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 Finale

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PostSubject: Finale   Sun Sep 19, 2010 6:28 pm

Recap:

The PCs enter the Mournland, with five dragons from Argonnessen and six trolls from Droaam. They travel to the spot where the aberration forces have gathered, to find the daelkyr lord Antaratma involved in a ritual atop a ziggurat (with Mual-Tar, the Chaos Serpent, coiled around the ziggurat and functioning as a conduit of some sort in conjunction with a series of pillars atop the ziggurat). Apparently, Antaratma’s aim is to completely link the world of Eberron to Xoriat, as evidenced by the planar rift between the worlds that he is involved in creating. The PCs fight the aberrations and Antaratma, calling in an army and powerful allies from all across Khorvaire (via a draconic artifact that allows Nameless to create a gigantic Gate), and disrupt the ritual by using a large chunk of warpstone and destroying some of the pillars.

When that occurs, all of the remaining pillars begin to crack and rapidly disintegrate, as does the ziggurat. The wisps of silver flame which had been appearing atop the ziggurat and flowing to Mual-Tar expand into streams of silver light, which flow swiftly in all directions, unerringly ending up in either Antaratma, Mual-Tar or one of the Guardian Angels. Meanwhile, Antaratma screams in frustration, “No! NO! I have waited too long!” He glares at the Angels and calls, “Mual-Tar! Awake! AWAKE!” Then he speaks a word of power and for a moment, time goes still. Silence falls. Everyone involved in the battle raging around the ziggurat seems frozen. And then the pillars explode into fragments, causing the streams of silver light to intensify and lengthen, their far ends shooting out across the Mournland. For just a moment, the Angels can see what was hitherto hidden from them. Each of the tiny silver flames consists of one of the souls that inhabit the Mournland, which the ritual was converting into a form of energy (evidently to the end of expanding and making permanent the planar rift). The streams of light must consist of thousands of souls, which come pouring into each of the Angels. A warm glow suffuses them.

While that occurs, Mual-Tar begins to uncoil, the only living thing on the scene that seems capable of movement. And as it does so, the rift above the ziggurat descends suddenly, covering it. As the misty darkness of the rift descends over it, the landscape around the crumbling ziggurat seems to shoot out and away in an expanding circle, till it is suddenly situated in the middle of a mile of open space. A mile of open space that is instantly recognized by the Angels. They are in Xoriat.

Nameless, as usual, realizes more than the others do. Though they can see some of the endless layers of Xoriat around them, strangely overlapping the hazy sight of the Mournland and the battling armies a mile away in every direction, the alienist realizes that even within this infinitely malleable and shifting plane, this is an unusual space. Partly because the concept of space actually exists here. No other layers impinge on this area, though they flow all around it. There is nothing here. Absolutely nothing. And Nameless realizes that he and his companions are in a place which exists (and the word seems wildly out of place here), or was supposed to, only in the fevered dreams of the greatest alienists. This is the heart of Xoriat, where all of creation achieves perfection and becomes utter nothingness. This is a spot where even the denizens of Xoriat—however powerful they might be—do not come. It is anathema to all that uneducated minds hold to as reality. The best analogue to it, Nameless thinks, in the limited parlance of mortal language, might be to call it a gigantic sphere of annihilation. Which may explain why, an instant later, what remains of the ziggurat crumbles away. Leaving only the Guardian Angels, Antaratma and Mual-Tar, floating in this perfect space.

For a split second, Nameless is uncertain how and why they are able to exist here, but the answer comes swiftly to him as he notes that all of the Guardian Angels are glowing brightly with silver light. Each of them is suffused with the soul energy of thousands of living creatures. No, the alienist swiftly realizes, tens or hundreds of thousands, if not millions. Not only the soul energy of many of those who died on the Day of Mourning fills the Guardian Angels but energy that once flowed in the Silver Flame, and who knows what other energy Antaratma had drawn on to begin his ritual. That energy now fills the Angels, warding them from the deleterious effects of the place that they are in, even if only for a time. The same must apply to Antaratma and Mual-Tar, each of whom glows similarly. And streams of energy this energy flow between each of the seven of them, linking them together in a bond which Nameless realizes is currently indissoluble.

