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Thread: Worm Delve Discussion

  1. #1
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    Default Worm Delve Discussion

    This was the thread for out-of-character discussions as well as game-related talk relevant to the completed adventure Worm Delve.

    I am kicking this thread off with a re-posting of the player characters' summary information from OOC Post #66.

    General Information
    Marching Order

    1. Derim - Rogur
    2. Noxias - Yrisz
    3. Konstansz

    Vision

    • Darkvision (2 squares) - Rogur
    • Low-light Vision - Derim, Konstansz, and Noxias
    • Normal Vision - Rogur and Yrisz

    Illumination

    • Bright Light to 5 squares from Yrisz's magic torch
    • Light cantrip maintained by Noxias can illuminate in a 4 square radius at a range of 5 from Noxias

    Readied Equipment

    • Derim: heavy shield, javelin
    • Konstansz: magic rod
    • Noxias: magic staff
    • Rogur: short sword
    • Yrisz: holy symbol (worn), magic torch

    Terrain

    • Passages and rooms are clear terrain unless otherwise specified.
    • Corners are hard corners unless otherwise specified. (Diagonal movement is not permitted and creatures have cover across the diagonal.)

    Group Powers
    Currently none.

    Reactive Powers

    • Konstansz
      • Fire Resistance (Konstansz - fire attacks) Resist Fire 7

    • Noxias
      • Eladrin Will (Noxias - saving throws) +5 to save vs. charm
      • Fireburst Protection (Noxias - ongoing fire damage) Automatically succeeds on saves vs. ongoing fire damage.

    • Rogur
      • Artful Dodger & Defensive Mobility (Rogur - opportunity attacks) +4 to AC vs. opportunity attacks
      • Human Perseverance (Rogur - saving throws) Gain a +1 feat bonus to all saving throws.


    Situational Powers

    • Derim
      • Cloak of the Walking Wounded (Derim - bloodied, Second Wind) If Derim is bloodied when he uses his Second Wind, he may spend two healing surges instead of just one.
      • Earthstrength (Derim - Second Wind) When Derim uses his Second Wind, he gains +3 to his defenses (Constitution modifier) instead of +2, until the start of his next turn.
      • Font of Life (Derim - start of turn) Make a saving throw vs. one effect that a save can end.
      • Hammer Expertise (Derim - hammers) Gain +1 to attack with hammers.
      • Liberating Stone (Derim - Acrobatics Checks) Gain a +1 item bonus to all Acrobatics Checks.
      • Liberating Stone (Derim - Action Points) Gain a +5 item bonus to attempts to climb, cross challenging terrain, escape from grabs, or swim when spending an Action Point. Alternatively, instead of gaining an action, spend an action point to make a special saving throw with a +5 item bonus to end any effect that immobilizes, restrains, or slows, including being swallowed.
      • Longtooth Shifting (Derim - bloodied) While Derim is bloodied, as an encounter minor action he can gain Regenerate 2 while bloodied and gain a +2 bonus to damage rolls until the end of the encounter.
      • Maw of the Guardian Craghammer (Derim - critical hits) If Derim attacks with his Craghammer and makes a critical hit, the attack does +1d6 damage.
      • Maw of the Guardian Craghammer (Derim - Guardian Form) Derim gains +3 damage (Constitution modifier) while in Guardian Form and using his magic craghammer.
      • Summoned Armor (Derim - unarmored) Derim can summon or banish his hide armor with a minor action. When he is not wearing his hide armor, but still using his shield, his AC is 17 and his Armor Penalty is -2. If he is using neither, his AC is 15, his Reflexes are 13, and he does not have an Armor Penalty.
      • Vicious Advantage (Derim - slowed or immobilized targets) Derim has combat advantage against slowed or immobilized targets.

    • Konstansz
      • Blood Hunt (Konstansz - bloodied enemies) Gains +1 to attack bloodied enemies.
      • Fate of the Void (Konstansz - cursed enemies) Every downed enemy cursed by Konstansz grants her a cumulative +1 to any one d20 roll made by the next turn.
      • Magic Rod (Konstansz - rod, critical hits) If Konstansz uses her magic rod to cast a spell and scores a critical hit, the spell does +1d6 damage.
      • Prime Shot (Konstansz - enemies) If no allies are closer to an enemy than Konstansz, she gains +1 to ranged attacks against that target.
      • Shadow Walk (Konstansz - movement) Gain concealment if Konstansz moves 3 or more squares away from where she started her turn.

