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Thread: A Balancing Act

  1. - Top - End - #241
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    Default Re: A Balancing Act

    Alright, I'll accept the Death Ward.

    Ozymandias casts Time Stop on his turn, and does a jump to the left (5 ft step) and then takes a step to the right, puts his hands on his hips, tucking his knees in tight, before doing a pelvic thrust, thus ending the somatic portion of the spell. Now all we need is the verbal component...


    Let's do the Time Warp again!

    Rounds: (1d4+1)[3]


    Gen feels the need to protect the low-Fort-save sorcerer (that's what you get for not being Shapechanged into a Nymph)
    I'm on a diet. I can't afford cheese.
    Last edited by Solo; 2008-02-21 at 12:32 PM.

  2. - Top - End - #242
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    Default Re: A Balancing Act

    Quote Originally Posted by Talic View Post
    Serious? By the monsters you've seen so far, I'm only at CR 18.
    Yeah, but we're still missing most of our gear. +5 on a Finger of Death save makes a big difference.

  3. - Top - End - #243
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    Default Re: A Balancing Act

    Quote Originally Posted by Rachel Lorelei View Post
    Yeah, but we're still missing most of our gear. +5 on a Finger of Death save makes a big difference.
    OOC
    I have full faith in your abilities to take care of this challenge. I designed this so that you'd have to play very very well to avoid needing to rest once. Further, you personally have the ability to cast true res at least twice without rememorizing. There's few death rays in this challenge, and all are DC < 20 to resist.

    It's the at will abilities of nightwalkers that are more worrisome. Haste, Invisibility, Greater Dispel magic, See invisibility, to name but a few. The one shots, cone of cold, plane shift, finger of death, those you only have to face once. That, and their summoning abilities, and that desecration aura.

    That said, Current initiative places action at Torc, then Grag, then Solo, then wraiths, then Gen. The placing of the Nightwalkers (Designate the one near grag as Walker 1, the one nearer the portal as Walker, 2. Neither have levels of ranger, rest easy in my lack of bad jokes delivered by stabby attacks) Gen shall apparently have to wait a few rounds though, as the time warp is about to start.
    Last edited by Talic; 2008-02-21 at 01:46 AM.

  4. - Top - End - #244
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    Default Re: A Balancing Act

    Just checking, I do have Deathward by now, right?

    Remember, Gen goes before I do due to higher initiative. I just had him delay the first time.
    Last edited by Solo; 2008-02-21 at 02:00 AM.

  5. - Top - End - #245
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    Default Re: A Balancing Act

    Quote Originally Posted by Solo View Post
    Just checking, I do have Deathward by now, right?

    Remember, Gen goes before I do due to higher initiative. I just had him delay the first time.
    Per SRD, Delaying and readying actions changes your location in the initiative count to the one on which you act.

    And yes, you have the death ward prior to Wraith 4's appearance.
    Last edited by Talic; 2008-02-21 at 02:00 AM.

  6. - Top - End - #246
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    Default Re: A Balancing Act

    Torc moves to 16.34 and tries to spot the ghostly menage Ozymandias is talking about.

    spot (1d20+20)[33]
    thnx to Starwoof for the fine avatar

  7. - Top - End - #247
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    Default Re: A Balancing Act

    (1d20)[9]
    You fail to notice anything, even with guidance from Solo.
    Last edited by Talic; 2008-02-21 at 08:21 AM.

  8. - Top - End - #248
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    Default Re: A Balancing Act

    hmm, i cant see any invisible monsters here?
    thnx to Starwoof for the fine avatar

  9. - Top - End - #249
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    You can't see invisible monsters? Absurd. What next, you won't be able to hear silent ninjas?

  10. - Top - End - #250
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    Default Re: A Balancing Act

    With Avorals pointing out the invisible whatchamacallits, I've got just the thing to take care of'em.

  11. - Top - End - #251
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    Default Re: A Balancing Act

    As Grag isn't going anytime soon, I'm going to post my actions...


    The Time Warp gives Ozymandias just enough time to get his mojo going.

    Round one:

    Shades Summon Monstert VIII to summon (1d3)[2] Avoral

  12. - Top - End - #252
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    Round 2: Ozymandias casts See Invisibility on himself. If necessary, I will roll a spot check for the invisible creatures.

    Round 3: Oxymandias casts Spell Turning on himself. I can now turn (1d4+6)[7] spell levels worth of spells. If necessary, I will again roll a spot check for the invisible creatures.

    In case SG is wondering, I am doing this in a Time Stop to get as much stuff done as possible so I can hit the enemy hard and fast.

    The Avoral come into play.

    Initiative:

    (1d20+6)[21]
    (1d20+6)[9]

    At the end of my turn, let us assume I (or someone else) tells them of the situation through shouting.

    For simplicity's sake, we could delay their initiative to have them go at the same time, on my turn.

    If I see the two invisible creatures after I get my See Invisibility up, can I give a shout out to Gen as to where one of them is?
    Last edited by Solo; 2008-02-22 at 01:37 AM.

