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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Yeah, was waiting to get all the saves in before putting the update together. I'll put it together either way a little later today hopefully.


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

Sorry for delay, lots of difficulty logging in this week.
Will save vs. Channel Energy: 1d20 + 18 ⇒ (17) + 18 = 35
Reflex save vs. DC 20, fails only on a 1: 1d20 + 23 ⇒ (13) + 23 = 36
3 ghosts within 30' and Valgrim is avoiding gaze
1d100 ⇒ 63
1d100 ⇒ 32
1d100 ⇒ 66
Fort save: 1d20 + 31 ⇒ (17) + 31 = 48
Fort save: 1d20 + 31 ⇒ (17) + 31 = 48


Valgrim, I hear you! No freaking kidding, it was a nightmare trying to log in earlier in the week. Thought it might just be me.

Finger of Death damage on Ferez: 3d6 + 14 ⇒ (3, 6, 3) + 14 = 26

Corruption damage on Ferez: 4d10 ⇒ (3, 10, 4, 4) = 21
Charisma damage on Ferez: 1d4 ⇒ 1

Corruption damage on Exousia: 6d10 ⇒ (10, 6, 6, 2, 3, 10) = 37
Charisma damage on Ferez: 2d4 ⇒ (1, 1) = 2

Corruption damage on Valgrim: 4d10 ⇒ (2, 8, 8, 8) = 26

Exousia is immune to cold, so even though she missed her save she took no damage.

Current Status:

Valgrim: 246/288
Ferez: 109/185 stoneskin 98/150 (1 charisma damage)
Bublaka: 122/215 (3 charisma damage)
Alie: 159/185
Exousia: 79/229 (10 regeneration/round) (2 charisma damage)

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 - 133 minutes
Prot from Fire - 123 minutes 128/150
Stoneskin - 123 minutes
Barkskin (83 minutes)
Freedom of Movement (self, 83 minutes)
Greater Darkvision (self, 120', 15 hours)
Heroism - 190 mins

Ferez:
Magic Vestment (x2) - Friar's armor and shield - 20 hours
Sacred Bond - Valgrim/Friar - 133 minutes
Prot from Fire - 133 minutes 107/150
Barkskin (83 minutes)
Stoneskin - 127 mins

Alie:
Protection from Cold - 123 minutes
Freedom of Movement - 123 minutes
Stoneskin - 123 minutes
Echolocation - 180 mins

Bublaka:
Prot from Fire - 123 minutes 60/150
Barkskin (83 minutes)
Freedom of Movement - 123 minutes

Ok, I think that everything was accounted for (Alie and Bublaka may still need to make save versus the corruption gaze depending on what they do). Go ahead and take your actions!

Initiative order:
Alie: 26
Undead: 24
Exousia: 20 <== is up!
Bublaka: 19
Valgrim: 18
Ferez: 8


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

When Exousia went on full defense, her AC jumped to 42, so one of your bites missed, so add 35 hps to her total. And Alie, with Echolocation can just keep her eyes closed and she will be fine.

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)

I forgot any Mythic Surge bonuses. Does that have to be declared before the save, or can it be applied at any time, even after knowing I failed? If the former, I'm afraid I have to teleport away elf the suggestion.


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

Mythic surges can be activated after learning the original roll failed. One of their mythic characteristics.


Valgrim Twin-Axe wrote:
When Exousia went on full defense, her AC jumped to 42, so one of your bites missed, so add 35 hps to her total. And Alie, with Echolocation can just keep her eyes closed and she will be fine.

Ah, sorry for the confusion and a good question. She doesn't actually go full defensive until her initiative at which point her AC is better (the monsters all go on 24 initiative, including the newly summoned critters - though I suppose it would make sense for them to go on the next initiative count of 23 as it was a full round action to summon them - no real difference in the end though). She doesn't actually follow the suggestion until she can take an action. So the damage is still correct but it is actually Bublaka's turn now instead of hers.


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

The angel has SR so you need to roll for suggestion then.
Bubba, how about D-door out of vortex out of 30' range of ghosts (to avoid gaze effcts) and countersong?


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

Knowledge (religion) on new arrivals, GM, if they are undead.
1d20 + 24 ⇒ (9) + 24 = 33
Also, Valgrim delay till after me. The new creatures were just summoned so they should be able to be dispelled.


Valgrim: Another good question. Had to double check but for them the suggestion is a supernatural ability so spell resistance doesn't apply.

Ferez:
With your knowledge roll you are pretty certain that these creatures actually were pulled through the gate and thus not directly dispellable. Like Planar Ally or Gate spells (Exousia). You also identify them as The least of the known types of nightshade, the nightwing is nevertheless a deadly foe. Nightwings often serve more powerful nightshades as aerial support. These nightshades are also the most likely to be found serving a non-undead master—nightwings are often used by powerful mortals as guardians or sentinels. Despite this, nightwings still hope to someday slay any master they serve. They enter servitude primarily as a method of aiding a destructive or murderous mortal in their task of mass murder; once this task is over, or if at any point the nightwing believes its master is slacking in its murderous duties, the nightwing is swift to turn on its one-time ally. A nightwing found on the Material Plane not in the employ of a more powerful master is typically encountered in rugged terrain where there are numerous locations that can provide shelter when the sun rises. The monsters prefer caves and abandoned buildings for this purpose.