    • Noxias
      • Astral Fire (Noxias - fire and radiant attacks) Gains +1 to damage rolls with fire or radiant powers.
      • Eladrin Trance (Noxias - extended rests) Noxias's Extended Rests are only four hours long and do not require sleep.
      • Fiery Might (Noxias - staff, critical hits) If Noxias uses his Staff of Fiery Might to cast a spell and scores a critical hit, the spell does +1d8 fire damage.
      • Jack-of-All Trades (Noxias - untrained skill checks) Noxias gains +2 to all untrained skill checks.
      • Magic Sword (Noxias - sword, critical hits) If Noxias uses his magic longsword to make a melee attack and scores a critical hit, the sword does +1d6 damage.
      • Power Jewel (Noxias - milestones, combat) If Noxias has reached at least one milestone for the day, he may use a daily minor action to regain one expended 1st or 3rd level encounter attack power.
      • Spellbook (Noxias - extended rests) Choose between one of two choices for every daily and utility spell after every Extended Rest.
      • Staff of Defense (Noxias - staff, armor class) Noxias gains +1 to his armor class while holding a staff implement.

    • Rogur
      • Backstabbing Sneak Attack (Rogur - combat advantage with crossbow, light blade, or sling) Once per round, may choose to increase damage dealt on a hit by +2d8.
      • Dagger Talent (Rogur - daggers) Gain +1 to attack with daggers.
      • Dart Talent (Rogur - darts) Damage die increases by one size for darts.
      • Disciple of Shadow (Rogur - darkness) Rogur has darkvision to a range of 2 squares.
      • Distant Advantage (Rogur - ranged or area attacks vs. enemies flanked by allies) Rogur gains combat advantage when using ranged or area attacks against enemies who are flanked by his allies.
      • First Strike (Rogur - start of an encounter) gains Combat Advantage against any creature yet to act
      • Fleeting Ghost (Rogur - stealth check after normal move) normal move speed does not penalize Stealth Checks
      • Master of Arms (Rogur - weapon attacks) Gain a +1 feat bonus to all weapon attacks.
      • Master of Arms (Rogur - sheathing a weapon) When spending a minor action to sheathe a weapon, may also draw a weapon without spending any further actions.
      • Thunderburst Sling (Rogur - sling, critical hits) Projectiles launched by the sling inflict +1d6 thunder damage on a critical hit.

    • Yrisz
      • Healer's Implement (Yrisz - healing) Gain +1 (symbol enhancement bonus) when using clerical healing powers.
      • Implement Expertise (Yrisz - holy symbols) +1 to attack while using a holy symbol with powers that benefit from holy symbols
      • Pacifist Healer (Yrisz - damaging bloodied enemies) Yrisz is Stunned until the end of her next turn.
      • Restful Healing (Yrisz - using healing powers between rests and encounters) Yrisz's healing power is maximized. (Surge Value + 19 hit points healed for Healing Word.)
      • Symbol of the Holy Nimbus (Yrisz - critical hits) The symbol does +1d6 damage and either Yrisz or one ally within 5 squares can spend a healing surge, as chosen by Yrisz. Spending a healing surge in this manner does not count as a Second Wind action.
      • Symbol of the Holy Nimbus (Yrisz - healing words) Whenever Yrisz speaks a Healing Word, Yrisz and all allies within 5 squares gain 4 temporary hit points.


    Voluntarily-triggered Powers

    • Derim
      • Warden's Fury (Derim immediate interrupt - an enemy Derim marked makes an attack that doesn't target Derim) Attack triggering enemy. Melee Hammer +11 vs. Fortitude; 1d8+8 dmg (critical hit: 1d6+16 dmg) and grants Combat Advantage to Derim and his allies until the end of Derim's next turn.
      • Warden's Grasp (Derim immeidate reaction - an enemy within 5 that Derim marked makes an attack that doesn't target Derim) Close Burst 5 targeting triggering enemy; Effect: slide target 1 square, it is slowed and cannot shift until the end of its turn.