While the other Angels do not have all the realizations that Nameless does, the one thing that they do similarly note is the sensation of power. At various points, they have all been empowered by mundane spells, by the modifications of Mordain and by the blessing of the Silver Flame. This is a completely different level, however. Energy drawn from the lives of who knows how many creatures fills them, far too much to retain safely within them, crying out to be released and relinquished. But, for this moment, each of them realizes, they have power they have never possessed. The power to destroy and the power to create, simply by willing things into or out of existence. This must be what it feels like to be a god.
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PostSubject: Mechanical information about your current situation   Sun Sep 19, 2010 6:35 pm

As described above, the PCs and their foes are linked by streams of silver soul-energy, which has multiple effects:

(1) None of them can benefit from DR, SR and magic immunity against effects created by the others

(2) None of them can be removed in any way from the mile-wide space that they are in, whether by themselves or by others, even for a moment, i.e. spells such as Blink, Dimension Door, Maze, Trap the Soul, etc.

(3) The soul-energy filling them allows them to use it to create any effect that they can conceptualize, as long as they have enough willpower to achieve it. Mechanically, what this means is that on their turn each round, as a move action, a character (including Mual-Tar and Antaratma) can replicate the effects of a spell of their choice (from the Bard, Cleric, Druid, Paladin, Ranger or Wizard) spell list. Mechanically speaking, a roll will have to be made to see what level of spell you can pull off. You may also, depending on how good the roll is, be able to apply metamagic feats to the spell effect.

The mile-wide sphere of annihilation that they are within also has a number of effects:

(1) None of them can leave the space, as mentioned above

(2) Anything besides the 7 of them which enters the space is immediately annihilated (which includes all summoned creatures besides Khat’van’ga, since that counts as part of Nameless)

(3) Time and space have no meaning here, so the 7 of them can reach each and every part of the sphere at once. This means that everyone is within reach of everyone else at any given moment and everyone counts as flanking everyone else.

(4) The sphere resists being changed by the soul-energy, but in precisely what way won't be known until one actually starts using the spell effects.

* * *
Yes, the above means that every round, as a move action, each and every one of you can effectively cast a spell off any of the aforementioned spell lists. Feel free to get creative. I'm not listing the mechanics for it since your PCs won't know exactly how tough it is till they try, but suffice to say that a really good roll means you can cast 9th level spells.
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PostSubject: Q & A   Sun Sep 19, 2010 6:45 pm

Here are answers to a number of questions which came up:


Q: Does Mual-Tar's magic-warping aura still work here?
A: No


Q: Does this mean other immunities are gone?
A: No. The only immunity/protections that are gone are DR, SR and Mual-Tar's magic immunity


Q: Are any of the effects from the fight in the Mournland still in effect?
A: Nope. Everyone is transferred there in your 'normal' forms and without any spells active on you. But you will have access to all your spell slots and can fill them as you wish, as well as being able to use a certain number of spells before the battle begins


Q: What buffing can we do?
A: You have 10 rounds worth of buffing. You can only use spells and items at this time and can only affect yourself and other PCs. You cannot use the reality-changing powers you have till the end of this period


Q: Is there any limit to how many buffs we can have on ourselves?
A: No


Q: If you are immune to flanking (as Nameless is when his aspect is in play or Luna as an elemental), does everyone's ability to reach anywhere overcome that?
A: No. If you're immune to flanking, you still are. Enemies can still reach you, but they get no benefits for flanking


Q: What does the "anywhere is everywhere" mean for area-of-effect spells?
A: The "anywhere is everywhere" thing mostly just works for the purposes of flanking and reaching enemies. In short, you're in what seems to be a mile-wide sphere, but on your turn you can reach up to any part of it at will. Which means you can also reach any spot where your enemies are. So AoE spells will mostly work just fine, with the added advantage that range doesn't matter any more (since you can reach enemies effortlessly with a touch spell as easily as with a long-range one). But you're not actually sharing the same space as them, so you don't necessarily get hit by AoE effects.