They are susceptible to silver and good weapons. Their bites are known to drain magic from their victims by devouring active spells from them (didn't mess with Exousia's permenant abilities but would have maybe ended spells cast on her - don't think she has any currently).


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 going to be out the rest of the weekend so will post my action now. I finally updated my character to mythic level, so my max hps GM are 289. I also added my Champion and surge abilities as well, which I had forgotten about to use before.

Valgrim rages as a free action, uses Fleet charge as a swift action to move 10', drawing his +1 ghost touch dagger of speed and attacks the avolakia ghost #1 using Blind-fight to overcome 20% concealment from averting eyes!
Swift attack from invisibility: 1d20 + 40 + 2 ⇒ (2) + 40 + 2 = 44
Damage: 1d4 + 36 ⇒ (4) + 36 = 40
Miss chance: 1d100 ⇒ 28...hit
Hasted Full-attack:
Attack 1: 1d20 + 34 ⇒ (19) + 34 = 53...threat
Miss chance: 1d100 ⇒ 38...hit
Attack 2: 1d20 + 34 ⇒ (14) + 34 = 48
Damage: 1d4 + 36 ⇒ (1) + 36 = 37
Attack 3: 1d20 + 29 ⇒ (19) + 29 = 48...threat
Miss chance: 1d100 ⇒ 84...hit
Attack 4: 1d20 + 24 ⇒ (9) + 24 = 33
Damage: 1d4 + 36 ⇒ (1) + 36 = 37
Miss chance: 1d100 ⇒ 10
Miss chance: 1d100 ⇒ 27...hit
Attack 5: 1d20 + 19 ⇒ (18) + 19 = 37
Damage: 1d4 + 34 ⇒ (1) + 34 = 35
Miss chance: 1d100 ⇒ 58...hit
Confirmation #1: 1d20 + 34 ⇒ (12) + 34 = 46
Damage: 2d4 + 68 ⇒ (3, 3) + 68 = 74
Confirmation #2: 1d20 + 29 ⇒ (17) + 29 = 46
Damage: 2d4 + 68 ⇒ (3, 4) + 68 = 75
Total damage: 40+74+37+75+37+37
If the damage kills Ghost #1, apply remaining damage to Ghost #3.


Valgrim: Does any of that already include potential bonuses from Bublaka?


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
The Worm That Walks wrote:
Valgrim: Does any of that already include potential bonuses from Bublaka?

No, just using +8 Favored enemy bonus against undead and ghost touch speed dagger and rage bonuses and power attack.


Cool, I'll add them in if he gives them then.


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
The Worm That Walks wrote:
Cool, I'll add them in if he gives them then.

Do I need them? Lowest was 33 and the rest are 37 and above.


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 begins a countersong in the depths of the negative-energy miasma before conjuring up an azure doorway and stepping through. A second doorway forms adjacent to Alie and a slight-battered bard steps through.

Valgrim hasn't led me astray yet, right? Right? :D


Valgrim appears out of thin air and it is clear the ghost was not able to see him as it suddenly recoils. The dagger cuts into the creature and leaves vicious ghostly wounds but the power of the undead's attachment to this plane of existence is strong and it remains manifest. Bublaka returns from the depths of the vortex relatively unscathed...for a moment there you worried that he may be gone forever into the negative material plane!

280 points of damage! I'm truly curious about the swift attack from invisibility. Does invisibility normally give a free swift attack or is that a special ability. Noticed something else, can you take both the swift action from Fleet Charge and make a swift attack from the invisibility during the same action?

Ferez's action and then new round.


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

Swift attack from invisibility is the Fleet Charge, which includes a move and an attack all as a swift action. Then a full-round hasted full attack (5 attacks with dagger of speed). All legit and no multiple swift actions.


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 takes a 5' step behind Exousia and then casts Firestorm on all the enemies.
Damage: 20d6 ⇒ (5, 4, 1, 3, 5, 1, 5, 2, 3, 1, 2, 3, 6, 6, 5, 6, 6, 1, 5, 1) = 71
Reflex Save DC for half 27
SR checks:
Nightwing #1: 1d20 + 23 ⇒ (1) + 23 = 24
Nightwing #2: 1d20 + 23 ⇒ (5) + 23 = 28
Nightwing #3: 1d20 + 23 ⇒ (1) + 23 = 24
Nightwing #4: 1d20 + 23 ⇒ (7) + 23 = 30
Nightwing #5: 1d20 + 23 ⇒ (4) + 23 = 27
Nightwing #6: 1d20 + 23 ⇒ (7) + 23 = 30
Avolakia #1: 1d20 + 23 ⇒ (10) + 23 = 33
Avolakia #2: 1d20 + 23 ⇒ (16) + 23 = 39
Avolakia #3: 1d20 + 23 ⇒ (16) + 23 = 39
Avolakia #4: 1d20 + 23 ⇒ (6) + 23 = 29