    • Konstansz
      • Caiphon's Leap (Konstansz immediate reaction - hit by a cursed enemy) Reduce damage by -3 (Cha) and teleport 2. (encounter)
      • Infernal Wrath (Konstansz free action - hit an enemy within 10 squares) The triggering enemy takes 1d6+3 (Cha) fire damage.

    • Noxias
      • Feather Fall (Noxias free - Noxias or an ally within 10 squares falls) target does not take damage from the fall and does not fall prone at the end of the fall (daily - if Feather Fall is memorized)
      • Shield (Noxias immediate interrupt - hit by an attack) Gain +4 to AC and Reflex Defense ENT (encounter - if Shield is memorized)

    • Rogur
      • Chameleon (Rogur immediate interrupt - hiding and loses cover or concealment from an enemy) Make a Stealth Check to remain hidden from the triggering enemy without needing cover or concealment until the end of his next turn


    Major Combat Encounter Statistics
    Highest Passive Insight 21 (Yrisz)
    Highest Passive Perception 21 (Yrisz)
    Lowest Stealth -1 (Derim)

    Derim (PL5)

    • Armor Penalty -3
    • Stealth -1
    • Initiative +2
    • Passive Insight 15
    • Passive Perception 18
    • AC: 22 Fort: 19 Ref: 15 Will: 15
    • Speed: 6
    • Hit Points/Bloodied: 62/31
    • Healing Surges/Surge Value: 12/15
    • Basic Melee (Guardian's Maw Craghammer) +11/+8 Brutal 2 (1d8+8, not 1d10+6)
    • Basic Ranged (Javelins) +9/+5
    • HP/Level: 7

    Konstansz (PL5)

    • Armor Penalty +0
    • Stealth +9
    • Initiative +2
    • Passive Insight 16
    • Passive Perception 11
    • AC: 14 Fort: 17 Ref: 13 Will: 16
    • Speed: 6
    • Hit Points/Bloodied: 53/26
    • Healing Surges/Surge Value: 11/15 (including +2 from familiar)
    • Basic Attack Power (Magic Rod) +8/+6
    • Basic Melee (Dagger) +5/+0
    • Basic Ranged (Dagger) +5/+0
    • HP/Level: 5

    Noxias (PL5)

    • Armor Penalty +0
    • Stealth +6
    • Initiative +4
    • Passive Insight 19
    • Passive Perception 18
    • AC: 18 Fort: 13 Ref: 16 Will: 17
    • Speed: 6
    • Hit Points/Bloodied: 42 / 21
    • Healing Surges/Surge Value: 6 / 10
    • Standard Attack Power (Staff of Fiery Might) +7/+5 (+6 if using a fire attack)
    • Basic Melee (Magic Longsword) +7/+2
    • Basic Ranged (Dagger) +7/+2
    • HP/Level: 4

    Rogur (PL6)

    • Armor Penalty +0
    • Stealth +12
    • Initiative +7
    • Passive Insight 18
    • Passive Perception 20
    • AC: 20 Fort: 16 Ref: 21 Will: 17
    • Speed: 6
    • Hit Points/Bloodied: 50 / 25
    • Healing Surges/Surge Value: 7 / 12
    • Improvised Melee +4
    • Improvised Ranged +7
    • Basic Attack Power (Short Sword) +11/+4
    • Basic Melee (Short Sword) +8/+1
    • Basic Ranged (Thunderburst Sling) +11/+5
    • HP/Level: 5

    Yrisz (PL5)

    • Armor Penalty -1
    • Stealth +1
    • Initiative +2
    • Passive Insight 21
    • Passive Perception 21
    • AC: 18 Fort: 14 Ref: 13 Will: 19
    • Speed: 5
    • Hit Points/Bloodied: 44/22
    • Healing Surges/Surge Value: 8/11
    • Standard Attack Power (Symbol of the Holy Nimbus) +8/+5
    • Basic Melee (Mace) +5/+1
    • Basic Ranged (Dagger) +5/+0
    • HP/Level: 5

    Player Character Roster
    Cutopia, playing Konstansz

    • Tiefling Warlock, Level 5
    • 1935 XP*
    • scroll with the ritual Create Holy Water
    • 1 dagger
    • 50' bundle of rope
    • 90 staters
    • 2 sun rods
    • 1 full waterskin
    • 4 days' worth of trail rations

