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Orran
2010-03-29, 04:42 AM
Seto's saves: [roll0]
[roll1]

PhoenixRivers
2010-03-29, 04:52 AM
Seto: [roll0] damage, and carried off.

Toliudar
2010-03-29, 07:44 AM
Just checking - Theda takes the second damage even with a natural twenty?

PhoenixRivers
2010-03-29, 08:07 AM
Just checking - Theda takes the second damage even with a natural twenty?

Doh. That's fixed.

mostlyharmful
2010-03-29, 04:05 PM
Torvin's Reflex Save [roll0]

PhoenixRivers
2010-03-29, 04:38 PM
Torvin is picked up and carried.


Kagrenac
(OpFor)
Ghrem
Theda/Terry
Torvin (Moved due to delay)
Seto
(Monolith)

Superglucose
2010-03-29, 04:39 PM
I'll uh, need that too.

PhoenixRivers
2010-03-30, 07:34 AM
Reiterating. Kagrenac's action.

Superglucose
2010-03-30, 11:42 AM
Can I see the whirlwind anymore?

PhoenixRivers
2010-03-30, 01:09 PM
Based on an LOS plot, yes. You can see it in Y10-Y12. The southern corner of the room exit prevents you from seeing to Y13.

Superglucose
2010-03-30, 01:13 PM
Well all four Avorals will try to use Magic Missile, the one who wasn't carried will fly south until he has LoS.


Non-concentrating empowered MM:[roll0] 16

Concentration:

[roll1]
[roll2]
[roll3]

Magic Missile:
[roll4] 15
[roll5] 21
[roll6] 19

71 total damage.

PhoenixRivers
2010-03-30, 01:20 PM
By my count, the avorals are out of empowered MM.

Post 1046
Post 1145
Post 1225

They have regular MM at will. Empowered is 3/day.

Superglucose
2010-03-30, 01:32 PM
In that case, regular MM.

PhoenixRivers
2010-03-31, 12:44 PM
And Kagrenac's action?

Note: 4th avoral didn't need to move for LOS. It can be traced through the short wall section. Monolith benefits from cover, but that doesn't much matter for MM.

Elemental pops.

New Map:http://i174.photobucket.com/albums/w85/maharai23/LairPartial3-4.png

Superglucose
2010-03-31, 01:01 PM
Ready an action


Charge the first enemy that comes in range

Orran
2010-03-31, 01:01 PM
If we're now acting out of intiative order, Seto moves to N11, otherwise he'll just do that on his turn.


Damage sustained: 15
Active buffs:
Superior invisibility (Extended, 440 Minutes), Fly (Extended, 440 Minutes)Here (http://www.giantitp.com/forums/showpost.php?p=7538108&postcount=539)
Foresight (Extended), Resist energy, fire (Extended) Here (http://www.giantitp.com/forums/showpost.php?p=7541373&postcount=546)
Mindblank (Extended, 44 hours), Moment of prescience (Extended, 44 hours)Here (http://www.giantitp.com/forums/showpost.php?p=7464178&postcount=368)
Longstrider (Extended, 40 hours) Here (http://www.giantitp.com/forums/showpost.php?p=7538015&postcount=536)
Reduce Person (220 minutes) Here (http://www.giantitp.com/forums/showpost.php?p=7587034&postcount=609)
Greater Arcane sight (22 Minutes) Here (http://www.giantitp.com/forums/showpost.php?p=7943639&postcount=1086)
True seeing, via gem Here (http://www.giantitp.com/forums/showpost.php?p=7605916&postcount=672)

Has a significant amount of time elapsed on any of these? (apart from mindblank/moment of prescience, cast yesterday)

Seto has used 1 of his Rods of extend, and is holding one with 2 uses left.

Spell Slots used:
L1:2
L2:1
L3:2
L4:1
L5:1
L6:5
L7:2
L8:1
L9:2

I'll make a new sheet for Seto and put all this on it, trawling through everything to find this was so much effort.


OOC: What's the plan now?

PhoenixRivers
2010-03-31, 01:24 PM
Ready an action


Charge the first enemy that comes in range

That will be a partial charge, unless you have a way to make a full charge a standard action, or a way to ready a full round action.

Superglucose
2010-03-31, 01:34 PM
Partial charge is fine.

PhoenixRivers
2010-03-31, 01:43 PM
Kagrenac
(OpFor)
Ghrem
Theda/Terry
Torvin (Moved due to delay)
Seto


OO:Dragon double moves again, reaches O10-S14, immediately below surface.

Earth Monolith: Full run through earth, using Earthglide, ending at H1-K2.

Ghrem is up.

Tehnar
2010-03-31, 01:54 PM
Ghrem will delay (silently).

PhoenixRivers
2010-03-31, 01:58 PM
Theda and Terry are next.

Toliudar
2010-03-31, 02:33 PM
Theda

Terry turns into an elder Xorn again, and earthglides into the north wall.

Theda shakes her 22 heads, and turns into a planetar again. She points emphatically towards the north wall, and then burrows into the wall.

Theda spot and listen:
Listen: [roll0]
Spot: [roll1]
If she hears something new approaching, disregard the rest of this action for the time being, and just let me know what she sees/hears.

Theda shrinks down to a planetar, large size, occupying W10 - X11, +20. She does a double move to U0-V1. Terry shrinks down to large size, occupying Q4-R5, +15, and moves 40' north to Q -2 R -1, +15. She has blindsight 60, and he has tremorsense 60'. Both are looking around for signs of the 2 summoned earth elementals that she sent here a couple rounds ago.

PhoenixRivers
2010-03-31, 03:27 PM
@Theda:Terry's Tremorsense detects something in the north wall.

Location H1-K2, extending 10 feet north past that. Modify actions following that, if you wish.

Edit: You also detect 2 creatures following it, about 10 feet behind. They're both large.

Toliudar
2010-03-31, 04:01 PM
Terry would let Theda know using telepathic bond. If you're okay with having Terry's movement start first, we'll have Terry instead glide entirely into the wall, at Q1-R2, and add in speech from Theda before she goes into the wall, but keep the rest of her action the same. I'd of course understand if that's not an option.

Terry's then trying to keep a bit of a sense of what's going on in the room.
Listen: [roll0]

The speech: "Big critter incoming from the north, probably not the dragon. Shout mentally if you need me."

Before digging into the wall, Theda exclaims: "Big critter incoming from the north, probably not the dragon. Shout mentally if you need me."

PhoenixRivers
2010-03-31, 04:35 PM
@Toliudar:That's fine. Your out of spoilers action announcement was Terry first. Good job on the spot.

PhoenixRivers
2010-04-01, 12:32 AM
Torvin is next.

mostlyharmful
2010-04-02, 06:26 AM
Torvin uses a pearl of power to recast true strike on himself then moves to L11

PhoenixRivers
2010-04-02, 06:39 AM
Kagrenac
(OpFor)
Ghrem
Theda/Terry
Torvin (Moved due to delay)
Seto

Seto is now up.

Orran
2010-04-02, 10:08 AM
Seto will move as stated (to N11) and ready an action to enervate hostiles within range.

PhoenixRivers
2010-04-02, 11:34 PM
Very well, Kagrenac's action.

Superglucose
2010-04-03, 04:15 AM
My avorals will return to me and I'll delay.

PhoenixRivers
2010-04-03, 04:46 AM
My avorals will return to me and I'll delay.

this will put you and your avorals on different initiative counts. Is this ok?

Tehnar
2010-04-03, 01:24 PM
Unless Kagrenac does something spectacular, Ghrem will delay (silently) the next round as well.

Superglucose
2010-04-03, 01:43 PM
Yeah it's ok.

mostlyharmful
2010-04-03, 01:54 PM
Torvin puffs out a cloud of green smoke and shapes it into a dragon in flights profile and a question mark.