6 rounds of Nimbus of Light Left
4 channels left
Wand of Restoration: 17 charges left
Wand of Cure Moderate Wounds: 8 charges left
Wand of Cure Critical Wounds: 35 charges left
Spells memorized:
Cleric Spells Prepared (CL 21st; concentration +30)
. . 9th—mass heal (2), miracle, prismatic sphere[D]
. . 8th—quickened blessing of fervor (DC 23), earthquake, empowered heal
. . 7th—quickened dispel magic, quickened searing light (2), sunbeam[D] (DC 26)
. . 6th—greater dispel magic (2), fire seeds[D], heal
. . 5th—flame strike[D] (DC 24)
. . 4th—holy smite[D] (DC 23)
. . 3rd—invisibility purge, protection from energy, searing light[D]
. . 2nd—grace (2), communal protection from evil, spiritual weapon, weapon of awe
. . 1st—liberating command, moment of greatness, remove fear, shield of faith (2)
. . 0 (at will)—detect magic, guidance, light, stabilize

Will wait to see if the wounded ghost dies; if not, may use a quickened action.


Valgrim: Very cool and nice, never seen that before. The reference to the same swift action twice just confused me :)

Nightwing #1 and #3 are unaffected due to spell resistance.

Reflex save Nightwing #2: 1d20 + 13 ⇒ (7) + 13 = 20 Fail, 71 Damage!
Reflex save Nightwing #4: 1d20 + 13 ⇒ (1) + 13 = 14 Fail, 71 Damage!
Reflex save Nightwing #5: 1d20 + 13 ⇒ (13) + 13 = 26 Fail, 71 Damage!
Reflex save Nightwing #6: 1d20 + 13 ⇒ (12) + 13 = 25 Fail, 71 Damage!

Reflex save Avolakia #1: 1d20 + 16 ⇒ (19) + 16 = 35 Success. 7 damage after save, incorporeal 50%, and resistance (in that order).
Reflex save Avolakia #2: 1d20 + 16 ⇒ (13) + 16 = 29 Success. 7 damage after save, incorporeal 50%, and resistance (in that order).
Reflex save Avolakia #3: 1d20 + 16 ⇒ (17) + 16 = 33 Success. 7 damage after save, incorporeal 50%, and resistance (in that order).
Reflex save Avolakia #4: 1d20 + 16 ⇒ (18) + 16 = 34 Success. 7 damage after save, incorporeal 50%, and resistance (in that order).

Fire races throughout the chamber scorching most of the dark winged creatures badly but the quick darting forms of the ghosts are able to avoid the brunt of it.

Damage totals:
Nightwing #1: 0
Nightwing #1: 71
Nightwing #1: 0
Nightwing #1: 71
Nightwing #1: 71
Nightwing #1: 71

Avolakia #1: 287
Avolakia #1: 7
Avolakia #1: 7
Avolakia #1: 7

Ghosts still all manifest. Want to use that quickened action?


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

No, never mind. I guess Alie is up and with our bard's Countersong on, she can act normally and not teleport away.


Yeah, the countersong is definitely automatic. Alie, you are free from the suggestions influence, go ahead and take an action.

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)

Realizing this would likely be their graveyard if they didn't do something, Alie shut her eyes, using her echolocation, to focus on the enemies and exclude her friends. First, she cast Stormbollts, trying to scorch the undead alive.

Damage 20d8 ⇒ (8, 6, 4, 1, 2, 6, 7, 5, 1, 3, 4, 7, 6, 7, 3, 1, 7, 2, 4, 2) = 86

DC Fort 30 for half damage and to avoid one round of stun.

SR Nightwing 1 1d20 + 24 ⇒ (2) + 24 = 26
SR Wing 2 1d20 + 24 ⇒ (4) + 24 = 28
SR Wing 3 1d20 + 24 ⇒ (9) + 24 = 33
SR Wing 4 1d20 + 24 ⇒ (2) + 24 = 26
SR Wing 5 1d20 + 24 ⇒ (15) + 24 = 39
SR Wing 6 1d20 + 24 ⇒ (8) + 24 = 32

SR Avo 1 1d20 + 24 ⇒ (3) + 24 = 27
SR Avo 2 1d20 + 24 ⇒ (16) + 24 = 40
SR Avo 3 1d20 + 24 ⇒ (7) + 24 = 31
SR Avo 4 1d20 + 24 ⇒ (1) + 24 = 25

Then, the sorceress, with a quickened action, casts Firesnake, trying to burn all he enemies as well.

Fire Snake damage 15d6 ⇒ (6, 2, 1, 2, 2, 4, 1, 1, 5, 2, 5, 4, 6, 3, 5) = 49

DC 27 Reflex for half.

SR Nightwing 1 1d20 + 24 ⇒ (2) + 24 = 26
SR Wing 2 1d20 + 24 ⇒ (7) + 24 = 31
SR Wing 3 1d20 + 24 ⇒ (1) + 24 = 25
SR Wing 4 1d20 + 24 ⇒ (18) + 24 = 42
SR Wing 5 1d20 + 24 ⇒ (3) + 24 = 27
SR Wing 6 1d20 + 24 ⇒ (4) + 24 = 28

SR Avo 1 1d20 + 24 ⇒ (10) + 24 = 34
SR Avo 2 1d20 + 24 ⇒ (2) + 24 = 26
SR Avo 3 1d20 + 24 ⇒ (16) + 24 = 40
SR Avo 4 1d20 + 24 ⇒ (15) + 24 = 39


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

If the undead are immune to Stormbolts as it is a Fort save (GM ruling), then Alie switches her spell to Chain Lightning with the primary target as Nightwing #5 (who is within 30' of all the enemies on the board) and the damage is 20d6 and the Reflex save for #5 is 28 and rest of enemies is 26.