    Ithelryn, playing Yrisz

    • Human Cleric, Level 5
    • 3730 XP
    • ritual book (2 pages filled and 126 pages blank)
      • Gentle Repose (1 page)
      • Make Whole (1 page)

    • Gray Rain Cloak
    • 10 pitons
    • 2 daggers
    • 36 staters
    • 30 aeres
    • 37 chaluns
    • 40 staters' worth of arcane reagents
    • 20 staters' worth of sanctified incense
    • 10 staters' worth of healing salves
    • 2 torches
    • 3 candles
    • 1 potion of healing
    • 1 full waterskin
    • out of food

    Malk0lm, playing Noxias

    • Eladrin Wizard, Level 5
    • 2410 XP*
    • Spellbook (9 pages filled and 119 pages blank)
      • Floating Disk (ritual - 1 page)
      • Make Whole (ritual - 1 page)
      • Silence (ritual - 1 page)
      • Acid Arrow
      • Flaming Sphere
      • Feather Fall
      • Shield*
      • Fireball*
      • ??? (one level 5 daily spell)
      • *memorized

    • 1 dagger
    • 21 staters
    • 50 staters' worth of arcane reagents (corresponding to 2x Floating Disk and 1x Silence)
    • 2 sun rods
    • 1 full waterskin
    • 4 days' worth of trail rations

    Palpatim, playing Rogur

    • Human Rogue, Level 5
    • 3875 XP
    • Silvery Key
    • potion of healing
    • Gray Rain Cloak
    • 20 pitons
    • 50' bundle of rope
    • 11 staters
    • 14 aeres
    • 7 chaluns
    • 2 sunrods
    • 1 full waterskin
    • 2 days' worth of trail rations (provided 2 days of trail rations to Yrisz)
    • 33 crossbow bolts
    • 24 sling bullets

    Zus, playing Derim

    • Longtooth Warden, Level 5
    • 385 XP*
    • hand axe
    • javelin
    • 6 pitons
    • 50' bundle of rope
    • 50' bundle of rope woven into a makeshift net (from Noxias)
    • 2 aurons
    • 4 staters
    • 9 aeres
    • 2 sunrods
    • 1 full waterskin
    • 9 days' worth of trail rations

    *level bonus in effect

    Items Expended This Adventure

    • Derim
      • 50' bundle of rope
      • grappling hook
      • 4 pitons
      • trident
      • javelin (dropped at Derim's feet as of post #90)
      • one day's worth of trail rations

    • Noxias
      • 50' bundle of rope

    • Rogur
      • 50' bundle of rope
      • grappling hook
      • 1 sling bullet

    • Yrisz
      • potion of healing


    Treasure Gained This Adventure

    • Derim
      • Liberating Stone

    • Konstansz
      • 4 ancient electrum coins - "turtles" (intended for party funds; estimated value of up to 25 staters per coin)

    • Rogur
      • Silvery Key
      • 10 ancient copper coins (estimated value of up to half a chalun per coin)

    • Party
      • 10 ancient electrum coins - "turtles" (2 to each current party member; estimated value of up to 25 staters per coin)
      • 5 ancient gold coins - "dragons" (1 to each current party member; estimated value of up to 50 staters per coin)

    Last edited by Umiushi; 12-10-2016 at 02:36 PM.

  2. #2
    Join Date
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    Default Main Post #90

    This is the ninetieth main post for Worm Delve. Players' posts in this thread are due by 11 pm, Saturday, May 2nd. The next main post will appear by 11 am, Monday, May 4th.

    I plan to start right where we left off with what is largely a re-post of the information from OOC Post #89, but including recent round four turns. The biggest change between rounds three and four is that you are joined by two skeletons who appear to literally burrow through the solid wall to the east to reach you, showing up in the midst of the party and attacking with a seeming control of the rubble that surrounds them. A more detailed description will have to wait for the narrative thread to get underway.

    Round Three Combat Summary (Escalation Bonus +1 for Derim, Rogur, and Noxias)
    Gray Ooze #1 (Initiative Count 17)

    Move Action: move into view and close with the party. (Cost 4+; normal - 2xW, 2xS.)
    Derim's Immediate Action: none - canceled

    Effect (aura 2) an almost overpowering noisome stench. (Creatures in the aura that can detect scent suffer a -2 penalty to attack rolls. Gray oozes are immune to this effect. Derim, Konstansz, and Yrisz take a -2 penalty to attack rolls.)