PhoenixRivers
2010-04-03, 11:37 PM
Replotting map, and some movements were imprecise (Avorals move to me), so I'm going to verify all positions while plotting, as of the end of Seto's action.

To Verify:

Kagrenac delayed at N15. Avorals moved to him (have them at M14, O14, M16, O16). All of these are at altitude +10.

Torvin is at L11, Seto is at N11. Both are at ground level, but flying.

Ghrem is at B18.

Terry is in the wall at Q1-R2 (Alt +15).
Theda is in the wall at U2-V3.

Is all this correct?

Superglucose
2010-04-03, 11:55 PM
Looks good to me!

PhoenixRivers
2010-04-04, 12:16 AM
In that case, the sand collapses, forming a hole at O10-S14. The glowing orbs return there.

For those with True seeing:it's the dragon again.

Opfor turn isn't over, but I'm pausing opfor actions here to resolve Seto's ready action.

Orran
2010-04-04, 02:24 AM
Seto chooses not to take his readied action. Has the dragon's buff list changed at all?

PhoenixRivers
2010-04-04, 02:39 AM
No, it has not. Buff list is the same as before.

PhoenixRivers
2010-04-04, 04:51 AM
@Those with true seeing:Dragon Casts a spell: Wraithstrike
Dragon Attacks:

All attacks are directed at Seto. If Seto dies in mid attack (just in case), remaining attacks will be directed at Torvin. If an attack hits Seto and causes no damage, remaining attacks will be directed at Torvin. All attacks are touch attacks.

Attack rolls:Bite: [roll0]
If Hit: [roll1]
If threat: [roll2]
If Crit: [roll3]

Claw: [roll4]
If Hit: [roll5]
If threat: [roll6]
If Crit: [roll7]

Claw: [roll8] **Critical Threat**
If Hit: [roll9]
If threat: [roll10]
If Crit: [roll11]

Wing: [roll12]
If Hit: [roll13]
If threat: [roll14]
If Crit: [roll15]

Wing: [roll16]
If Hit: [roll17]
If threat: [roll18]
If Crit: [roll19]

Tail: [roll20]
If Hit: [roll21]
If threat: [roll22]
If Crit: [roll23]

Tehnar
2010-04-04, 05:21 AM
Ghrem will cease delaying immediately after the dragon finishes his action.

Ghrem takes a 5 ft step to C17.

Swift: Cast Exacting Shot.

Mental thought: "Dragon came back."

Free: Use 1 round of haste on boots (8 remaining).

Full attack (rapid shot) at dragon using Ironwood arrows:

(all critical threats are automatically confirmed), and Ghrem ignores all cover and concealment less then total, and has True Seeing. Arrows are magical, good aligned and made from ironwood.

arrow 1: [roll0]
If hit damage: [roll1] + [roll2] + [roll3](if dragon is evil)
If Crit additional damage: [roll4]

arrow 2: [roll5]
If hit damage: [roll6] + [roll7] + [roll8](if dragon is evil)
If Crit additional damage: [roll9]

arrow 3: [roll10]
If hit damage: [roll11] + [roll12] + [roll13](if dragon is evil)
If Crit additional damage: [roll14]

arrow 4: [roll15]
If hit damage: [roll16] + [roll17] + [roll18](if dragon is evil)
If Crit additional damage: [roll19]

arrow 5: [roll20]
If hit damage: [roll21] + [roll22] + [roll23](if dragon is evil)
If Crit additional damage: [roll24]

arrow 6: [roll25]
If hit damage: [roll26] + [roll27] + [roll28](if dragon is evil)
If Crit additional damage: [roll29]



Edit: Arrows 1 and 4 are critical threats.

PhoenixRivers
2010-04-04, 05:34 AM
OpFor's action isn't done. I am holding up to get results of dragon attacks.

Tehnar
2010-04-04, 05:41 AM
Alright, if the above posted action is valid when OpFor's action is over, Ghrem will take it.

PhoenixRivers
2010-04-04, 05:44 AM
Alright, if the above posted action is valid when OpFor's action is over, Ghrem will take it.

It will likely still be valid, but you'll likely not want to take it. The dragon's next intended action is a quickened SLA (as it's already used a swift and a full round, that's about all it can do).

mostlyharmful
2010-04-04, 06:19 AM
as a matter of interest, are you ruling that the dragon can 5' step while burrowing?

PhoenixRivers
2010-04-04, 06:24 AM
as a matter of interest, are you ruling that the dragon can 5' step while burrowing?

I generally rule that you can 5 foot step with any listed movement mode that you possess. For players, that's included flight in this match. For the dragon, it's included burrow.

Orran
2010-04-04, 09:53 AM
Seto will activate his contingency, and teleport to a 'designated safehouse.' I've had a look through the sheet, but that seems to be all he can do. If this fails, Seto dies.

PhoenixRivers
2010-04-04, 10:00 AM
Seto will activate his contingency, and teleport to a 'designated safehouse.' I've had a look through the sheet, but that seems to be all he can do. If this fails, Seto dies.

You're in a Dim Lock Free zone, due to the area dispel. So yes, you can teleport out. Exactly when do you activate the contingency?

EDIT: Also, the designated safehouse is well outside the combat zone, I take it. Something on the order of "needing a teleport to get back".

mostlyharmful
2010-04-04, 12:16 PM
yeah.. I think Torvin'll have to activate his contingency with a rude gesture as well. Since he couldn't fit in a teleport around the contact other planes so I linked it to the Dimension Door (1000' straight up).

PhoenixRivers
2010-04-04, 12:31 PM
Then the attacks fall to the next non-summon in range, Kagrenac. Lots of contingency tripping going on.

@Torvin:Your visibility is 5' in every direction. There's a thick fog at your location. And it's hot. Very hot. The smell of burnt sulfur is detectable. Not overpowering, but definitely noticeable.

Superglucose
2010-04-04, 01:10 PM
Kagrenac falls.

PhoenixRivers
2010-04-04, 01:20 PM
Hold please. Some of the dragon's action may need to be modified based on additional information. This may alter Kagrenac's up/down status.

EDIT: Specifically, I'm digging around my zip drives for my pdf of the Rules compendium to verify an OOC post concerning a rule that, if altered, will cause the dragon to not wraithstrike.

EDIT 2: Verified. Dragon does not cast Wraithstrike, due to the following:Rules Compendium p 118, Quickened SLA's altered to swift actions instead of Free.

Dragon's intent was to surface, full attack, and activate its SLA. Wraithstrike was activated on the principle of using an unused swift action.

Orran
2010-04-04, 01:41 PM
Seto will consider taking one hit before fleeing. Actually, thats not true, the thought doesn't even cross his mind. A rude gesture is thrown almost as soon as the dragon appears. Once in his safehouse he casts (extended) time stop. followed by greater blink, and then teleport to return. [roll0] Further actions will depend on if the dragon is still there, if 'there' is the same as I expect it to be, and if anyone else is moving. (Also on rules clarification, see OOC)

PhoenixRivers
2010-04-04, 03:27 PM
Seto will consider taking one hit before fleeing. Actually, thats not true, the thought doesn't even cross his mind. A rude gesture is thrown almost as soon as the dragon appears. Once in his safehouse he casts (extended) time stop. followed by greater blink, and then teleport to return. [roll0] Further actions will depend on if the dragon is still there, if 'there' is the same as I expect it to be, and if anyone else is moving. (Also on rules clarification, see OOC)

On Teleport:I'm going to be as lenient as I can on teleport.

You don't qualify as "Very Familiar". You've not been here often, certainly not often enough to feel at home.

You don't qualify for "Studied Carefully". You cannot currently see it, you've not studied it for an hour. The only contact you've had with the location has been in a combat situation.

