Von-Dai Cress |
Also, my action for Round 2 was hitting myself in the face because I thought I was still confused. Do I get a pass for Round 3 to avoid confusion?
Zeltyieli Alikathesu |
Sorry, this is a constant aura so Zel and Liv both need to make will saves?
GM_Grandlounge |
There seem to be three constant auras that you save against each round. Everyone needs to make the save each round but the confusion only lasts for 1 round. The creatures as an immediate action can decide the outcome of the confusion.
Von because you I was not clear about the duration I thought it would be quick and fairer to give you a pass next round as I accidentally gave the others one this round.
Zel and Liv only need 2 saves around currently.
Von-Dai Cress |
Okay, thanks for the clarification. Now I'm dropping my acid pit.
Von-Dai manages to resist the confusion this round, so he quickly racks his brain, trying to figure out what these are..
Knowledge (nature): 1d20 + 14 ⇒ (20) + 14 = 34
Knowledge (dungeoneering): 1d20 + 14 ⇒ (6) + 14 = 20
Once he's racked his brain, he conjures up a pit filled with acid beneath one of the southern worms.
Casting Acid Pit beneath the worm as marked in a green square on the map. DC 21 Reflex save. Because the edges of the Pit are sloped, the other worm behind it must also make the Reflex save with a +2 bonus to avoid falling in.
Zeltyieli Alikathesu |
Will (Zel): 1d20 + 13 ⇒ (9) + 13 = 22 Yay for being a half-elf with a Varisian Tattoo!
Will (Liv): 1d20 + 1 ⇒ (20) + 1 = 21
GM_Grandlounge |
I'm going to start us up again. This is a tough fight, so I wanted to give everyone some time to review where we were.
GM_Grandlounge |
DC 20 will vs confusion if you are within 30ft
The whole team manages to keep their wits about them, ignoring the psychic onslaught.
Von's mind is shocked back in time to a day pouring over books when he encountered the name SEUGATHI, worm-like monsters with a hideous face of eyes and hooked jaws. It wields a wand and a sword in its twin tentacle tails. Aside from what he has experience he knows that they are CE. They possess powerful magic like confusion, suggestion mind fog and phantasmal killer. They are also resistant to bludgeoning damage (slash and piercing work).
Von casts acid pit under one of the creatures, causing it falls in.
Ref: 1d20 + 8 ⇒ (10) + 8 = 18 Damage 3d6 + 2d6 ⇒ (2, 4, 4) + (4, 1) = 15
This puts the creature far enough away that unless you are directly above the pit, you will not affected by its aura.
The farthest worm cast dispel magic, trying to return his ally to the fight, but fails.
Caster Level: 1d20 + 6 ⇒ (7) + 6 = 13
The pit then causes the creature to back up, putting everyone but Marcus out of the range of the aura (this creature's ref save happens if he ends its turn next to the pit, so I believe it is fine now).
The worm nearest Marcus attacks him.
Sword: 1d20 + 11 ⇒ (4) + 11 = 151d8 + 3 ⇒ (4) + 3 = 7
Bite: 1d20 + 5 ⇒ (16) + 5 = 211d8 + 1 ⇒ (4) + 1 = 5+fort save DC17
I need two will saves from Marcus, 1 each from the other two, please.
The bold may act:
Zel
Worms (-56/0/0)
Abra
Marcus
Von
GM_Grandlounge |
We will resolve the confusion, and then it will be your turn. I will try to be more organized with the remaining parts of this fight.
Don't forget you have a bard follower with you.
Von-Dai Cress |
The second worm that was near the pit was on the edges of the pit, which are sloped, which means it needs to make a Reflex save (with a +2 bonus) or fall in as well.
Will: 1d20 + 7 ⇒ (11) + 7 = 18
Failed my Will save. Can I get our bard follower to cast Saving Finale so I can reroll?