    Gray Ooze #2 (Initiative Count 17)

    Move Action: move into view and close with the party. (Cost 4+; normal - 2xW, S, SW.)

    Effect (aura 2) an almost overpowering noisome stench.

    Gray Ooze #3 (Initiative Count 17)

    Move Action: move into view, clinging to the ceiling. (Cost 1+; climb - W.)

    Derim (Initiative Count 16)

    Expended: javelin (dropped), 2 healing surges, Form of Winter's Herald, Preservation
    Hands Free: none
    Held: Shield of Preservation, Guardian's Maw Craghammer
    Status: Form of Winter's Herald (+1 to AC, resist 5 cold, aura 2 difficult terrain for enemies) Maw of the Guardian (+3 damage to attacks with craghammer) -2 penalty to attack rolls
    10 points of damage


    Free Action: Nature's Wrath. (#1 and #2 are marked by Derim.)

    Free Action: drop javelin in hand.

    Minor Action: draw hammer.

    Minor Action: assume the Form of Winter's Herald. (Derim gains a +1 to AC, Resist 5 Cold, and creates difficult terrain for enemies within an Aura 2. In addition, he may use the Form of Winter's Herald attack.)
    Maw of the Guardian (trigger - Derim assumes a Guardian Form) Derim gains +3 to damage using his craghammer.

    Standard Action: Weight of the Earth against #1 (Melee Hammer -2 vs. AC - misses with a modified attack roll of 15.)

    I assume Derim attacked ooze #1, but he would have missed either enemy.


    Free Action: identify the gray ooze. (Knowledge Check - Dungeoneering or Nature)

    Knowledge Check (Nature DC 20)
    Just below the surface, the lifeforms descriptively referred to as "gray oozes" are all too common. Buried plants and animals decay over time, but gray ooze hurries along the process and then hurries, relatively speaking, to new food sources. Virtually any underground excavation, from caves to tombs, can play host to these creatures.

    Gray oozes are both scavengers and predators. They secrete a corrosive substance that melts flesh and bone, and is extremely foul-smelling to almost all creatures that can detect scents. Though they are unintelligent and somewhat weak, individually, they are a fearful, mindlessly attacking threat when encountered in groups.

    Game Information
    Name: Gray Ooze
    Type: Natural Beast
    Keywords: blind, ooze

    Traits and Attacks

    • Stench (aura 2) creatures within the aura take a -2 penalty to attack rolls; gray oozes and creatures that are unaffected by odors are immune
    • Bone Melt (at-will) Melee Basic Attack vs. Fortitude; acid damage and a cumulative -2 penalty to the target's Fortitude Defense (save ends)


    Konstansz (Initiative Count 15)
    Expended: 2 healing surges, Boots of Jaunting
    Hands Free: one
    Held: magic rod
    Status: -2 penalty to attack rolls

    Move Action: step back. (Cost 1; shift - S.)

    Minor Action: curse #1.

    Standard Action: cast Dire Radiance at #1. (Ranged Radiant -2 vs. Fortitude - Konstansz rolls 11 modified to 17 and hits with Warlock's Curse - Konstansz rolls 3 and 1 modified to 10 points of radiant damage and #1 is affected by Dire Radiance.)

    Rogur (Initiative Count 13)
    Expended: 3 healing surges
    Hands Free: one
    Held: short sword
    Status: 8 points of damage

    No action - delay turn.

    Noxias (Initiative Count 10)
    Expended: 1 healing surge, Fireburst, Flaming Sphere
    Hands Free: one
    Held: Staff of Fiery Might
    Status: maintaining a Light cantrip

    Minor Action: cast Light (Ranged cantrip at distance 1.)

    Move Action: head back to the entrance. (Cost 2; normal - NW, N.)

    Standard Action: cast Scorching Burst at the gray oozes. (Area Burst targeting gray oozes; Fire +1 (-1 vs. #3) vs. Reflexes originating N of #1 at distance 5 - misses all; attack roll against #3 is adjusted to 12.)