I'll give "Seen Casually", as you've seen multiple parts of this lair (even though you've not seen this room more than once). I don't feel it fair to drop you down to "Seen once", as it seems to hint to not actually having been there. On your next action, the roll of 91 (off target) will be applied. I'll need the distance to your safehouse. A second teleport will likely be necessary to arrive at the cave.

Orran
2010-04-04, 04:05 PM
I hate teleport mishaps. We'll say the safehouse is 100 miles away, but Seto will just cast teleport again. ([roll0]) Does this mean time stop is reduced by 1 round or 2? Also, I assume this is happening once other peoples actions happen?
Spell Slots used:
L1:2
L2:1
L3:2
L4:1
L5:3
L6:5
L7:2
L8:1
L9:3

PhoenixRivers
2010-04-04, 04:16 PM
It wasn't a true mishap, at least. Just a bit off target.

This is how you look so far:
Extended Time Stop. Duration: 4-10 rounds

Round 1: Teleport, Arrive off target
Round 2: Delayed (see below)
Round 3: Teleport, Arrive on target
Round 4: Delayed.
Round 5: XXX
Round 6: XXX
Round 7: XXX
Round 8: XXX
Round 9: XXX
Round 10: XXX

(roll)1d4+1(/roll) x2


Since a teleporting creature doesn’t necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere. For a creature that intends to teleport into range but inadvertently arrives outside the spell’s area, the spell gives the recipient awareness that a creature has attempted to teleport into range and delays the creature as
normal, but doesn’t give any awareness as to the actual location of its imminent arrival.

While the contingent teleport triggered outside of initiative, the other actions must occur on your initiative count, as normal.

EDIT: For Kagrenac: The attacks here go to you, but they are NOT touch attacks. (http://www.giantitp.com/forums/showpost.php?p=8217469&postcount=1291) Let me know if something changes.

Superglucose
2010-04-04, 06:07 PM
Owowowowow...

I'm up.

PhoenixRivers
2010-04-04, 09:14 PM
Remainder of turn: An incredible wind fills the room, swirling around a tight vortex. This creates the following effects:

Sandstorm: Visibility Reduced to [roll0] x5 feet. (15 feet visibility)
Tornado-Force Winds: Ranged attacks (including siege) are impossible.
Listen checks are impossible.

All characters in the room must make Fort Saves (please include your size category and whether or not you're flying).

Now OpFor's turn ends.

OO:Dragon's Fort save (pass on a 2+): [roll1]

Superglucose
2010-04-04, 09:21 PM
<--- Immune to wind effects due to being made of wind.

PhoenixRivers
2010-04-04, 09:24 PM
<--- Immune to wind effects due to being made of wind.

Stormrage spell, right?

Bear in mind, that does not lift visibility restrictions, ranged attack restrictions, and listen check restrictions, though you are immune to all damage and movement based effects of the wind.

Superglucose
2010-04-04, 09:24 PM
Agreed, but I can still cast, right?

PhoenixRivers
2010-04-04, 09:33 PM
Agreed, but I can still cast, right?

Yes. You are exempt from concentration checks to cast.

PhoenixRivers
2010-04-04, 11:33 PM
Kagrenac
(OpFor)
Ghrem
Theda/Terry
Torvin (Moved due to delay)
Seto

Ghrem's action.

Toliudar
2010-04-05, 12:02 AM
Can I get clarification: is Kagrenac unconscious and/or dead?

Superglucose
2010-04-05, 12:04 AM
C) none of the above

PhoenixRivers
2010-04-05, 12:31 AM
Can I get a clarification: Which attacks hit, and for how much damage?

Superglucose
2010-04-05, 12:37 AM
All for listed -9

PhoenixRivers
2010-04-05, 12:44 AM
All for listed -9

??? I don't follow your shorthand.

Superglucose
2010-04-05, 12:45 AM
Every attack hit for the damage that you rolled, subtracting my 9/evil DR.

PhoenixRivers
2010-04-05, 12:50 AM
So:

Bite hit for: 45-9 = 36 damage
Claw hit for: 35-9 = 26 damage
Claw crit for: 66-9 = 57 damage
Wing hit for: 20-9 = 11 damage
Wing hit for: 27-9 = 18 damage
Tail hit for: 52-9= 43 damage

Total damage sustained: 191

That correct?

Superglucose
2010-04-05, 12:53 AM
Yes. I have 193 HP.

I am at 2.

As I said, owowowowowowowowowowowowowowowow

PhoenixRivers
2010-04-05, 01:47 AM
Fair enough. It is Ghrem's action again.

Tehnar
2010-04-05, 04:41 AM
Ghrem is medium sized and does not currently possess any form of flight.

Fort save:
[roll0]

Ghrem will delay while thinking: "Hope someone will dispel these winds"

PhoenixRivers
2010-04-05, 04:59 AM
Ghrem is medium sized and does not currently possess any form of flight.

Fort save:
[roll0]

Ghrem will delay while thinking: "Hope someone will dispel these winds"

You're fine. Fort save passed.

Theda/Terry is next.

Superglucose
2010-04-05, 03:15 PM
Hold on my contingency triggered.

I think.

Was the sand and windstorm caused by a spell?

PhoenixRivers
2010-04-05, 03:47 PM
Hold on my contingency triggered.

I think.

Was the sand and windstorm caused by a spell?

No, it was caused by a Spell-like ability.

Superglucose
2010-04-05, 05:15 PM
Right. Carry on then.

PhoenixRivers
2010-04-06, 12:54 PM
To reiterate, it's Terry/Theda's turn.

Toliudar
2010-04-06, 01:26 PM
Yup. Waiting on feedback from Superglucose regarding whether he can get to Ghrem and get out. No child left behind, and all that.

Superglucose
2010-04-06, 01:34 PM
Yes. I can, and you would know that. I just need to find him first :P

PhoenixRivers
2010-04-06, 02:12 PM
Yes. I can, and you would know that. I just need to find him first :P

OOC: While he would know the capability, the intent to retreat has not been sent to Kagrenac, Ghrem, or the arcane casters. They would not know that Terry/Theda is intending retreat.

Superglucose
2010-04-06, 02:13 PM
To be honest, I was already contemplating retreat a while back.

PhoenixRivers
2010-04-06, 02:31 PM
To be honest, I was already contemplating retreat a while back.

I'm aware of that. IC Coordination of said retreat is what wasn't done. When Terry/Theda disappear into the wall via burrowing, and after losing contact with the party, *poof* out, there's no IC way for the party to know that they've left the battlespace. Unless Kagrenac's the "Screw you guys, I'm goin' home" type, that may be a factor in his decision to leave.

Superglucose
2010-04-06, 02:35 PM
In our adventures together Theda would know that Kagrenac leaves no man behind. I figure that's a basic part of my character he would understand.

PhoenixRivers
2010-04-06, 02:40 PM
In our adventures together Theda would know that Kagrenac leaves no man behind. I figure that's a basic part of my character he would understand.

If that's true, then if Theda teleports out somehow...
And Kagrenac doesn't know that Theda has left...
Then Kagrenac has no reason to believe Theda has gone.

If Kagrenac leaves no man behind...
Then what's with the discussion of grabbing Ghrem and bolting, when, for all his knowledge, Theda and Terry are being left behind?

Superglucose
2010-04-06, 02:42 PM
If Theda can port out then Kagrenac wouldn't need to save her, which means he'll call out a retreat order and then fall back with Ghrem. Leave no man behind, but Theda's a woman! Seriously though, it's not Kagrenac's job to make anyone leave.

PhoenixRivers
2010-04-06, 02:44 PM
If Theda can port out then Kagrenac wouldn't need to save her, which means he'll call out a retreat order and then fall back with Ghrem. Leave no man behind, but Theda's a woman! Seriously though, it's not Kagrenac's job to make anyone leave.