  13. - Top - End - #253
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    Default Re: A Balancing Act

    Better yet, you can tell the invisibility-seeing (no reason for them not to have it up all the time) Avorals to point their squares out to me.

  14. - Top - End - #254
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    Quote Originally Posted by Rachel Lorelei View Post
    Better yet, you can tell the invisibility-seeing (no reason for them not to have it up all the time) Avorals to point their squares out to me.
    Very true.

    I don't know if they have it up all the time, but as it is an at will ability, I suppose they would. Most Warlocks do the same with their SLAs.

    They might not act yet though, due to being just summoned, while on my last Time Stop round, I'm exiting the spell. I believe I can tell you their general location via talking (free action*).


    *I promise not to abuse this by having Ozymandias speak aloud passages from War and Peace

  15. - Top - End - #255
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    Default Re: A Balancing Act

    Correct. See invis has a good duration. Critters that have it at will will be assumed to have it up.

    That said, See Invis isn't nearly as good as the true seeing your prying eyes have. It counters the invisibility spell that's hiding your foe, but it does nothing against the magical darkness.

    As the nightwalkers still have the benefit of concealment, they still have the ability to hide, though the difficulty to see them did just drop 20-40 points. Spot checks are still required.

  16. - Top - End - #256
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    Quote Originally Posted by Talic View Post
    Correct. See invis has a good duration. Critters that have it at will will be assumed to have it up.

    That said, See Invis isn't nearly as good as the true seeing your prying eyes have. It counters the invisibility spell that's hiding your foe, but it does nothing against the magical darkness.

    As the nightwalkers still have the benefit of concealment, they still have the ability to hide, though the difficulty to see them did just drop 20-40 points. Spot checks are still required.
    Spot: (1d20+2)[9]
    Spot: (1d20+2)[16]

    Bat Familiar:

    Spot: (1d20+10)[12]
    Spot: (1d20+10)[22]

    Note: It also has blindesense 20 feet. I am 5 feet to the left of Gen. If there's anything around, the bat should pick it up.

    Avoral1: Spot: (1d20+8)[23]
    Avoral2: Spot: (1d20+8)[13]
    Last edited by Solo; 2008-02-22 at 05:22 PM.

  17. - Top - End - #257
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    Default Re: A Balancing Act

    Have the Avorals start concentrating on their True Seeing.

  18. - Top - End - #258
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    Default Re: A Balancing Act

    would it not be easyer to just dispell all this crap?
    with luck we might actualy get rid of the darkness.
    thnx to Starwoof for the fine avatar

  19. - Top - End - #259
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    Aaaarg, if something doesnt happen soon ill start to hit everything i cant see!
    thnx to Starwoof for the fine avatar

  20. - Top - End - #260
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    Default Re: A Balancing Act

    You can start by attacking the darkness.

    Just make sure the darkness doesn't attack back.

  21. - Top - End - #261
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    Default Re: A Balancing Act

    I need locations within the cast range of Summon monster for the Avorals to be. :) As for the bat, I'll get back to you as soon as I review the locations of my critters. To let you know, even without the invisibility, Nightwalkers have a +26 to hide in darkness. The invis was just raising it stupid high.

  22. - Top - End - #262
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    Default Re: A Balancing Act

    Let's assume there's an Avoral between me and Gen, and another to my left.

    (I'm not entirely sure where I am, but I think those are valid positions. Can you update the map next time you post? Many thanks.)

  23. - Top - End - #263
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    Default Re: A Balancing Act

    Will update map after I update one other thing. Grag's belated action:

    In absence of other orders, I'll repeat his last action:

    Attack one: (1d20+24)[37]
    Blink, 20%: (1d100)[65]
    Incorporeal, 50%: (1d100)[44]
    Concealment, 20%: (1d100)[60]
    Attack two: (1d20+19)[27]
    Blink, 20%: (1d100)[84]
    Incorporeal, 50%: (1d100)[57]
    Concealment, 20%: (1d100)[75]
    Attack three: (1d20+14)[30]
    Blink, 20%: (1d100)[35]
    Incorporeal, 50%: (1d100)[77]
    Concealment, 20%: (1d100)[90]
    Attack four: (1d20+9)[16]
    Blink, 20%: (1d100)[34]
    Incorporeal, 50%: (1d100)[59]
    Concealment, 20%: (1d100)[14]

    Edit: Attacks 2 and 3 hit, dusting wraith 1. Will post monster actions, and give updated map for cleric.
    Last edited by Talic; 2008-02-24 at 09:26 AM.

  24. - Top - End - #264
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    OPFOR'S Action. They've been delaying. That's over now:

    A throaty whisper is clearly heard, "Kill the one surrounded by the creatures of light..."

    Wraith 2 takes a five foot step from 12/13, 35/36 to 13/14, 36/37. Attacks Solo.
    Attack: (1d20+18)[30]
    (if hits, 7 damage and no fort save, thanks to death ward)

    Wraith 3 flies 60 feet almost straight south, from 18/19, 25/26 to 16/17, 36/37 (take an AoO if you like, Torc). It then attacks Solo, also.
    Attack: (1d20+18)[19]
    (if hits, 7 damage and no fort save, thanks to death ward)
    EDIT: Auto miss.

