Cadrilkasta

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Organized Play Member. 490 posts (899 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 5 aliases.


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Sorry, I got run over by a migration here at work, and I'm on vacation for the next 2 weeks. I will try to get more in tonight before I leave, but I'm not sure I will be able to. I will try to post when I can while on vacation.


Avoreal burns the wounded one and Duhwoo squashes him.

I need image numbers for Lithuan's attacks.


Will: 1d20 + 11 ⇒ (9) + 11 = 20


It did, but didn't seem to do a lot.


That's fine, but it's a new round now, so you can do something else.

The man went around the corner. You're not sure how far away he moved, but that was his action last round.

E1 is down. (off the map)
E2 is hurting, but still up before Duhwoo's attack.
E3 hasn't been hit yet.

Current order:
Avoreal
Vuvu
Duhwoo
Lithuan
Enemies


So much for that spell...

Images: 1d4 + 5 ⇒ (2) + 5 = 7
There are 7 other images of the other demon.


He does get a concentration check to cast defensively first, since he was followed.

DC 23 Concentration: 1d20 + 19 ⇒ (3) + 19 = 22


The man disappears around the corner.

Each of the demons backs up 5' and casts.

I need a will save from everyone.


Lithuan's first 2 shots hit, but the last 2 miss.


Lithuan, do you want to start with the one that Duhwoo is on, or the other demon? Or do you want to aim at the man up behind them?


I think we're waiting for Lithuan.


Fort: 1d20 + 18 ⇒ (19) + 18 = 37
Will: 1d20 + 11 ⇒ (20) + 11 = 31

Ref: 1d20 + 9 ⇒ (15) + 9 = 24


Lithuan annihilated the poor Aasimar before anything could happen.

Avoreal and Vuvu, you get to keep your spells, unless you want to use them against the new threats.

2 more of the demons appear in the room.

A human in heavy armor appears at the shimmering wall in the back of the room.


Ok, Initiative order is:

Lithuan
General
Demons
Avoreal Starseeker
VuVu Zuella
Duhwoo McKeener

Lithuan gets to go before anyone else.


Yes, but it also depends on if she hides them. If she doesn't hide them, there is no surprise round. Since she was behind you, you would have the hardest chance to notice, the people behind her might have noticed, but with nothing to go on until she cast, it would be hard to notice, unless they are focused on her. She cast without speaking, so I'm thinking "sneaky" right away.


I need Initiatives. Avoreal, I need a Stealth for you to hide the spellcasting, unless you aren't trying to hide it. Since this wasn't a planned ambush, Avoreal is the only one that has a chance to surprise it, as she is also surprising the rest of the party.

Init Monsters: 1d20 ⇒ 18


Not very close. They seem to be spread out to watch each area. I just updated the map. I forgot that the rooms weren't connected... There is only 1 in the room you are entering, the Aasimar.

"Help Me!" the Aasimar croaks. "They mean to torture us until we serve them."


Planes:
There are 3 Glabrezus in the chains disguised as the aasimar poet Himotae, the wizard Zembe Utomo, and the gentleman you are looking for.


A tall vertical shaft descends before opening up into a wider chamber stretching off to the sides. Dozens of manacles hang from the sides of the cylindrical walls, from which hang as many prisoners. A doorway on the southeastern edge of the room is level with the floor, while a single door on the opposite side stands thirty feet above the ceiling of the wider, horizontal chamber.

True Seeing:
You can tell some of these are disguised. Knowledge Planes to know more about them.


At this point, I assume everyone agrees with Duhwoo, right?


I updated the map. It describes the uncovered areas.


It describes a hairpin turn and a corridor heading in to the distance.


When you look down the hallway that goes east off the original room you came in to for this level, it goes off in to the distance and turns right.


Spellcraft:
Symbol of Death


Ok, as the door is opened for the critters to go in to the room, there is no room beyond the door, just a wall. Upon looking for a room to send them in to, the Symbol on the wall glows.

Spellcraft for the symbol.

DC 22 Fort save for everyone, except Duhwoo, within 60'. This doesn't rely on line of sight for the effect. It goes from the most hp to the least, so first to fail in the following order gets the effect: Avoreal, Lithuan, Vuvu, Summoned critters.


Detect Magic does not detect anything.

One thing you do notice is the construction of the door. It may be too thick to let you detect passed it.


The walls of this narrow corridor are covered in opalescent eyes, embedded into the dark stone as if it were taut skin stretched over rough bone. Though the eyes do not move, each seems to watch for movement within the passage, and follows those who pass with piercing, unrelenting stares. A rune-encrusted iron door stands at the end of the hallway, behind a quick bend.


The map is up. Which direction would you like to go?


Ok, with everyone up for right now, who is going in and what order?


I'm fine with that.


Let me post the description. I'm not very good at running traps. The way I read it says it activates at 40', but I could be wrong.