Marcus Stanic |
will save: 1d20 + 6 ⇒ (18) + 6 = 24
will save: 1d20 + 6 ⇒ (15) + 6 = 21
Marcus will attack the wounded one first. If it drops, he switches to the next closes using a 5' step in the middle if necessary.
power attack
to hit: 1d20 + 15 ⇒ (9) + 15 = 24damage: 1d3 + 14 ⇒ (2) + 14 = 16
to hit: 1d20 + 10 ⇒ (8) + 10 = 18damage: 1d3 + 14 ⇒ (3) + 14 = 17
GM_Grandlounge |
Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it.
Reflex save: 1d20 + 8 ⇒ (14) + 8 = 22
If the bard has the spell, certainly!
GM_Grandlounge |
Will (Zel): 1d20 + 13 ⇒ (13) + 13 = 26
Will (Liv): 1d20 + 1 ⇒ (6) + 1 = 7
Von Will Reroll: 1d20 + 7 ⇒ (14) + 7 = 21
Liv will attack Zel to the best of her ability.
GM_Grandlounge |
The team, mostly unphased by the psychic onslaught, is able to act.
The bold may act:
Zel
Worms (-56/0/0)
Abra
Marcus
Von
Von-Dai Cress |
Von-Dai decides to try and take another of the seugathi out of play, so he draws on his arcane bond and opens another acid-filled pit beneath the other southern creature.
Casting Acid Pit beneath Blue. DC 21 Reflex.
Marcus Stanic |
My 24 to hit didn't suffice? Seems like an 18 did before.
once again into the breach, Marcus continues to strike with his whip at the wounded one (unless it it down, in which case he switches targets)
to hit: 1d20 + 15 ⇒ (6) + 15 = 21 damage: 1d3 + 14 ⇒ (3) + 14 = 17
to hit: 1d20 + 10 ⇒ (8) + 10 = 18 damage: 1d3 + 14 ⇒ (3) + 14 = 17
Zeltyieli Alikathesu |
Liv turns her bow on Zeltyieli, firing as the cleric completes his spell and a glowing orb appears, firing rays of light at the worm.
Liv's attacks
Rapid Shot (v. Zel) #1: 1d20 + 11 ⇒ (1) + 11 = 12
Rapid Shot (v. Zel) #2: 1d20 + 11 ⇒ (12) + 11 = 23 for 1d8 + 3 ⇒ (8) + 3 = 11
Rapid Shot (v. Zel) #3: 1d20 + 6 ⇒ (16) + 6 = 22 for 1d8 + 3 ⇒ (3) + 3 = 6
Lantern Archon (v. Worm)
Light Ray (Touch): 1d20 + 3 ⇒ (12) + 3 = 15 for 1d6 + 1 ⇒ (5) + 1 = 6
Light Ray (Touch): 1d20 + 3 ⇒ (1) + 3 = 4
After the arrows strike him, the cleric rapidly casts a spell to join in the attack on the worm.
Spiritual Weapon: 1d20 + 9 ⇒ (15) + 9 = 24 for 1d8 + 2 ⇒ (7) + 2 = 9
GM_Grandlounge |
My bad Marcus, you did hit. Still getting my sea legs back.
Von creates another pit. Though the creature manages to jump back, it pushes it much further from the fight.
Ref: 1d20 + 8 ⇒ (18) + 8 = 26
Marcus finishes the one in front of him off.
Zel and his crew fire their ranged attacks on their "enemies," correct or otherwise, who are not in the pit.
The Seugathi, now two pits away, casts confusion on the group.
Please roll a Will save.
The bold may act
Zel
Worms (-xx/-15/-6)
Abra
Marcus
Von
GM_Grandlounge |
Will (Zel): 1d20 + 13 ⇒ (18) + 13 = 31
Will (Liv): 1d20 + 1 ⇒ (11) + 1 = 12
Marcus: 1d100 ⇒ 80
Liv: 1d100 ⇒ 85
Marcus and Liv attack your allies. Von you and Zel act normally. Abra counts as your ally but is basically a stranger to you.