I think they are technically immune to it by RAW but hell if I can justify it (seems to me that lightning should still effect them but for some strange reason a fortitude versus reflex CHANGES it). Let's go with chain lightning for the sake of rule cosistency and because you don't really lose much as they have lower reflex saves and are immune to stun regardless. So saves you a higher level spell slot and damage is still pretty close to what you rolled for the stormbolts.

20d6 ⇒ (6, 5, 2, 3, 1, 4, 2, 3, 2, 6, 6, 5, 1, 5, 2, 3, 5, 6, 2, 6) = 75

Reflex save Nightwing #1: 1d20 + 13 ⇒ (6) + 13 = 19 75 damage!
Reflex save Nightwing #2: 1d20 + 13 ⇒ (5) + 13 = 18 75 damage!
Reflex save Nightwing #3: 1d20 + 13 ⇒ (17) + 13 = 30 37 damage.
Reflex save Nightwing #4: 1d20 + 13 ⇒ (14) + 13 = 27 37 damage!
Reflex save Nightwing #5: 1d20 + 13 ⇒ (18) + 13 = 31 37 damage.
Reflex save Nightwing #6: 1d20 + 13 ⇒ (7) + 13 = 20 75 damage!

Reflex save ghost #2: 1d20 + 16 ⇒ (7) + 16 = 23 37 damage.
Reflex save ghost #3: 1d20 + 16 ⇒ (4) + 16 = 20 37 damage.

Reflex save Nightwing #1: 1d20 + 13 ⇒ (11) + 13 = 24 49 damage!
Reflex save Nightwing #2: 1d20 + 13 ⇒ (18) + 13 = 31 24 damage.
Reflex save Nightwing #3: 1d20 + 13 ⇒ (1) + 13 = 14 49 damage!
Reflex save Nightwing #4: 1d20 + 13 ⇒ (2) + 13 = 15 49 damage!
Reflex save Nightwing #5: 1d20 + 13 ⇒ (19) + 13 = 32 24 damage.
Reflex save Nightwing #6: 1d20 + 13 ⇒ (1) + 13 = 14 49 damage!

Reflex save ghost #1: 1d20 + 16 ⇒ (20) + 16 = 36 2 damage.
Reflex save ghost #3: 1d20 + 16 ⇒ (12) + 16 = 28 2 damage.
Reflex save ghost #4: 1d20 + 16 ⇒ (10) + 16 = 26 14 damage.

Damage totals:
Nightwing #1: 124
Nightwing #2: 170
Nightwing #3: 86
Nightwing #4: 157
Nightwing #5: 132
Nightwing #6: 195 Destroyed!

Avolakia #1: 289
Avolakia #2: 28
Avolakia #3: 30
Avolakia #4: 21

Powerful lightning charges the air around you as it arcs between all of the undead figures, followed by a writhing snake of fire. The fire serpent scorches all of you enemies before completely swallowing and engulfing its final dark winged target. The nightwing's nightmarish midnight form writhes and twists within the flames before being entirely consumed.

Alie and Bublaka should make their two DC 34 fort saves for the ghosts corruption gaze (two are in range). I imagine you are both averting your gaze so only a 50% chance of having to make each one.


The vortex's black energies seem to be making the undead stronger the closer they are to it. The creatures actually touching it are absorbing energy at an incredible rate!

Nightwing's 3, 4, and 5 and ghost 3 heal 100 damage this round. Ghost 1 heals only 20. The remaining creatures are not close enough to benefit.

The ghost Valgrim just damaged badly turns toward him and reaches outward with vampirically charged ghostly insect-like apendages.

Touch attack: 1d20 + 22 ⇒ (11) + 22 = 33
Damage: 17d6 + 7d6 + 10 ⇒ (5, 5, 5, 4, 3, 1, 3, 4, 5, 5, 1, 2, 4, 2, 4, 1, 3) + (1, 2, 4, 1, 2, 6, 4) + 10 = 87
DC 34 Fort save or 1d4 ⇒ 2 charisma damage.

Valgrim's second ghost adversary does the same...

Touch attack: 1d20 + 22 ⇒ (16) + 22 = 38
Damage: 17d6 + 7d6 + 10 ⇒ (1, 6, 3, 1, 2, 5, 4, 5, 6, 2, 6, 4, 2, 3, 1, 3, 1) + (1, 1, 5, 5, 3, 3, 4) + 10 = 87
DC 34 Fort save or 1d4 ⇒ 3 charisma damage.

A third ghost flies up to Bublaka and Alie and reaches out for the sorceress with a quickened vampiric touch...and then casts a silence on the area engulfing Bublaka, Alie, and Ferez.