Fair enough, but only those that can hear the retreat order (or get it mentally) will be so informed.

Toliudar
2010-04-06, 04:08 PM
Theda

Having heard Ghrem's mental notice that the dragon had returned, Theda headed south, alongside Terry, to poke her head out of the wall. The cloud of dust only strengthens her resolve.

"Going to Safehouse Eleven!"

Terry takes hold of Theda with all three of his arms and she disappears back into the wall. Theda casts Master Earth, aiming to end up at the same rendezvous point as Torvin and Seto's contingencies.

Tehnar
2010-04-06, 04:33 PM
And due to the tornado strength winds Ghrem doesn't hear Theda.

PhoenixRivers
2010-04-06, 04:43 PM
Theda

Having heard Ghrem's mental notice that the dragon had returned, Theda headed south, alongside Terry, to poke her head out of the wall. The cloud of dust only strengthens her resolve.

"Going to Safehouse Eleven!"

Terry takes hold of Theda with all three of his arms and she disappears back into the wall. Theda casts Master Earth, aiming to end up at the same rendezvous point as Torvin and Seto's contingencies.

Torvin and Seto had different destinations.

Seto had a teleport to a safehouse 100 miles away.
Torvin went 1000 feet directly up.

Superglucose
2010-04-06, 05:40 PM
Where was Grem last time I saw him, and can I get to him without provoking attacks of opportunity?

PhoenixRivers
2010-04-06, 05:46 PM
Where was Grem last time I saw him, and can I get to him without provoking attacks of opportunity?

B18. As for AoO's, the dragon's location isn't visible to you, but occupies the western side of the room, around the middle.

Superglucose
2010-04-06, 05:54 PM
Have we established whether or not the dragon has Blindsight?

PhoenixRivers
2010-04-06, 06:07 PM
Have we established whether or not the dragon has Blindsight?

Have we? No.
Have I? Yes.

PhoenixRivers
2010-04-08, 12:43 PM
Need updates:

Toliudar: Destination for port
Super: Action.

Superglucose
2010-04-08, 12:50 PM
First I cast Heal defensively.
[roll0]

Then I start moving around to get to Ghrem.

Toliudar
2010-04-08, 06:38 PM
Need updates:

Toliudar: Destination for port
Super: Action.

Destination: Same as Torvin's contingency

PhoenixRivers
2010-04-12, 02:02 PM
First I cast Heal defensively.
[roll0]

Then I start moving around to get to Ghrem.

Double move will reach Ghrem's last location. 3 moves if sticking to the walls.

Superglucose
2010-04-12, 04:14 PM
I'll just go around the edge then with my Avorals coming with me, walling me from the last known position of the Dragon.

PhoenixRivers
2010-04-12, 04:23 PM
Then you're using a double move next round (Avorals will need to make saves for wind each round), and you'll reach Ghrem provided he doesn't move.

Dragon is next:Fort:[roll0] 2+ Passes.

Providing that passes, sleep breath on Kagrenac and avorals

@Kagrenac:
Kagrenac and Avorals: Need to make a Will Save vs a sleep effect.

Superglucose
2010-04-12, 04:26 PM
Duplicates the Sleep spell, right? If that's the case, Avorals need a nat 20.

[roll0]
[roll1]
[roll2]
[roll3]

PhoenixRivers
2010-04-12, 04:34 PM
Duplicates the Sleep spell, right? If that's the case, Avorals need a nat 20.

[roll0]
[roll1]
[roll2]
[roll3]

It does not replicate the sleep spell. Immunity to magical sleep will overcome it, but immunity to the sleep spell will not.

Superglucose
2010-04-12, 04:37 PM
I'll assume it is your opinion then that the breath weapon is not mind affecting.
[roll0]

EDIT: Bah, cleric down.

PhoenixRivers
2010-04-12, 04:40 PM
Unfortunately, it doesn't get that tag. It's basically SU chloroform.

Superglucose
2010-04-12, 04:41 PM
Different GMs, different opinions.

PhoenixRivers
2010-04-12, 04:42 PM
Duration: [roll0] rounds.

Remainder of action (OO):Dragon moves to within 10 feet of Kagrenac

EDIT:
Kagrenac
(OpFor)
Ghrem
Theda/Terry
Torvin (Moved due to delay)
Seto

Tehnar
2010-04-13, 05:34 PM
Ghrem will delay further.

Fort save if needed:
[roll0]+5 to that if antidragon aura applies

PhoenixRivers
2010-04-13, 07:13 PM
AD aura does apply, and you passed.

Terry/Theda are out of the battlespace. (Ghrem and Kagrenac haven't appeared within 1 round of your departure.)

Any actions?

Toliudar
2010-04-13, 07:55 PM
Extensive swearing.

Really, really extensive swearing.

Also, the duo will change into Trumpet archons and fly up a few feet, looking around with true sight to try to figure out where they went.

PhoenixRivers
2010-04-13, 08:22 PM
Extensive swearing.

Really, really extensive swearing.

Also, the duo will change into Trumpet archons and fly up a few feet, looking around with true sight to try to figure out where they went.

The fog is thick. 5 feet visibility thick. You don't detect anything.

Toliudar
2010-04-13, 08:28 PM
Sorry - to clarify - did I show up somewhere in the lair, instead of back at a rendezvous point an indefinite distance away? Why is there fog?

PhoenixRivers
2010-04-13, 08:53 PM
As I said, Torvin's destination was 1000 feet up. In midair. It's been about 20 pages since you saw outside, but it was under an effect for heavy fog.

Toliudar
2010-04-13, 09:24 PM
Sorry - Theda wouldn't have had any way to know Torvin's destination for DD. I'd confused his DD and Seto's teleport. So...Theda would have headed to the same place that Seto MEANT to go.

Sigh.

PhoenixRivers
2010-04-13, 09:41 PM
Sorry - Theda wouldn't have had any way to know Torvin's destination for DD. I'd confused his DD and Seto's teleport. So...Theda would have headed to the same place that Seto MEANT to go.

Sigh.

Very well. In that case, you're at undisclosed safehouse 11, 100 miles from the action. Seto is still there (though he's scheduled to teleport in this round, barring external interference).

Same issue, Kagrenac and Ghrem have not arrived.

Orran
2010-04-14, 12:09 AM
Very well. In that case, you're at undisclosed safehouse 11, 100 miles from the action. Seto is still there (though he's scheduled to teleport in this round, barring external interference).

Same issue, Kagrenac and Ghrem have not arrived.

Well, Theda's arrival might change things a little, where are we in initiative?

PhoenixRivers
2010-04-14, 12:41 AM
Kagrenac (unconscious)
(OpFor)
Ghrem
Theda/Terry
(OpFor in the Wall)
Torvin
Seto

We're at Theda's turn.

Toliudar
2010-04-14, 11:05 AM
Theda

Seeing Seto (thanks to Angelic true sight), she nods quickly, and dusts some of the dirt off of herself.

"Horn-Wings, Terry! Kagronac is grabbing Ghrem, and should be joining us shortly. Any idea where Torvin is?"

Theda and Terry transform into trumpet archons.

mostlyharmful
2010-04-16, 11:26 AM
Torvin changes to a trumpet Archon and teleports to the arrainged site and dismisses the superiour invisibility.

Well. That didn't work. Who're we missing?

PhoenixRivers
2010-04-16, 11:51 AM
(OpFor in the Wall):

Moves into the room, notices wind, assumes combat zone is here.

Fort save [roll0] 2+

Heads SE to the limits of visibility or until enemy is encountered.
Moves to E3-H6, encounters avoral group, engages conscious Avoral.
Moved to C1-F3, Checked by wind.