Von-Dai Cress |
Turning his attention to the Seugathi, Von casts a spell to hurl several bolts of force at the creature.
Magic Missile: 4d4 + 4 ⇒ (3, 3, 2, 4) + 4 = 16
Zeltyieli Alikathesu |
I am having a problem with notices, clearly. Sorry everyone.
Liv keeps her bow on Zeltyieli, firing again at her old friend.
Liv's attacks
Rapid Shot (v. Zel) #1: 1d20 + 11 ⇒ (13) + 11 = 24 for 1d8 + 3 ⇒ (2) + 3 = 5
Rapid Shot (v. Zel) #2: 1d20 + 11 ⇒ (13) + 11 = 24 for 1d8 + 3 ⇒ (1) + 3 = 4
Rapid Shot (v. Zel) #3: 1d20 + 6 ⇒ (11) + 6 = 17
The summoned archon fires a pair of light rays at the worm.
Light Ray (v. Touch): 1d20 + 3 ⇒ (18) + 3 = 21 for 1d6 + 1 ⇒ (1) + 1 = 2
Light Ray (v. Touch): 1d20 + 3 ⇒ (14) + 3 = 17 for 1d6 + 1 ⇒ (5) + 1 = 6
And Zeltyieli's spiritual weapon attacks.
Spiritual Weapon: 1d20 + 9 ⇒ (19) + 9 = 28 for 1d8 + 2 ⇒ (4) + 2 = 6
As his summons and spells attack, Zeltyeili quickly casts a healing spell on himself to undo the damage from Liv.
Cure Light: 1d8 + 5 ⇒ (4) + 5 = 9
GM_Grandlounge |
Abra fires of a couple shots now that he is able to compose himself. Finishing off the one on the other side of the pit.
Long Bow: 1d20 + 9 - 2 + 4 ⇒ (11) + 9 - 2 + 4 = 221d8 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Long Bow: 1d20 + 9 - 2 + 4 ⇒ (15) + 9 - 2 + 4 = 261d6 + 3 + 4 ⇒ (5) + 3 + 4 = 12
The worm in the pit seems to be doing something, but it is out of sight for the time being
With one worm remaining in the pit what is your plan. It is your turn to act. There is no confusion this round.
The bold may act
Zel
Worms (-xx/-xx/-6)
Abra
Marcus
Von
Zeltyieli Alikathesu |
Zeltyieli calls to the Archon to blast the thing in the pit, then asks, "Is everyone feeling.... like themselves?"
Light Ray (Touch): 1d20 + 3 ⇒ (17) + 3 = 20 for 1d6 + 1 ⇒ (4) + 1 = 5
Light Ray (Touch): 1d20 + 3 ⇒ (16) + 3 = 19 for 1d6 + 1 ⇒ (6) + 1 = 7
Von-Dai Cress |
"I'm fine at the moment. These are called seugathi, and as we've already seen they possess magic that can manipulate the mind - not just confusion, but other mind-affecting magic like suggestion, phantasmal killerand mind fog. It's good none of us relies on hammers or maces, as they resist blunt weapons. That pit I created has acid at the bottom, so as long as it's at the bottom of the pit it should be burning from that, but it might be climbing out - it's about 30' deep."
He dismissed the second pit he'd created, now that they didn't need it. Turning to Abra, he said, "Could we continue on while it's down in the pit? I could create an illusion that the hallway is blocked off that might dissuade it from following."
GM_Grandlounge |
Abra considers for an instant and says, "that seems like a good idea. I'm sure there are more of them out here and people seem to have been messing with the caves. It is best to beat feet and get out asap."
Von-Dai Cress |
Von-Dai concentrated on the Shard of Pride, and an illusion of the cave wall appeared, blocking off the hallway. With the illusion in place, he said, "Let's move - now."
Using the Shard of Illusion to cast Major Image of the cave wall.
Zeltyieli Alikathesu |
Zeltyieli smiles, "I never say no to moving. Let's go."