Touch attack: 1d20 + 22 ⇒ (8) + 22 = 30
Damage: 7d6 + 10 ⇒ (3, 2, 3, 6, 6, 4, 3) + 10 = 37

The ghost that has finished manpulating the vortex machine begins floating around Exousia, lashing out at her the same way the others did at Valgrim...

1d20 + 22 ⇒ (12) + 22 = 34
1d20 + 15 ⇒ (7) + 15 = 22

...EXCEPT as the attack strikes the angel, her defences easily turn aside the dark magic but, more importantly, the avolakia learns a hard lesson as its touch does nothing to the ageless immortal angel. Perhaps they should have invested in Knowledge(Planes), just sayin :)

Nightwing #1:

The creature flies up and takes a bite at Bublaka...
Nightwing Great Cleave Bite: 1d20 + 25 ⇒ (15) + 25 = 40
Damage: 4d10 + 18 ⇒ (6, 5, 5, 3) + 18 = 37
DC 23 will save or lose an ongoing spell.

...and Alie...
Nightwing Great Cleave Bite: 1d20 + 25 ⇒ (11) + 25 = 36
Damage: 4d10 + 18 ⇒ (7, 7, 8, 5) + 18 = 45
DC 23 will save or lose an ongoing spell.

...and Ferez...
Nightwing Great Cleave Bite: 1d20 + 25 ⇒ (4) + 25 = 29 Think that is a miss so ends there.
Damage: 4d10 + 18 ⇒ (2, 4, 3, 2) + 18 = 29

Night wing #3:

Snaps at Valgrim twice...
Hasted Nightwing Bite: 1d20 + 25 ⇒ (7) + 25 = 32 Miss.
Damage: 4d10 + 18 ⇒ (9, 6, 5, 7) + 18 = 45
Nightwing Bite: 1d20 + 25 ⇒ (16) + 25 = 41 and miss?
Damage: 4d10 + 18 ⇒ (6, 10, 1, 5) + 18 = 40

Night wing #5:

Snaps at Exousia twice...
Hasted Nightwing Bite: 1d20 + 25 ⇒ (17) + 25 = 42 Hit.
Damage: 4d10 + 18 ⇒ (4, 9, 3, 6) + 18 = 40
Nightwing Bite: 1d20 + 25 ⇒ (12) + 25 = 37 Hit.
Damage: 4d10 + 18 ⇒ (3, 9, 3, 4) + 18 = 37

Nightwing #2:
Blasts everyone with a Cone of Cold...
Damage: 14d6 ⇒ (4, 3, 3, 5, 6, 3, 5, 4, 3, 1, 3, 6, 2, 6) = 54
Reflex Save DC is 20

Nightwing #4:
Casts Finger of Death on Ferez...
Fortitude save DC is 22.
Damage is 140 or 3d6 + 14 ⇒ (2, 4, 5) + 14 = 25 with save.

Make your saves and then I'll post an updated status.


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

Did not know part of the nightwings' bodies were in the vortex... irrelevant now.
Reflex save: 1d20 + 16 ⇒ (20) + 16 = 36
Fort save: 1d20 + 22 ⇒ (19) + 22 = 41
50% Gaze chance of having to make saves when averting:
1d100 ⇒ 21
1d100 ⇒ 62
Fort save: 1d20 + 22 ⇒ (13) + 22 = 35


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

It was my understanding that Avolakia #1 did the Quickened Vampiric/Destructive touch combo last round to Bubba and that's why Valgrim attacked it. Can it do that every round or did I understand wrong and attack wrong enemy? Not going to rewind, just wanted to know for my knowledge.

Fort saves +33 only fail on a 1:
1d20 ⇒ 12
1d20 ⇒ 5
41 attack roll misses; currently 45 AC vs undead
Reflex save vs. spell +27, only fails on a 1: 1d20 ⇒ 17, no damage with evasion
Averting Gaze:
1d100 ⇒ 99
1d100 ⇒ 4
1d100 ⇒ 46
1d100 ⇒ 13
Fort saves +33, only fails on a 1:
1d20 ⇒ 14
1d20 ⇒ 2
1d20 ⇒ 13


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

50% chance of needing to make Will saves due to averting gaze

Percentage, 51 - 00 is good: 1d100 ⇒ 92

Percentage, 51 - 00 is good: 1d100 ⇒ 70

Does the vampiric touch get through the spell resistance we were buffed with?

Will DC 23 after Nightwing bite: 1d20 + 21 ⇒ (10) + 21 = 31 40 points of damage, no spell lost

Reflex DC 20 for Cone of Cold: 1d20 + 23 ⇒ (16) + 23 = 39 Success - Damage half of 54

Unless I missed some healing - totally possible - I believe I'm down to 60 hit points after that round.


Valgrim: You were correct but they can do it three times each actually.

Ferez: They actually just need to touch it and were close enough to do so with or without a five foot step or were already close enough.


Bublaka (or anyone): Did I miss that you have spell resistance currently up? I don't have it listed under current status but could have missed it somewhere else. If so, I'll go back and roll those.


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 list of buffs is probably out-dated. I trust your list more. It would have been from Friar.