    Wraith 4 uses its spring attack feat to attack Grag, racing across from 3/4, 39/40 to 11/12, 39/40. After it hits, it melts down into the floor totally, continuing a beeline straight for Solo.
    Attack: (1d20+18)[20]
    (if hits, 7 damage and 1 fort save, don't roll a 1)

    The Nightwalkers come clearly into view, as they loose spell like abilities, focusing their energies on Gragthor, hitting him with a pair of Confusion spell effects. They follow up, in the blink of an eye, with a torrent of unholy energy, each releasing a Quickened Unholy Blight. The Nightwalker at 21/22, 39/40 moves five feet closer, to 20/21, 39/40.

    (Grag, I need two Will saves, DC 18)
    (Everyone except Avorals takes (5d8)[22] and is Sickened for (1d4)[1] rounds, Will save DC 18 halves damage and negates sickness. Avorals take (10d6)[43] and are sickened for the same, Will save DC 18 halves damage and negates sickness. Unholy Blight 1)

    (Everyone except Avorals takes (5d8)[23] and is Sickened for (1d4)[2] rounds, will save DC 18 halves damage and negates sickness. Avorals take (10d6)[37] and are sickened for the same, Will save DC 18 halves damage and negates sickness. Unholy Blight 2)

    Finally, something Gargantuan erupts from the ground at 8/9/10, 38/39/40. It resembles a Gigantic Purple Worm, except jet black in color, and radiates the same palpable evil that the walkers emanate. With a hiss, it releases a Quickened Cone of cold with everyone except Torc in the Area (darn him being out of position, the herding wasn't 100% effective), including the Avorals. It follows the frigid blast with a Mass Hold Monster, blanketing the entire party.

    (Everyone listed above takes (15d6)[51] damage, Reflex DC 19 for half.)
    (Everyone except Avorals -Damn magic circle- needs to make a DC 23 Will save or be paralyzed.)

    Gentlemen, now we're at CR 20. All enemies are revealed, use the good stuff. Plan of Zero's modified only slightly, to account for altered board state.

    You all have corporeal targets now.


    This is the updated map, as of the OpFor's action.
    Last edited by Talic; 2008-02-24 at 10:26 AM.

  25. - Top - End - #265
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    Default Re: A Balancing Act

    Will: (1d20+13)[31]
    Will: (1d20+13)[15]
    Ref: (1d20+7)[24]

  26. - Top - End - #266
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    Default Re: A Balancing Act

    Quote Originally Posted by Talic View Post
    Finally, something Gargantuan erupts from the ground at 8/9/10, 38/39/40. It resembles a Gigantic Purple Worm, except jet black in color, and radiates the same palpable evil that the walkers emanate. With a hiss, it releases a Quickened Cone of cold with everyone except Torc in the Area (darn him being out of position, the herding wasn't 100% effective), including the Avorals. It follows the frigid blast with a Mass Hold Monster, blanketing the entire party.

    (Everyone listed above takes [roll9] damage, Reflex DC 19 for half.)
    (Everyone except Avorals -Damn magic circle- needs to make a DC 23 Will save or be paralyzed.)
    The Magic Circle (a) effects everyone near the Avorals and (b) doesn't prevent Paralysis--only compulsions that give *ongoing control*.
    Also, all of us but the monk have Mind Blank, so we don't need to make the Will saves.

    Ref save: (1d20+14)[33]

    "Don't cluster together! It could have more cones!"

  27. - Top - End - #267
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    Default Re: A Balancing Act

    Last will save.

    (1d20+13)[30]

    Also, let's see.... Rachel is correct.

    Um.... ignore the will saves. That still means I took a lot of damage.

    Say, Gen, you got any mass heals left? I sure could use some!

    I am now at 10 hp.
    Last edited by Solo; 2008-02-24 at 02:11 PM.

  28. - Top - End - #268
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    Unless it will prevent me from casting spells, I bluff the wraiths.

    (1d20+26)[27]


    I am not surrounded by creatures of light, I am merely flanked!


    Ozymandias steps back and casts defensively to create a Time Stop again.

    Concentration: (1d20+24)[25]
    Time Stop: [roll1d4+1[/roll]

    Edit: Saves were rolled in order from the attacks as you listed.

    Unholy Blight, Unholy Blight, Cone, M. Hold Person... though as it turns out, not all of them were needed.


    Rolls I made for Avorals erased due to Talic making them,

    * post roll count doesn't match database
    Last edited by Solo; 2008-02-24 at 11:01 PM.

  29. - Top - End - #269
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    Default Re: A Balancing Act

    Oh hey, Will saves vs. Unholy Blight: (1d20+25)[41], (1d20+25)[27].

    Also, I'm totally lost re: the initiative order.

  30. - Top - End - #270
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    Default Re: A Balancing Act

    1. The enemy

    2. Us.
    -Specifically
    1. Warrior guy
    2. warrior guy
    3. arcane caster
    4. cleric

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