Also: Breath recharge: [roll1]

OO:
Attack on conscious Avoral: [roll2]
If Hit: [roll3]
If Threat: [roll4]
If Crit: [roll5]

If this hits, Avoral must make a reflex save (DC=Damage dealt), per awesome blow description.

Elemental monolith Checked at entry point.

Play continues with Torvin.

Superglucose
2010-04-16, 11:53 AM
[roll0]

If not a 20, then fail.

Huh. Will you look at that.

PhoenixRivers
2010-04-16, 11:56 AM
(OOC: OO means Observers Only. In this case, it was because the attack hinged on an earlier roll in the post. In the event that the Elemental's Fort save vs the wind had passed, I would have de-spoilered it.)

Superglucose
2010-04-16, 11:59 AM
Sorry it shows up in the email updates unspoilered so sometimes I catch a glimpse.

PhoenixRivers
2010-04-16, 12:02 PM
Sorry it shows up in the email updates unspoilered so sometimes I catch a glimpse.

In that case, I'll start editing in OO information to ensure it doesn't make it to e-mails. However, if you get an e-mail, you don't need to open it. Just go to GitP and Click "Quick Links" on the banner, underneath the "Welcome, Superglucose". From there, scroll down to "Subscribed Threads", click that, and it'll bring up all your subscriptions, without the ickiness of automatic despoilering of the spoilered.

Tehnar
2010-04-19, 05:08 AM
Ghrem made up his mind and will cease delaying at the next opportunity. Just say when I can (don't want to interrupt anyone's action).

PhoenixRivers
2010-04-19, 05:57 AM
You're available to cease delaying whenever you like.


Kagrenac (unconscious)
(OpFor)
Ghrem (Delaying)
Theda/Terry
(OpFor in the Wall)
Torvin
Seto

Tehnar
2010-04-19, 08:02 AM
Ok, Ghrem will take his action now then.

Free: Activate boots of speed
Move to K18.

Rest of action depends if Ghrem detects any creatures around there (true seeing, blindsense 30', blindsight 15').

Fort save if needed against winds:

1d20+28

Tehnar
2010-04-19, 08:04 AM
Rolling here.
[roll0]

PhoenixRivers
2010-04-19, 08:24 AM
@Ghrem:Visibility: You see Kagrenac at L20. Avorals at K19, L19, M19, and M20. All appear unconscious, except for the avoral at K19.

Ahead of you, you detect the dragon (in squares N17, N18, and N19). The wind reduces visibility to be unable to detect anything beyond that.

Tehnar
2010-04-19, 09:54 AM
Swift action: cast Dawn
Move action:
tumble silently(full speed) to I18 : tumble check [roll0]
and then burrow 10 ft deep in the sand.

Move Silently check: [roll1] (-5 penalty included).

End turn.

PhoenixRivers
2010-04-19, 07:18 PM
Kagrenac (unconscious)
(OpFor)
Theda/Terry
(OpFor in the Wall)
Ghrem (delayed)
Torvin
Seto

@Ghrem:I need caster level checks to overcome the SR of the Avorals with your Dawn spell.

@Kagrenac:You awaken, prone, and on the ground. You see Ghrem tumble west, out of sight.

@New Map:http://i174.photobucket.com/albums/w85/maharai23/LairPartial3-5.png

EDIT: Ghrem altitude -10

Note: At the beginning of every turn (or when you enter), saves must be made for the wind for any creatures in the room, and above ground.

Tehnar
2010-04-20, 03:19 AM
@Phoenix

CL checks:
[roll0]
[roll1]
[roll2]
[roll3]

Just to make a note on the map, Ghrem is burrowed 10 ft underground.

PhoenixRivers
2010-04-20, 05:54 AM
@Ghrem/Kagrenac:One of the Avorals awakened. One was already awake. The other two remain asleep.

Awakened Avorals: K19, M20

Toliudar
2010-04-21, 09:05 AM
Back in their hideaway, the angelic Theda says a distinctly un-celestial word.

"Ghrem just contacted me. Kagrenac is down, and Ghrem's woken him up. He's...going exploring in the lair. On his own."

She glances up at Seto, hoping he'll give her some visual sign, since she can see but not hear him.

mostlyharmful
2010-04-21, 01:19 PM
that seems a delaterious choice if I may be so bold, if the five of us could not win through without significant preparation how does he think it a good idea to try a solitary exploratory initiative? I would suggest that if you are able to contact him tell Ghrem I'll be there momentarily and will remove him to safety.

change to Lantern Trumpet Archon Form
Cast Greater Blink and then teleport back to H14.

PhoenixRivers
2010-04-21, 01:28 PM
@Torvin:1) How are you getting 2 standard actions required for the blink and the teleport?

2) How are you casting a spell with a somatic component when you have nothing to do the somatics with?

Toliudar
2010-04-21, 01:33 PM
Theda

Relieved to be able to see him again, Theda holds up a hand to forestall Torvin.

"Wait! You don't have any way to find him! And you're completely vulnerable to the dragon and the elementals now. Let's not give ourselves two people to rescue. At least, tell me how you're going to locate him in the lair when you get there. Maybe Seto and I can help."

mostlyharmful
2010-04-21, 03:10 PM
@Torvin:1) How are you getting 2 standard actions required for the blink and the teleport?

2) How are you casting a spell with a somatic component when you have nothing to do the somatics with?

I saw them as general instructions to be interpreted by you as and when Torvin fits into the initiative count given that I now have no idea what's happening back in the lair. And we can have torvin casting blink BEFORE shifting to trumpet archon form if you like although all the art I've seen shows them with hands.

Better still, Given Theda asks him to stop he'll take a few actions before casting blink and teleporting to explain.


I've a spell to avail myself of a little protection but it shouldn't keep her off me for more than a few seconds and I was simply envisaging returning to the location of our lamentable rout and recovering our comrades in arms. Do you have further information to facilitate their liberation?

PhoenixRivers
2010-04-21, 03:12 PM
I saw them as general instructions to be interpreted by you as and when Torvin fits into the initiative count given that I now have no idea what's happening back in the lair. And we can have torvin casting blink BEFORE shifting to trumpet archon form if you like although all the art I've seen shows them with hands.

You're going for Trumpet Archon? Ah, there's the confusion. You listed Lantern Archon, which is a glob of light goo.

Torvin shifts to Trumpet Archon, and casts greater blink.


Kagrenac
(OpFor)
Theda/Terry
(OpFor in the Wall)
Ghrem
Torvin
Seto

mostlyharmful
2010-04-21, 03:14 PM
You're going for Trumpet Archon? Ah, there's the confusion. You listed Lantern Archon, which is a glob of light goo.

Torvin shifts to Trumpet Archon, and casts greater blink.

In which case I appologize cause I'm a numpty. :smallredface:

Orran
2010-04-22, 10:46 AM
Seto puts on a thoughtful face, then shrugs his shoulders and sits down for a while, listens to any potential plans, and responds with thumb's up or down.

OOC: Seto will delay for now, theres little we can do unless we decide to go back, and I'm not sure if we are going to yet.

PhoenixRivers
2010-04-22, 11:09 AM
Kagrenac
(OpFor)
Theda/Terry
(OpFor in the Wall)
Ghrem
Torvin
Seto

Kagrenac's up. Note that, as you were recently unconscious, you are prone.

Superglucose
2010-04-22, 11:12 AM
Word of recall to our safehouse.

Superglucose
2010-04-22, 11:58 AM
Damnit forgot to say defensively. I'm just so used to saying it :P

Otherwise I autofail that for being an idiot.

PhoenixRivers
2010-04-22, 12:02 PM
Damnit forgot to say defensively. I'm just so used to saying it :P

Otherwise I autofail that for being an idiot.