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)

Does closing my eyes and using echolocation make it so I can avoid the saves?

Fort 1d20 + 18 ⇒ (20) + 18 = 38
Fort 1d20 + 18 ⇒ (16) + 18 = 34
Will 1d20 + 23 ⇒ (20) + 23 = 43
Reflex with evasion 1d20 + 18 ⇒ (14) + 18 = 32


Alie, yes absolutely, just means your vision is limited to 40' feet. I'll try and update tomorrow.


Gaze damage on Valgrim: 6d10 ⇒ (9, 9, 5, 8, 10, 7) = 48
Gaze damage on Ferez: 2d10 ⇒ (7, 6) = 13

Current Status:

Valgrim: 24/288
Ferez: 71/185 stoneskin 98/150 (1 charisma damage)
Bublaka: 63/215 (3 charisma damage)
Alie: 77/185
Exousia: 89/229 (10 regeneration/round) (2 charisma damage)

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 - 133 minutes
Prot from Fire - 123 minutes 128/150
Stoneskin - 123 minutes
Barkskin (83 minutes)
Freedom of Movement (self, 83 minutes)
Greater Darkvision (self, 120', 15 hours)
Heroism - 190 mins

Ferez:
Magic Vestment (x2) - Friar's armor and shield - 20 hours
Sacred Bond - Valgrim/Friar - 133 minutes
Prot from Fire - 133 minutes 107/150
Barkskin (83 minutes)
Stoneskin - 127 mins

Alie:
Protection from Cold - 123 minutes
Freedom of Movement - 123 minutes
Stoneskin - 123 minutes
Echolocation - 180 mins

Bublaka:
Prot from Fire - 123 minutes 60/150
Barkskin (83 minutes)
Freedom of Movement - 123 minutes

Damage totals:
Nightwing #1: 124
Nightwing #2: 170
Nightwing #3: 0
Nightwing #4: 57
Nightwing #5: 32
Nightwing #6: 195 Destroyed!

Avolakia #1: 234
Avolakia #2: 0
Avolakia #3: 0
Avolakia #4: 16

Everyone can take their actions! Currently everyone is in the area of a silence spell.


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

GM, you need to roll 2 SR rolls for Exousia. One for the Silence and one for the Cone of Cold. Thank you.


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

Max hps GM, 289 not 288, so Valgrim has 25 hps (65 while raging). Some healing would be nice.


She is immune to cold so won't bother with the cone but...1d20 + 10 ⇒ (10) + 10 = 20 she is unaffected by the silence spell.

Whoops, the fort saves against the ghosts aging touch actually halves the damage, thought it only stopped the charisma damage like it does on the gaze. Bublaka missed his the first round so no change there but added 88 hit points back to Valgrim. So your not quite as bad off as you seemed.

Here's Exousia's gaze stuff just to bring everything in line.
Exousia avoiding corrupting gaze:
1d100 ⇒ 51
1d100 ⇒ 16
1d100 ⇒ 53
1d100 ⇒ 54

Exousia Fort saves:
1d20 + 23 ⇒ (13) + 23 = 36
1d20 + 23 ⇒ (2) + 23 = 25
1d20 + 23 ⇒ (3) + 23 = 26

Damage: 6d10 ⇒ (5, 5, 4, 4, 7, 5) = 30
Charisma damage: 2d4 ⇒ (3, 1) = 4

Corrected Updated Status:

Valgrim: 153/289 (raging)
Ferez: 71/185 stoneskin 98/150 (1 charisma damage)
Bublaka: 63/215 (3 charisma damage)
Alie: 77/185
Exousia: 59/229 (10 regeneration/round) (6 charisma damage)

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 - 133 minutes
Prot from Fire - 123 minutes 128/150
Stoneskin - 123 minutes
Barkskin (83 minutes)
Freedom of Movement (self, 83 minutes)
Greater Darkvision (self, 120', 15 hours)
Heroism - 190 mins

Ferez:
Magic Vestment (x2) - Friar's armor and shield - 20 hours
Sacred Bond - Valgrim/Friar - 133 minutes
Prot from Fire - 133 minutes 107/150
Barkskin (83 minutes)
Stoneskin - 127 mins

Alie:
Protection from Cold - 123 minutes
Freedom of Movement - 123 minutes
Stoneskin - 123 minutes
Echolocation - 180 mins

Bublaka:
Prot from Fire - 123 minutes 60/150
Barkskin (83 minutes)
Freedom of Movement - 123 minutes

Damage totals:
Nightwing #1: 124
Nightwing #2: 170
Nightwing #3: 0
Nightwing #4: 57
Nightwing #5: 32
Nightwing #6: 195 Destroyed!

Avolakia #1: 234
Avolakia #2: 0
Avolakia #3: 0
Avolakia #4: 16

Alie: You are currently blind if using echolocation to avoid the gazes due to the silence spell.


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 moves east 15' to get out of the 20' zone of silence. Take AoOs from ghosts, which will surely hit.
Fort save: 1d20 + 23 ⇒ (12) + 23 = 35
Fort save: 1d20 + 23 ⇒ (18) + 23 = 41

He then casts Mass Heal defensively vs. DC of 33
Concentration check: 1d20 + 30 ⇒ (8) + 30 = 38...success
Since everyone is within 30' of each other, the party, including himself, heals 210 points of damage.