    Yrisz (Initiative Count 3)
    Expended: none
    Hands Free: none
    Held: Symbol of the Holy Nimbus (worn), everburning torch, mace

    Move Action: step back. (Cost 1; shift - S. Yrsiz no longer has a penalty on her attacks.)

    Standard Action: cast Astral Seal on the shrieker. (Ranged Prayer +2 vs. Reflexes at distance 3 - Yrisz rolls 10 modified to 20 and hits. The shrieker is affected by Astral Seal and the first ally to hit it before the end of her next turn will heal 6 hp.)

    Minor Action: draw mace.

    Rogur (new Initiative Count 3)
    Expended: 3 healing surges
    Hands Free: one
    Held: short sword
    Status: 2 points of damage

    Move Action: close with the shrieker. (Cost 1; shift - SE.)

    Standard Action: attack the shrieker with a Sly Flourish. (Melee Light Blade +1 vs. AC -2 - rolls 15 modified to 27 and hits. Rolls 3 modified to 9 points of damage.)
    Astral Seal - Rogur heals 6 hit points.

    Shrieker (Initiative Count 2)
    Status: Astral Seal
    9 points of damage

    Standard Action: wail.

    Gray Ooze #1 (new Initiative Count 0)

    Status: marked by Derim, difficult terrain, cursed, Dire Radiance
    10 points of damage

    Standard Action: attempt to engulf Derim. (Melee Engulf vs. Fortitude - hits. Derim takes 10 points of acid damage and suffers a -2 penalty to his Fortitude.)

    Gray Ooze #2 (new Initiative Count 0)
    Status: marked by Derim, difficult terrain

    Standard Action: attempt to add to Derim's engulfment. (Melee Engulf vs. Fortitude -2 - misses by 5.)

    Gray Ooze #3 (new Initiative Count 0)
    Status: difficult terrain

    Move Action: creep along the ceiling. (Cost 3; climb - W, S; one square of difficult terrain.)

    Double Minor Action: slide along the ceiling on a trail of slime. (Slimy. Cost 4; climb and shift; - 2xS; two squares of difficult terrain. Yrisz is affected by its stench.)

    I have corrected #3's status to reflect that it is also in difficult terrain, thanks to Derim.

    Map at the end of Round 3:
    Worm Delve Lower Level B00e03b.JPG


    PC Results Summary
    Derim has thrown a javelin. (one javelin remaining)
    Derim has one action point.
    Derim used the power of his Shield of Preservation (daily)
    Derim has assumed the Form of Winter's Herald (daily)
    Derim has a penalty to attack rolls.
    Derim has a -2 penalty to Fortitude.
    Derim spent 2 healing surges.
    (10 healing surges remaining)
    Derim has 20 points of damage. (42 hit points remaining)

    Konstansz has one action point.
    Konstansz used the power of her Boots of Jaunting (daily)
    Konstansz has a penalty to attack rolls.
    Konstansz spent 2 healing surges.
    (9 healing surges remaining)
    Konstansz is unwounded. (53 hit points)

    Noxias has one action point.
    Noxias used the power of his Fireburst Robes (daily)
    Noxias cast Flaming Sphere (daily)
    Noxias spent 1 healing surge. (5 healing surges remaining)
    Noxias is unwounded. (42 hit points)

    Rogur has one action point.
    Rogur spent 3 healing surges. (4 healing surges remaining)
    Rogur has 2 points of damage. (48 hit points remaining)

    Yrisz has one action point.
    Yrisz has a penalty to attack rolls.
    Yrisz is at full health. (8 healing surges)
    Yrisz is unwounded. (44 hit points)

    Enemy Negative Effects Summary
    Gray Ooze #1 - marked by Derim, difficult terrain, cursed, Dire Radiance

    Gray Ooze #2 - marked by Derim, difficult terrain

    Gray Ooze #3 - difficult terrain

    Shrieker - penalty on defenses

    Enemy Damage Summary
    Gray Ooze #1 - 10 points of damage

    Round Four Combat Update (Escalation Bonus +2 for Derim, Rogur, and Noxias; +1 for Konstansz and Yrisz)
    Derim (Initiative Count 16)
    Expended: javelin (dropped), 2 healing surges, Form of Winter's Herald, Preservation
    Hands Free: none
    Held: Shield of Preservation, Guardian's Maw Craghammer
    Status: Form of Winter's Herald (+1 to AC, resist 5 cold, aura 2 difficult terrain for enemies) Maw of the Guardian (+3 damage to attacks with craghammer) -2 penalty to attack rolls, -2 penalty to Fortitude
    20 points of damage


    Start of Turn: Font of Life (Derim fails to save against the Fortitude penalty.)