I'm feeling generous. Take your defensive casting. You're out. Avorals remain.

Superglucose
2010-04-22, 12:05 PM
Eh they can't die anyways :P

PhoenixRivers
2010-04-22, 12:20 PM
Eh, if you really want them for lair healing, you can choose to have them.

Superglucose
2010-04-22, 12:30 PM
Nah. I don't think we're coming back today, and that'll give the dragon something to play with while the ranger flees. I'm neutral: acceptable sacrifices are my game ;-)

PhoenixRivers
2010-04-22, 12:47 PM
Nah. I don't think we're coming back today, and that'll give the dragon something to play with while the ranger flees. I'm neutral: acceptable sacrifices are my game ;-)

Fair enough.

What are the actions for the Avorals that are conscious (1 standing, 2 prone)? (They won't see the dragon unless they concentrate on True Seeing)

Superglucose
2010-04-22, 12:48 PM
Probably going to go look to see if anyone else is there, heal them up if they are.

PhoenixRivers
2010-04-22, 12:52 PM
Probably going to go look to see if anyone else is there, heal them up if they are.

Nobody other than avorals within 15 feet (without true seeing). Are prone ones standing up?

Superglucose
2010-04-22, 12:53 PM
Yeah they'll stand up and mill about.

[roll0]
[roll1]
[roll2]
(fort saves, they need 20s)

PhoenixRivers
2010-04-22, 01:07 PM
Stand up AoO (on 1st creature): [roll0] (Creature still Prone during AoO)
If hit: [roll1] EDIT: (-10 for DR)
If threat: [roll2]
If hit: [roll3]

EDIT2: They do not need 20's. DC is Vs the dragons spell DC, not the wind base DC.

PhoenixRivers
2010-04-22, 01:13 PM
3rd creature fails Save vs wind:

Distance Pulled towards middle: [roll0] x10
Batter Damage from pull: [roll1] damage
Pulled to center: [roll2] damage
Duration Whirled in center (If Applicable): [roll3] rounds

mostlyharmful
2010-04-27, 02:59 PM
ok, so... we've got her spell set, we've got a reasonable understanding of her initial tactical forays and we've conclusively proven that in order to succeed in our endevour we must comingle expediancy of the strategic necessity with a considered estimation contingent possibilities.

In other words, shall we come up with some kind of plan next time?

So, we've tried the kick-in-the-door idea, has anyone got a good plan or two and shall we brainstorm?

Superglucose
2010-04-27, 03:00 PM
Let's brainstorm.

mostlyharmful
2010-04-27, 03:12 PM
ok, so the major problems I forsee centre around the preparations she has magically prepared combined with her mastery of the environment. When I disjoined her the effects she'd set in place teleported her out although that shouldn't happen next time if we strike now... perhaps we should set up a few plans, based on whether we want to return immediately or after repreparing spells/preparations.

So, I suggest to combat both we attempt to lure her out of her carefully controlled environment into neutral ground. The most obvious way would be to either terrorize, or make a good showing of terrorizing, that town. Clearly I would like alternate plans to scaring random people for the greater good but it's the first thing that comes to mind.

Or, we could try to FORCE her out, either by systematically destroying her lair or by offering her incentives backed up with impeachable character references, the offer of 100,000 gold for a guranteed true resurrection afterwards with a good god standing surity might turn any wyrms head....

Superglucose
2010-04-27, 03:14 PM
My first thought is how to counter the contingency. We know what she likes to set it too, I think we should prepare a disjunction coupled with a ready-to-counter action from the Sorc, who should have most of the traveling spells.

Action in that case would be disjunct->contingency->dimension door (or teleport or whatever)->counterspell, which means that the contingency is wasted, the DD is countered, and the dragon eats a face of disjunction.

PhoenixRivers
2010-04-27, 03:21 PM
Opfor:Fort save:[roll0] 2+ passes

If success, Full attack Avorals (will go for previously damaged first, then others):

Bite: [roll1]
If Hit: [roll2] -10 = 45
If threat: [roll3]
If Crit: [roll4]

Claw: [roll5]
If Hit: [roll6]-10 = 38
If threat: [roll7]
If Crit: [roll8]

Wounded avoral dusted, move to next.

Claw: [roll9]
If Hit: [roll10]-10 = 29
If threat: [roll11]
If Crit: [roll12]

Wing: [roll13]
If Hit: [roll14]-10 = 29
If threat: [roll15]
If Crit: [roll16]

2nd Avoral Dead, move to third

Wing: [roll17]
If Hit: [roll18] -10 = 33
If threat: [roll19]
If Crit: [roll20]

Tail: [roll21]
If Hit: [roll22]-10 = 50
If threat: [roll23]
If Crit: [roll24]

3rd avoral dead


Kagrenac
(OpFor)
Theda/Terry
(OpFor in the Wall)
Ghrem
Torvin
Seto

@Kagrenac: OpFor has killed 3 avorals

mostlyharmful
2010-04-27, 03:47 PM
My first thought is how to counter the contingency. We know what she likes to set it too, I think we should prepare a disjunction coupled with a ready-to-counter action from the Sorc, who should have most of the traveling spells.

Action in that case would be disjunct->contingency->dimension door (or teleport or whatever)->counterspell, which means that the contingency is wasted, the DD is countered, and the dragon eats a face of disjunction.

ok, so a 1 2 punch from me and Seto, fine.

But, how do we lure her out?

PhoenixRivers
2010-04-27, 04:03 PM
ok, so a 1 2 punch from me and Seto, fine.

But, how do we lure her out?

@Contingency countering: Most characters here have enough spellcraft to know that contingency spells are CAST when contingency is, and merely come into EFFECT when the trigger occurs. As such, they're not counterspellable.

Moreover, there's no casting motions, nothing to spellcraft until after the fact, so no trigger to react to (counterspell trigger is: "If xxx starts casting". For it to work, you need to be able to detect the casting.)

Superglucose
2010-04-27, 04:04 PM
Ok. Ready a Disjunction for when she contingencies.

yay chain order!

Toliudar
2010-04-27, 04:18 PM
Thanks for taking the lead on this, Mostlyharmful.


ok, so the major problems I forsee centre around the preparations she has magically prepared combined with her mastery of the environment. When I disjoined her the effects she'd set in place teleported her out although that shouldn't happen next time if we strike now... perhaps we should set up a few plans, based on whether we want to return immediately or after repreparing spells/preparations.

I would strongly recommend against acting right away. Contrast a modest expenditure of her spells against a fairly significant expenditure of ours - including our two arcanists' contingencies. If we spend tomorrow doing 24 hour buffs, and then come quickly back to the doorway the next morning, with tweaked spell lists, we'll be better prepared for battle on our own terms.


So, I suggest to combat both we attempt to lure her out of her carefully controlled environment into neutral ground. The most obvious way would be to either terrorize, or make a good showing of terrorizing, that town. Clearly I would like alternate plans to scaring random people for the greater good but it's the first thing that comes to mind.

Or, we could try to FORCE her out, either by systematically destroying her lair or by offering her incentives backed up with impeachable character references, the offer of 100,000 gold for a guranteed true resurrection afterwards with a good god standing surity might turn any wyrms head....

I don't think that, after we tried very hard to kill her, she's going to be any more likely to listen to negotiation than when we came to her rendezvous point naked.

I do, however, like the systematic destruction of lair suggestion. Perhaps if the three of us able to shapechange whale away with beholder disintegrate beams while the others stand guard, we can have an impact. Remember that we don't need to actually empty the lair of sand, just make it less than 15' deep so she can't move around undetected. Alternately, disintegrating a large amount of ceiling does almost the same thing - it allows us to treat the ceiling as a kind of floor, a relatively safe surface against which to operate.