Finally, as a quickened action that does not provoke, he casts a Quickened Blessing of Fervor on the party.

Thanks to Countersong, Exousia is protected for 2 additional rounds due to Lingering Performance. She regenerates 10 hps and full-attacks Nightwing #5, taking the extra attack from Blessing of Fervor:
Power Attack: 1d20 + 22 ⇒ (18) + 22 = 40
Damage: 3d6 + 30 + 2d6 ⇒ (6, 1, 2) + 30 + (4, 5) = 48
Power Attack: 1d20 + 22 ⇒ (17) + 22 = 39
Damage: 3d6 + 30 + 2d6 ⇒ (6, 3, 4) + 30 + (3, 3) = 49
Power Attack: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 3d6 + 30 + 2d6 ⇒ (3, 4, 1) + 30 + (5, 5) = 48
Power Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 3d6 + 30 + 2d6 ⇒ (1, 6, 1) + 30 + (2, 3) = 43
2 hits most likely, 97 damage, +3 holy weapon - bypasses magic, silver, cold iron, and good DR


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

Updated list:
6 rounds of Nimbus of Light Left
4 channels left
Wand of Restoration: 17 charges left
Wand of Cure Moderate Wounds: 8 charges left
Wand of Cure Critical Wounds: 35 charges left
Spells memorized:
Cleric Spells Prepared (CL 21st; concentration +30)
. . 9th—mass heal, miracle, prismatic sphere[D]
. . 8th—earthquake, empowered heal
. . 7th—quickened dispel magic, quickened searing light (2), sunbeam[D] (DC 26)
. . 6th—greater dispel magic (2), fire seeds[D], heal
. . 5th—flame strike[D] (DC 24)
. . 4th—holy smite[D] (DC 23)
. . 3rd—invisibility purge, protection from energy, searing light[D]
. . 2nd—grace (2), communal protection from evil, spiritual weapon, weapon of awe
. . 1st—liberating command, moment of greatness, remove fear, shield of faith (2)
. . 0 (at will)—detect magic, guidance, light, stabilize

Hey Alie, seeing how you have a host of 7th level spells, I am thinking a move to get out of zone and an AoO (if they have combat reflexes but you are full hps even if they do) and a well placed delayed blast fireball can catch most of the enemies, including Nightwing #5.


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

Actually, GM, in your buffs, I believe you forgot Alie's Fiery Body (lasts 20 minutes), which she cast right after the devil fight (Post 9740), so she is immune to the Charisma damage from the gaze and does not need to use echolocation except to avoid the normal damage, but since she rolled Fort saves this round, she is not closing her eyes. The delayed blast fireball is a good tactic Alie (20d6) and your DC is +1 due to fiery body.


Heh, actually in my head I knew she had fiery body going but I always forget some of what it makes you immune to. Good catch on the charisma damage, I'll remove it.

Ferez: The AOO's may do you in before you can cast. Do you perhaps have another of those nifty swift move and avoid AOO's spells available? The Nightwing's also have a 15' reach so one or two of them would get AOO's also. Want to reconsider? Perhaps allow some of your friends to remove some pesky obstacles first. Moving in a southerly direction would limit who could attack you, but I am sure you have your reasons for moving to where you did. Just asking to make sure before I roll anything.

I placed a marker with the silence aura on the map, so you should be able to see it now. It is 20' radius, so diameter is 40' feet.


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 thought I had cover from the ghosts who are in front of the nightwings. No AoOs if there's cover.


Ah, I see. Hmmm, not sure an incorporeal creature can provide cover since things can move through it but lets assume so. You need to move 5' feet further to get out of the silence but you should still have enough movement for that. Angel provides you cover from Nightwing #5. Whew, risky but here goes...

Touch attack: 1d20 + 22 ⇒ (9) + 22 = 31
Damage: 17d6 ⇒ (4, 3, 2, 6, 2, 5, 1, 1, 3, 4, 6, 1, 6, 3, 5, 5, 4) = 61

Touch attack: 1d20 + 22 ⇒ (4) + 22 = 26
Damage: 17d6 ⇒ (3, 3, 3, 1, 4, 3, 4, 5, 5, 2, 6, 5, 6, 5, 6, 5, 2) = 68

Damage is a total of 64 from ghosts. Ferez has 7 hitpoints left!

The ghosts rake through the priest of the Dawnflowers form as he moves. He staggers free from the magically silenced area an aged and decrepit old man that looks barely able to support his own weight on shaky legs. Raising his holy symbol he calls upon his most powerful prayers and an incredible burst healing energy flows through him and his companions. His and everyone youth quickly restores itself! Exousia lands two good blows on the closest nightwing.