    Free Action: Nature's Wrath. (#1 and #2 continue to be marked by Derim. #3 is now marked by Derim.)

    Standard Action: Weight of the Earth against #1 (Melee Hammer vs. AC - hits with an attack roll of 24. Gray Ooze #1 takes 12 points of damage and is bloodied and slowed.)

    Move Action: step back. (Cost 1; shift - S.)

    Derim moves back in response to Noxias's request and to get out from being surrounded by three gray oozes at once, subject to Zus's approval.

    End of Turn: Save vs. Bone Melt (Derim fails to save against the fortitude penalty.)

    Here and in round 3, I corrected Derim's javelins expended. The javelin thrown in the previous encounter would have been retrieved easily enough.

    Skeleton #4 (Initiative Count 15)
    Expended: Stone Shunt (recharging)
    Status: flanking Konstansz with #3, flanked by Konstansz and Noxias

    Move Action: step out of the eastern wall in a shower of gravel and dust. (Cost 1; shift - W. Skeleton #4 is flanking Konstansz with gray ooze #3 and is flanked by Konstansz and Noxias.)

    Standard Action: attempt to bury Konstansz in an avalanche of stone. (Stone Shunt. Melee Earth +2 vs. Fortitude - hits. Konstansz takes 18 points of damage and is restrained.)

    Skeleton #5 (Initiative Count 15)

    Expended: Stone Shunt (recharging)
    Status: flanking Noxias with #4

    Move Action: step out of the eastern wall in a shower of gravel and dust. (Cost 1; shift - SW. Skeleton #5 is flanking Noxias with skeleton #4.)

    Standard Action: attempt to bury Noxias in an avalanche of stone. (Stone Shunt. Melee Earth +2 vs. Fortitude - hits. Noxias takes 18 points of damage and is restrained.)

    Map at Round Four, Initiative Count 15:
    Worm Delve Lower Level B00e04b.JPG


    Konstansz (Initiative Count 15)
    Expended: 2 healing surges, Boots of Jaunting
    Hands Free: one
    Held: magic rod
    Status: -2 penalty to attack rolls, restrained
    18 points of damage


    Konstansz's actions.

    End of Turn: Dire Radiance effect expires for gray ooze #1.
    End of Turn: Konstansz rolls a save vs. restrained.


    Noxias (Initiative Count 10)
    Expended: 1 healing surge, Fireburst, Flaming Sphere
    Hands Free: one
    Held: Staff of Fiery Might
    Status: maintaining a Light cantrip, restrained
    18 points of damage


    Noxias's actions.

    End of Turn: Noxias rolls a save vs. restrained.

    Yrisz (Initiative Count 3)
    Expended: none
    Hands Free: none
    Held: Symbol of the Holy Nimbus (worn), everburning torch, mace
    Status: -2 penalty on attack rolls

    Yrisz's actions. (Prediction: The safest course would be to double-shift south. Other options: She might instead be tempted to use either Sacred Flame on one of the skeletons or cast Astral Seal at either a skeleton or an ooze with an eye to benefiting Konstansz, Noxias, or Derim. However, doing so will trigger an attack of opportunity. I think she would be loathe to risk two or more attacks of opportunity, considering that if she goes down, the party will be in a lot of trouble. She could also try a Recovery Strike against one of the skeletons (a bit like Astral Seal, but doing damage instead of inflicting a defense penalty), but she's relatively lousy at hand-to-hand combat, so this option has a low chance of paying off.)

    End of Turn: the Astral Seal on the shrieker expires.

    Rogur (Initiative Count 3)
    Expended: 3 healing surges
    Hands Free: one
    Held: short sword
    Status: 2 points of damage

    Rogur's actions


    Shrieker (Initiative Count 2)
    Status: 9 points of damage

    Standard Action: wail.