Now that we've seen the advantage that burrowing in sand gives her, and have seen that her defenses are primarily summoned (or else dispel wouldn't have gotten rid of them) monoliths, a set of protection from evil spells will render us effectively immune. It would also be useful to find out whether there can be more than one of the monoliths at a time - if so, ignoring an arbitrarily large number of elementals in our area is dangerous, since our protection is dispellable.

I'd argue that superior invisibility does us no good against this opponent, unless we're burrowing/hiding, because she has true seeing. All it does is prevent us from communicating with each other.

Ensuring that we have enough flying, burrowing, blindsight and tremorsense for everyone will go a long way.

My solution for the contingency, if the readied counterspell doesn't work: multiple disjunctions. She'll only get the get out of jail card of contingency once, and if we're still in her home, obliterating sand, she either completely cedes home court advantage, or eventually faces Torvin's magic hammer a second time.

Clearly, I need to memorize more greater dispels. I think in the whole combat, Theda had one round with a shot at the dragon, but I should have used it to contribute to the dispelling effort.

Superglucose
2010-04-27, 04:20 PM
She's not evil. She's probably good.

Toliudar
2010-04-27, 04:24 PM
I wasn't clear. The protection spells weren't against Eolestrix, but the summoned elementals. If we all have protection from [alignment of your choice] active, we can effectively ignore them, since they can't touch us, and I don't think elementals have ranged attacks.

Superglucose
2010-04-27, 04:26 PM
So it does. It also stops avorals from healing us... hmmm...

PhoenixRivers
2010-04-27, 04:27 PM
Ok. Ready a Disjunction for when she contingencies.

yay chain order!

You need a visible trigger, and a way to identify it as an activated contingency.

Contingency produces no visible trigger to react to.


So it does. It also stops avorals from healing us... hmmm...


Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Toliudar
2010-04-27, 04:29 PM
Could you ready an action for when the dragon makes a rude gesture? :smallamused:

PhoenixRivers
2010-04-27, 04:30 PM
Could you ready an action for when the dragon makes a rude gesture? :smallamused:

Yes, you could, were that her trigger.

Toliudar
2010-04-27, 04:31 PM
So it does. It also stops avorals from healing us... hmmm...

Unless we use protection from evil, since good-aligned summoned creatures are not blocked.

Superglucose
2010-04-27, 04:31 PM
Ready action: if the dragon visibly responds to the Disjunction in any way.

Toliudar
2010-04-27, 04:35 PM
Yup. Although I think that Torvin is the only one of us who can cast Disjunction, so it becomes problematic to ready an action that is triggered by your own standard action.

Superglucose
2010-04-27, 04:37 PM
Timestop, Dimensional Lock, something else, ready action to disjunct when timestop wears off.

Toliudar
2010-04-27, 04:44 PM
If you like, although in that scenario, there's nothing stopping the dragon from doing anything OTHER than activating its contingency. Like moving 20' and dimension dooring. I'm not saying that there aren't other combinations that will help. I'm just saying that since Disjunction seems to be a very useful thing against the dragon, maybe we should prepare multiple copies of of it.

PhoenixRivers
2010-04-27, 04:53 PM
OpFor(2):Fort:[roll0] 2+ passes.

Move towards Center, Slam on remaining avoral.

Slam Attack: [roll1]
Damage: [roll2]
If threat: [roll3]
If Crit: [roll4]


Kagrenac's Avorals
(OpFor)
(OpFor in the Wall)
Ghrem

Removing those that have left from initiative order. Inform me if you intend to return.

@Kagrenac:How many HP did your Avorals possess? I'm pretty sure it was more than standard, near the 80's range.

PhoenixRivers
2010-04-27, 04:56 PM
Timestop, Dimensional Lock, something else, ready action to disjunct when timestop wears off.

@Torvin:The dragon had numerous Dimensional Locks in its lair, and a Dimension Door contingency. Perhaps it had a means of dealing with Dim Lock.

Tehnar
2010-04-27, 06:17 PM
Ghrems actions:


Move (burrow) Silently Full speed 60 ft north (using 2 move actions to do so), which should put me at I6, 10 ft deep.
[roll0] first move action MS roll (-5 penalty included)
[roll1] second move action MS roll (-5 penalty included)

End turn.


OOC discussion:

Though I don't really want to dictate anyone's tactics or spell choices, this is the way I see it could go down. It takes a concentrated effort though.

Wish (dispel Efflugent Epuration) / Disjunction -> Targeted Greater Dispel magic -> some sort of a grapple attack -> Shooty / Stabby Action.

The first time we try that in a day, the dragon will probably contingency out of there. So you prepare double the spells.

Also additional ideas include spell immunity: dimension lock; not casting mindblank but using morale effects to boost up saves (conviction etc..).

A control weather would be nice also so Ghrem can shoot, at least a little.

PhoenixRivers
2010-04-27, 07:57 PM
Kagrenac's Avoral
(OpFor)
(OpFor in the Wall)
Ghrem

Turn progresses.

EDIT:

@Kagrenac:3 Avorals got ripped to shreds by something they didn't see.

The fourth it trapped in the whirlwind at the center of the room, and got hit pretty solidly by an Earth Monolith. Total of about 76 damage, after DR, and factoring in the buffeting damage earlier from the wind.

Superglucose
2010-04-27, 11:38 PM
They have no real options for escape except to die. So any that are alive are likely to commit sepuku to flee back to the Celestial realm from whence they came.

PhoenixRivers
2010-04-28, 12:14 AM
Fair enough.

OpFor: Dragon casts miracle: duplicating Summon Nature's ally 7, for 1d3 Average Xorn. [roll0] Placement and actions will occur momentarily.

Xorn 1: H9, 5 feet under.
Xorn 2: H13, 5 feet under.
Xorn 3: L9, 5 feet under.

All within 30 feet of one another, per spell description. Blanketing the room in Tremorsense.

Xorn 1: Move to H6, -10.
Xorn 2: Move to H5, -10.
Xorn 3: Move to J6, -5.

Turn not over.

PhoenixRivers
2010-04-28, 12:27 AM
@Ghrem: You hear three creatures burrowing through the sand towards you, not at all quiet. One appears to end slightly to the Northwest, one appears due west, and the third appears to your east.

Two attacks come in:

Attack: [roll0] vs flat footed AC
Miss chance: [roll1] 1 misses
If hit: [roll2]
If threat: [roll3]
If crit: [roll4]

Attack: [roll5] vs flat footed AC
Miss chance: [roll6] 1 misses
If hit: [roll7]
If threat: [roll8]
If crit: [roll9]

Also, you're entitled to another listen check.

Observers only:Dragon Moves silently to H7-L11, -25 feet.

MS:[roll10] -5 for high movement = 29.

Tehnar
2010-04-28, 06:03 AM
Attack misses.

Listen check:
[roll0]

PhoenixRivers
2010-04-28, 06:34 AM
@Ghrem:Shifting sand, to the south... Very, very close.

Tehnar
2010-04-28, 08:39 AM
When his action comes Ghrem will use his helm of teleportation to get to the safe house.

teleport mishap roll:
[roll0]

PhoenixRivers
2010-04-28, 09:11 AM
And poof! You're gone.

For the rest of the group: Ghrem appears at the safehouse.

Observers only: Dragon begins reshaping lair in a few minutes.

PaO's are dispelled in key rooms, hallways are flooded.

Treasure gets a PaO (1 piece into a large satchel, remaining treasure piled in).

Dragon abandons lair, Travels to secondary location.

Persistent Image, outside lair.

PhoenixRivers
2010-05-02, 05:11 AM
All party members are out of hostile zone. Please Inform me what you are doing, and what your intended actions are.

mostlyharmful
2010-05-04, 03:48 PM
As I understand it we're waiting and renewing slots. correct me if I'm wrong.