Current Status:
Valgrim: 289/289 (raging)
Ferez: 185/185 stoneskin 98/150
Bublaka: 215/215
Alie: 185/185
Exousia: 229/229 (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 - 133 minutes
Prot from Fire - 123 minutes 128/150
Stoneskin - 123 minutes
Barkskin (83 minutes)
Freedom of Movement (self, 83 minutes)
Greater Darkvision (self, 120', 15 hours)
Heroism - 190 mins

Ferez:
Magic Vestment (x2) - Friar's armor and shield - 20 hours
Sacred Bond - Valgrim/Friar - 133 minutes
Prot from Fire - 133 minutes 107/150
Barkskin (83 minutes)
Stoneskin - 127 mins

Alie:
Protection from Cold - 123 minutes
Freedom of Movement - 123 minutes
Stoneskin - 123 minutes
Echolocation - 180 mins

Bublaka:
Prot from Fire - 123 minutes 60/150
Barkskin (83 minutes)
Freedom of Movement - 123 minutes

Damage totals:
Nightwing #1: 124
Nightwing #2: 170
Nightwing #3: 0
Nightwing #4: 57
Nightwing #5: 129
Nightwing #6: 195 Destroyed!

Avolakia #1: 234
Avolakia #2: 0
Avolakia #3: 0
Avolakia #4: 16


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

Bless you, Friar for the healing and you forgot Alie's Fiery Body in the Status Tab again, GM. :)

Valgrim takes the additional +2 hit from Blessing of Fervor and attacks Ghost #1 with his ghost-touch speed dagger until is Dazed or it is destroyed, whichever comes first, (then he switches to Ghost #3 who is also within range until it is dazed or his turn runs out). Then he switches back to Ghost #1 if applicable.

Hasted Power attack with Dazing Assault: 1d20 + 37 ⇒ (10) + 37 = 47
Damage: 1d4 + 36 ⇒ (2) + 36 = 38
Fort save DC 30 or be Dazed for 1 round
#1 Power attack with Dazing Assault: 1d20 + 31 ⇒ (10) + 31 = 41
Damage: 1d4 + 36 ⇒ (3) + 36 = 39
Fort save DC 30 or be Dazed for 1 round
#2 Power attack with Dazing Assault: 1d20 + 26 ⇒ (18) + 26 = 44
Damage: 1d4 + 36 ⇒ (1) + 36 = 37
Fort save DC 30 or be Dazed for 1 round
#3 Power attack with Dazing Assault: 1d20 + 21 ⇒ (18) + 21 = 39
Damage: 1d4 + 36 ⇒ (2) + 36 = 38
Fort save DC 30 or be Dazed for 1 round
#4 Power attack with Dazing Assault: 1d20 + 16 ⇒ (19) + 16 = 35...threat
Damage: 1d4 + 36 ⇒ (2) + 36 = 38
Fort save DC 30 or be Dazed for 1 round
Confirmation: 1d20 + 16 ⇒ (14) + 16 = 30
If confirmed, additional damage: 1d4 + 36 ⇒ (4) + 36 = 40

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)

Im on my cell, so I can't get the map this evening. But, if I can get a well placed delayed blast fireball off, I'll be happy to do so. Would one of you place it for me?

Alie moves back out of the zone of silence and casts a spell creating a tiny ball of fire that heads toward a group of the enemies, exploding into blazing reality.

Damage 20d6 ⇒ (5, 3, 5, 6, 1, 3, 5, 3, 5, 1, 6, 3, 4, 6, 3, 1, 1, 2, 6, 4) = 73

DC 29 reflex for half.


Fort save #1: 1d20 + 26 ⇒ (14) + 26 = 40
Fort save #2: 1d20 + 26 ⇒ (9) + 26 = 35
Fort save #3: 1d20 + 26 ⇒ (5) + 26 = 31
Fort save #4: 1d20 + 26 ⇒ (16) + 26 = 42
Fort save #5: 1d20 + 26 ⇒ (20) + 26 = 46

It takes all of the ranger's martial skill with his weapon but he finally manages to inflict enough damage that the ghost shrieks and disappates, unable to find the willpower and necrotic energy to maintain its form.

Takes all five hits to destroy the ghost.

Alie: Just as an FYI, you will suffer an AOO from the closest ghost. Did you want to continue the action? Would someone be kind enough to help with a target for her since she does not have access to the map?


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

These ghosts have more than 400 hps each?! That is ridiculous...that is tougher than Dragotha!


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
Alie Saechell wrote:

Im on my cell, so I can't get the map this evening. But, if I can get a well placed delayed blast fireball off, I'll be happy to do so. Would one of you place it for me?

Alie moves back out of the zone of silence and casts a spell creating a tiny ball of fire that heads toward a group of the enemies, exploding into blazing reality.

Damage 20d6

DC 29 reflex for half.

Decisions, decisions. You can back out of the silence effect and trigger one AoO from a ghost if you go south or southwest unless you withdraw, but then you cannot cast. You can target at best five foes - three nightwings and two ghosts - if you include Valgrim and Exousia in the area. If you avoid hitting them, the best you can do is three, I think. What's your vote?

Bublaka withdraws from the ghost, moving out of the silenced area, readying a wand as he moves. As he steps out of the effect, his countersong is once again clearly heard by his allies that have likewise moved from the area. He is actively avoiding the gaze of any of the ghosts, keeping his eyes downcast.

Drawing wand of greater invisibility

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)

I think we are looking at a TPK here, so I will take the AoO and target all five of them, trusting we can make our reflex saves.

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