

Lashonna
Erinyes

”So I guess you’re not coming to kneel before me…I should have known the Planetar’s circle of holiness would protect you from my charms…no mater…I will feast on your blood and bones!”

Initiative:
Erinyes: 1d20 + 11 ⇒ (8) + 11 = 19
Lashonna: 1d20 + 11 ⇒ (17) + 11 = 28
Alie: 1d20 + 13 ⇒ (10) + 13 = 23
Azata: 1d20 + 5 ⇒ (8) + 5 = 13
Bub: 1d20 + 8 ⇒ (6) + 8 = 14
Exousia: 1d20 + 10 ⇒ (15) + 10 = 25
Friar: 1d20 + 13 ⇒ (17) + 13 = 30
Valgrim: 1d20 + 11 ⇒ (18) + 11 = 29

Friar and Valgrim are up first!

Combat Map


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

"Oh boy...big undead dragon!"

Friar draws his Rod of Greater Maximize and uses its last charge for the day as his eyes flash with divine power, as he unleashes another Sunburst on the crowd of evil!

SR rolls:
Erinyes #1: 1d20 + 25 ⇒ (8) + 25 = 33
Erinyes #2: 1d20 + 25 ⇒ (18) + 25 = 43
Erinyes #3: 1d20 + 25 ⇒ (15) + 25 = 40
Lashonna: 1d20 + 25 ⇒ (19) + 25 = 44
DC 27 Reflex save (non-mythic foes must roll twice)
Lashonna: 126 damage and destruction or 63 damage or none if she has evasion.
Devils: 36 damage and blind or 18 damage + no blindness or no damage with evasion.

Friar will see results before determining swift action, if any.
Mythic power: 5/7.

Edit: Ouch...
Friar follows up with a Quickened Dispel Magic to dispel Lashonna's Displacement, which I am sure she has up!
Dispel: 1d20 + 21 ⇒ (13) + 21 = 34


Saves in order they were placed:
Erinyes #1: Reflex save: 1d20 + 26 ⇒ (14) + 26 = 40
Reflex save: 1d20 + 26 ⇒ (6) + 26 = 32...evasion, no damage
Erinyes #2: Reflex save: 1d20 + 26 ⇒ (13) + 26 = 39
Reflex save: 1d20 + 26 ⇒ (6) + 26 = 32...evasion, no damage
Erinyes #3: Reflex save: 1d20 + 26 ⇒ (6) + 26 = 32
Reflex save: 1d20 + 26 ⇒ (15) + 26 = 41...evasion, no damage
Lashonna: Reflex save: 1d20 + 31 ⇒ (19) + 31 = 50...mythic, rolls only once, 63 damage

Lashonna blinks as the searing light burns a little of her of undead flesh off. Her devil maidens, however, seemed more prepared and shield themselves from the blast with their wings, taking no damage! Lashonna seems irritated by the damage as she speaks, "Don't be so shocked...you used your divine power and your Rod and we're still standing. I am on to your tactics so I called on proper allies to resist your magics. Did you think everyone would fall for the same parlor tricks, priest?" The dragon spits the word "priest" out with venom.

You all see a distorting effect around the vampiric dragon, which you had not seen before, suddenly disappear, as Friar's quickened spell appears to work. Lashonna bares her vampiric fangs at the cleric in anger!

Valgrim is 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

Lashonna is tough...and she's mythic and must have a crazy AC, so I will delay until we can dispel more of her buffs.


Thank you, Valgrim. She is mythic and hardcore...so may have been a good plan.

Round 1: Lashonna
The vampiric dragon roars in delight, invoking her Frightful Presence as a free action, as a wave of fear chills your bones!

Everyone needs to make a DC 42 Will save vs. Fear or be shaken, which gives you all -2 penalty to attacks, saves, and skill checks.

Then, Lashonna pauses for a second, as she debates which breath weapon to use, before rearing her head back and opting to unleash the cold bitterness of the Nine Hells on you!

Everyone needs to make a DC 42 Reflex save or suffer 18d8 ⇒ (1, 8, 3, 1, 8, 2, 4, 8, 7, 8, 2, 5, 2, 1, 2, 4, 5, 1) = 72 cold damage. Exousia is immune and most of you have Protection from Cold or Resist Energy (Cold): 30.

Lashonna does not use her move action, preferring to stay at range for now.

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)

Will 1d20 + 23 ⇒ (3) + 23 = 26
Will 1d20 + 23 ⇒ (2) + 23 = 25


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 shadowbard is in effect (countersong) as we leave the tower. Don't forget bonus from inspire courage or good hope as you roll saves.

Will DC 42: 1d20 + 22 + 2 + 4 ⇒ (5) + 22 + 2 + 4 = 33

Reflex DC 42: 1d20 + 23 + 2 + 4 ⇒ (12) + 23 + 2 + 4 = 41

Unless I am missing a significant buff to will saves, very possible, Bublaka is shaken. He will incur 6 points of cold damage after resist energy is factored in.


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

Will save:1d20 + 18 + 4 + 4 + 2 ⇒ (4) + 18 + 4 + 4 + 2 = 32...shaken
Reflex save:1d20 + 22 + 1 + 4 + 2 - 2 ⇒ (5) + 22 + 1 + 4 + 2 - 2 = 32...42 cold damage


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

Will save: 1d20 + 28 + 2 + 4 + 4 ⇒ (17) + 28 + 2 + 4 + 4 = 55
Reflex save: 1d20 + 16 + 2 + 1 + 4 ⇒ (20) + 16 + 2 + 1 + 4 = 43

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