    Gray Ooze #1 (Initiative Count 0)

    Status: marked by Derim, difficult terrain, cursed, slowed, bloodied.
    22 points of damage

    Prediction: continue to attack Derim.


    Gray Ooze #2 (Initiative Count 0)
    Status: marked by Derim, difficult terrain

    Prediction: continue to attack Derim.

    Gray Ooze #3 (Initiative Count 0)
    Status: marked by Derim, difficult terrain

    Prediction: attack Derim or possibly Konstansz. (Attacking Konstansz will violate Derim's mark.)
    Last edited by Umiushi; 04-30-2015 at 01:09 AM.

  3. Default

    Yuck! Skeletons!

    Noxias (Initiative Count 10)

    Free action: "Derim, get out of the way!" (Zus didn't specify a move action for Derim so I suggest shifting 1 south if Umi permits it without Zus' permission if Zus for some reason doesn't respond in time)
    Standard: Scorching Burst (at-will) Area Burst 1/10 targeting #1, #2 & #3 Fire Staff +7 vs. Reflex; 1d6+6 fire (crit: 1d8+12 fire)
    Interrupt: Shield (encounter)
    I'll spend my action point for
    Fire Shroud (encounter) Close Burst 3 targeting enemies #3, #4, #5 & S; Fire Staff +6 vs. Fortitude; 1d8+6 fire (crit: 1d8+14 fire) and ongoing 5 fire


    Authentic Forum Dice-rollScorching Burst #1 - (1d20+7) [20]
    Authentic Forum Dice-rollScorching Burst #2 - (1d20+7) [26]
    Authentic Forum Dice-rollScorching Burst #3 - (1d20+7) [8]
    Authentic Forum Dice-rollBurst Fire - (1d6+6) [7]
    Authentic Forum Dice-rollBurst Crit - (1d8+12) [14]
    Authentic Forum Dice-rollFire Shroud #3 - (1d20+6) [7]
    Authentic Forum Dice-rollFire Shroud #4 - (1d20+6) [20]
    Authentic Forum Dice-rollFire Shroud #5 - (1d20+6) [9]
    Authentic Forum Dice-rollFire Shroud #S - (1d20+6) [19]
    Authentic Forum Dice-rollShroud Fire Damage - (1d8+6) [10]
    Authentic Forum Dice-rollShroud Crit - (1d8+14) [19]
    Authentic Forum Dice-rollextra - (1d20) [15]



    Ariellana, Noxias, and everybody in July.

  4. Default

    Free action: Staff of fiery might (daily)
    Authentic Forum Dice-rollBurst Fire re-roll - (1d6+6) [12]
    Ariellana, Noxias, and everybody in July.

  5. Default

    Forgot to move.

    Nox will Fey step to Rogur's square if Rogur moves, or to the southernmost square that gives him LOE to all the enemies.

    Prediction: Nox will continue to use burst and other area spells to attack enemies in groups!
    Ariellana, Noxias, and everybody in July.

  6. #6
    Join Date
    Apr 2015
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    Default

    Yes, I'll have Derim shift south unless Zus disagrees, but if he does disagree, what's Noxias's contingency? Does that mean he'll aim the Scorching Burst spell a little further and leave out gray ooze #3 from the area of effect? That would be my assumption.

    I have edited the round four information and map to reflect Derim shifting south.

  7. Default

    Quote Originally Posted by Umiushi View Post
    what's Noxias's contingency? Does that mean he'll aim the Scorching Burst spell a little further and leave out gray ooze #3 from the area of effect?
    That's not ideal, but I guess so...
    Ariellana, Noxias, and everybody in July.

  8. Default

    Hi Umiushi,

    Will you apply Rogur's actions from the old thread, or should I re-roll here for the sake of future continuity?

    --T

  9. #9
    Join Date
    Apr 2015
    Location
    Pacific Time Zone, PST and PDT
    Posts
    1,256

    Default

    I will apply Rogur's rolls from the old thread. Unless something changes by Saturday night, I assume that he's on course for "Option 1." Looking at it briefly, I want to note that the corner does provide Rogur (standard) Cover, but my understanding is that he can't hide unless he has either Superior Cover or Total Concealment unless I'm forgetting another one of his abilities.

  10. Default

    Would caiphon's leap work in this situation?

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