Trap: The bottom of the shaft leading from area E3
into this area is trapped to reduce good-aligned invaders
to helpless targets. The rim of the 10-foot-diameter shaft
is ringed with arcane symbols that, when approached by
a creature of good alignment, trigger a mage’s disjunction
effect that blasts 40 feet up the shaft.
Disjunction Ring CR 15
Type magic; Perception DC 34; Disable Device DC 34
EFFECTS
Trigger proximity (detect good); Reset automatic (1d4 rounds)
Effect spell effect (mage’s disjunction, 20th-level wizard, DC 23
Will negates); multiple targets (all magic items or spell
effects in bottom 40 ft. of shaft up to E3)


Yeah, that description was after the hole.

As you descend Avoreal realizes the spell that just went by was Mage's Disjunction.


Her gaseous form wasn't there, and there are no extra belongings, almost like this isn't her primary casket.

You have checked out all the nooks and crannies up to this point, so it may not be an influence any further.


A five-foot-wide ledge follows the wall of this tall cylindrical room, connecting two identical iron archways. In the open arches of these passages are carved images of a heavily armored succubus of overwhelming beauty. A five-foot-wide catwalk extends from the wall into the center of the room, ending directly below a ten-foot-diameter hole in the high domed ceiling. A ring of rune-etched iron is embedded in the edge of the encircling ledge, and is completely legible from the end of the catwalk.

All Good-aligned people need to make a Will save as a spell blasts up from the bottom of the shaft. This will need to be done for each of the affected people's magic items, too.

Spellcraft to determine the spell from the effects.


The coffin was stone, but not magical... was...

The coffin goes *poof*.


As you follow the holes, you find a space that is barely big enough for the coffin that is in it. You guess that she either uses the air holes in gaseous form, or teleports in to her coffin.

Sorry for the delay. Tuesday was busy at work.


The holes are too tiny for a person to go through. They're more like straws in to the ground.


Avoreal finds, and destroys, the last 2 coffins for the lesser vamps.

Lithuan casts reverse gravity and notices some hole in the floor in the northeast side of the room.


There is a hole down the passage past the Maralith.


There is an area that wasn't explored, and a room that was gone over, but a clue was missed.


The one that goes up leads you in to the previous area, but after a few minutes seems to just be wandering and leading you away from the others. It may know that its coffin is already destroyed.


The mists go back to the first circular room, then spin together and split up in different directions. One heads up the hole in the ceiling. The others go down each of the corridors, including the one you just came from.


Fort: 1d20 + 13 ⇒ (17) + 13 = 30

He still falls and become a gas cloud.

Lithuan annihilates the last one.


Thanks, Lithuan. The Succubus went gaseous, as did 4, 7 and 2. 2 didn't charge in. That leaves the last 2 vamps in play.


Oh good. I was just about to double check the level drain cause I didn't think he was that low.

As for the vampires after negative hit points, I can't find anything, so if you could post a link for the behavior, I would appreciate it.


Duhwoo is right. I was putting the DC 1 too low. Anchor is in place, and her Protection from Arrows is gone.

Boneshatter
Fort: 1d20 + 13 ⇒ (16) + 13 = 29

It's hurting, but still up.

One of the vamps that was down to the north charges Avoreal. He seems to be healing as he fights.

Vamp Attack 2: 1d20 + 8 ⇒ (4) + 8 = 12
Target: 1d7 ⇒ 3
Damage: 1d4 + 4 ⇒ (1) + 4 = 5 pop goes an image

The vamp on Vars moves 5' to get near Duhwoo.

Vamp Attack 1: 1d20 + 8 ⇒ (12) + 8 = 20
Blink: 1d100 ⇒ 93
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
2 negative levels and a DC 22 Fort save again... This is where I have to ask: since he is level 1 and being drained for 2 levels, what are the effects?

Vamp Attack 6: 1d20 + 8 ⇒ (5) + 8 = 13
Blink: 1d100 ⇒ 43
Damage: 1d4 + 4 ⇒ (4) + 4 = 8


The succubus goes down on Lithuan's one hit on her.

Vars missed all 3 times. Lithuan missed on 1 and 2, but hit with the haste. Duhwoo got 2 hits in.

The vampires didn't die, and were only hit with Lithuan's attack 3 without a confirm.

Since she was down before you acted, Avoreal, you can change your action.


Nope, I forgot that.

Fort: 1d20 + 13 ⇒ (17) + 13 = 30


The Succubus and Vamp 6 are attacking Duhwoo. Vamp 1 is still on Vars.

Succubus Attack 1: 1d20 + 21 ⇒ (9) + 21 = 30
Blink: 1d100 ⇒ 58
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
2 negative levels and DC 30 Fort (Succubus power)

Succubus Attack 2: 1d20 + 21 ⇒ (2) + 21 = 23
Blink: 1d100 ⇒ 93
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
2 negative levels and DC 25 Fort (Vampire power) I think this is how this works, because it has both listed, but I'm open for interpretation on this, since it is the second natural attack. If 2 different powers of energy drain are listed, does she get both in a round? Do both go on one attack, or on 2 different attacks?

Vamp 6: 1d20 + 8 ⇒ (8) + 8 = 16
Blink: 1d100 ⇒ 87
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
2 negative levels and DC 22 Fort

Vamp 1: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
2 negative levels and DC 22 Fort


The anchor, Freedom of Movement, and Protection from Energy are the 3 that fall to the dispel.

Just waiting for Lithuan's attack before they go.

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