Torvin's new slots to follow,

Superglucose
2010-05-07, 02:48 AM
New slots for me are ready:

1: Longstrider, Divine Favorx3 (+3 luck to hit/damage), Remove Fear, Protection from Evil, Protection from Law, Sign

2: Remove Paralysis, Ghost Touch Armor, Hand of Divinity, Silencex2, Find Traps, Aid, Invisibility, Bear's Endurance

3: Anti-Dragon Aura (+5 Luck bonus to AC/Saves), Invisibility Purge, Grace (+2 dex), Magic Vestment (+5 armor), Greater Magic Weapon x2 (+5 weapon), Mass Conviction (+5 morale to saves), Fly, Dispel Magic

4: Assay Spell Resistance, Freedom of Movement, Dismissal, Spell Vulnurability, Mass Shield of Faith (+5 Deflection), Wrack, Dimension Door, Divine Power (+6 enh to strength, +1 hp/level), Lesser Infernal Transformation (gives me the beard attack and sizes me back to Medium without removing size bonuses).

5: Life's Grace, Divine Agilityx2 (+10 enh dex), True Seeing, Teleport, Revivifyx2, Righteous Might (+4 size to strength, +2 size to con, -2 size to dex)

6: Dispel Magic Greaterx2, Healx1, Harm x2, Word of Recall (predetermined safe-house), Heroe's Feast, Mislead

7: Summon Monster VII, Greater Teleport, Greater Bestow Curse, Greater Plane Shift, Stormrage, Holy Transformation (+4 sacred to STR, saves), Infernal Transformation (+4 profane to STR, CON)

8: Dimensional Lock, Widened Wall of Stone , Quickened Divine Power, Quickened Dimension Door, Mass Death Ward, Polymorph Any Object (Become Horned Devil), Veil of Undeath

9: Quickened Righteous Might, Time Stop, Miracle, Summon Monster IX, Extended Holy Transformation, Extended Infernal Transformation


Man I made so many scrub mistakes when first making this character that I'm surprised I'm still alive. Wasted well over 100k in gold (close to 125k) in worthless magic items that I'm seriously considering using as bartering chips. Any chance I can stop by the local magic item mart to exchange them for things of half value? I do have access to Plane Shift and the Teleport line so I could pop over to Sigil :smalltongue:

EDIT: Also I accidentally caught a glimpse of the power of Polymorph. What a deliciously overpowered fourth level spell that is. It's worth it to use it from an 8th level domain slot, that's how damn good it is.

PhoenixRivers
2010-05-07, 02:58 AM
New slots for me are ready:

1: Longstrider, Divine Favorx3, Remove Fear, Entropic Shield, Sanctuary, Sign

2: Remove Paralysisx2, Ghost Touch Armor, Hand of Divinity, Silencex2, Find Traps, Aid, Invisibility

3: Bestow Curse x2, Dispel Magic, Invisibility Purge, Blindness/Deafness, Remove Curse x2, Remove Blindness/Deafness x1

4: Assay Spell Resistance, Freedom of Movement, Dismissal, Greater Magic Weapon, Spell Vulnurability, Mass Shield of Faith, Wrack, Dimension Door, Divine Power

5: Break Enchantment, Plane Shift , Slay Living, True Seeing, Teleport, Revivifyx2, Righteous Might

6: Dispel Magic Greaterx2, Healx3, Word of Recall (predetermined safe-house), Wind Walk

7: Destruction, Greater Teleport, Greater Bestow Curse, Greater Plane Shift, Stormrage, Holy Transformation, Infernal Transformation

8: Dimensional Lock, Widened Wall of Stone , Quickened Divine Power, Quickened Dimension Door, Mass Death Ward, Polymorph Any Object, Summon Monster VIII

9: Quickened Righteous Might, Time Stop, Miracle, Summon Monster IX, Extended Holy Transformation, Extended Infernal Transformation


Man I made so many scrub mistakes when first making this character that I'm surprised I'm still alive. Wasted well over 100k in gold (close to 125k) in worthless magic items that I'm seriously considering using as bartering chips. Any chance I can stop by the local magic item mart to exchange them for things of half value? I do have access to Plane Shift and the Teleport line so I could pop over to Sigil :smalltongue:

EDIT: Also I accidentally caught a glimpse of the power of Polymorph. What a deliciously overpowered fourth level spell that is. It's worth it to use it from an 8th level domain slot, that's how damn good it is.

Yes, you can 1/2 price items to swap out.

And be careful. PaO has some significant differences over polymorph, namely in the mental attribute section.

Superglucose
2010-05-07, 02:58 AM
Yes, yes, I switch my int.

I'm off to do some shopping! Yaaaaay, shopping!

PhoenixRivers
2010-05-07, 03:14 AM
New slots for me are ready:

1: Longstrider, Divine Favorx3, Remove Fear, Entropic Shield, Sanctuary, Sign

2: Remove Paralysisx2, Ghost Touch Armor, Hand of Divinity, Silencex2, Find Traps, Aid, Invisibility

3: Bestow Curse x2, Dispel Magic, Invisibility Purge, Blindness/Deafness, Remove Curse x2, Remove Blindness/Deafness x1

4: Assay Spell Resistance, Freedom of Movement, Dismissal, Greater Magic Weapon, Spell Vulnurability, Mass Shield of Faith, Wrack, Dimension Door, Divine Power

5: Break Enchantment, Plane Shift , Slay Living, True Seeing, Teleport, Revivifyx2, Righteous Might

6: Dispel Magic Greaterx2, Healx3, Word of Recall (predetermined safe-house), Wind Walk

7: Destruction, Greater Teleport, Greater Bestow Curse, Greater Plane Shift, Stormrage, Holy Transformation, Infernal Transformation

8: Dimensional Lock, Widened Wall of Stone , Quickened Divine Power, Quickened Dimension Door, Mass Death Ward, Polymorph Any Object, Summon Monster VIII

9: Quickened Righteous Might, Time Stop, Miracle, Summon Monster IX, Extended Holy Transformation, Extended Infernal Transformation


Man I made so many scrub mistakes when first making this character that I'm surprised I'm still alive. Wasted well over 100k in gold (close to 125k) in worthless magic items that I'm seriously considering using as bartering chips. Any chance I can stop by the local magic item mart to exchange them for things of half value? I do have access to Plane Shift and the Teleport line so I could pop over to Sigil :smalltongue:

EDIT: Also I accidentally caught a glimpse of the power of Polymorph. What a deliciously overpowered fourth level spell that is. It's worth it to use it from an 8th level domain slot, that's how damn good it is.

Yes, you can 1/2 price items to swap out. Interesting though. The dragon's items were, with one exception, decided by die roll. And the one exception was purchased.

And be careful. PaO has some significant differences over polymorph, namely in the mental attribute section.

Superglucose
2010-05-07, 03:33 AM
ok, here's the changes:

Dropping:
+10 Weapon (total enh), Armor, Ring of Evasion, Ring of Invisibility (sold at half price for 168,325)

Picking Up:
+6 weapon (total enh), Monk's Belt, 2nd Karma bead, add +1 defending spikes to shield, +8 bracers of armor, Pearl of Power VIII, 2,000 in powdered diamond, 550 in platinum nuggets.

Net change: 0 gp.

EDIT: How would Mirror of Opposition work? It's only 4'x3', which is definitely not out of the realm for one of us to carry into battle, and at sufficiently high levels it might behove a party to carry one or two around in a portable hole just in case they run into something they're not sure they can handle. Poof, there's a copy of that dragon my GM spent forever statting up for the dragon to fight. Well, that was a fun encounter.

I wouldn't use it anyways, but jeez that item seems unusually dumb.