So, to cover a few examples:

A Prismatic Sphere would protect the caster, since it surrounds them completely.

A Fireball would work fine, though you might need an Int check to avoid catching allies in the blast if they're fighting your enemies in melee.

Maw of Chaos would work fine, with the same possible danger as a Fireball

Prismatic Wall would be useless, since an enemy can just reach around it without needing to pass through it. In general, wall spells and ones which work on a two-dimensional plane won't do any good to keep someone away from you, since you can all move effortlessly in 3 dimensions.

Forcecage would work as usual.


Q: Does the energy manipulation allow adding class features, feats, monster abilities or other direct rule changes?
A: No. It just lets you replicate spell effects. Some of those effects, however (Limited Wish, Miracle, Wish) may allow some direct rule changes, depending on what you're trying for.


Q: Will your nature as a spellcaster affect what spell effects you can create or how difficult it is?
A: No


Q: Can we sunder Antaratma's whip?
A: No, since it's a living organism, but you can attempt to attack it directly. Since it's attached to him and he's using it as a weapon, you'll need to make an opposed check to hit it. The Improved Sunder feat will give you a +4 on this check.


Last edited by Admin on Sun Sep 19, 2010 6:58 pm; edited 2 times in total
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PostSubject: Information about Antaratma   Sun Sep 19, 2010 6:48 pm

Based on your previous encounters with him, this is what you know of Antaratma. Of course, this information is incomplete.

Hit dice: Higher than 20, probably about 25

AC: 40, but touch AC is under 20

Immunities: Mind-affecting effects, criticals, disease, poison, ability damage, transmutation (in general, he's highly resistant to anything which changes his physical form)

DR & SR: Irrelevant here

Fast healing 10

Items (this is what he had when you just fought him): Breastplate, whip, ring of evasion, ring of three wishes, boots of speed.

True Seeing (Su): As the true seeing spell; continuous

Freedom of Movement (Su): Natural

Alien Mind (Ex): Attacking the daelkyr’s mind or trying to study it causes the person doing so to be targeted by an Insanity spell

Aura of Madness (Su): As a free action, the daelkyr releases a burst of chaos. Any creatures in 20 ft radius must make a Will save or be affected as by a confusion spell. This is a mind-affecting compulsion. A creature that saves can’t be affected by it for 24 hrs.

Attacks: Can attack with whip and slam in the same round; each attack can be a touch attack; does about 10 pts of damage (but none if touch attack) and applies Corrupting Touch

Corrupting Touch: Can do ability damage or drain, and if unable to do so, can transfer some points from one ability of the target to another (no save)

SP abilities:
At will: Baleful Polymorph, Confusion, Dimension Door, Feeblemind, Haste, Mind Fog, Slow
3/day: Flesh to Stone/Stone to Flesh, Heal, Quickened Insanity, Quickened Polymorph Any Object
1/day: Mass Heal

Sp ability DCs: About 20 + spell level

Other ability DCs: About 30

Attack bonus: Above +30
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PostSubject: Re: Finale   Sun Sep 19, 2010 8:47 pm

So what exactly is this "check" to do spell stuff?

Int/Wis/Will save/Spellcraft? What?

How difficult is it to do a 9th lvl spell?

How difficult is it to add Metamagic effects?

Is it more difficult to do things you can't normally do or are forbidden to you? IE. Nameless doing Necro/Illusions/Cleric/Druid/Death Knight etc...
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PostSubject: Re: Finale   Sun Sep 19, 2010 9:15 pm

Nameless wrote:
So what exactly is this "check" to do spell stuff?

Int/Wis/Will save/Spellcraft? What?

How difficult is it to do a 9th lvl spell?

How difficult is it to add Metamagic effects?

Is it more difficult to do things you can't normally do or are forbidden to you? IE. Nameless doing Necro/Illusions/Cleric/Druid/Death Knight etc...

This one I'm going to save the information on till game day. You'll find out when it comes time to try it.

After all, I need a few secrets too Twisted Evil
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PostSubject: Re: Finale   Sun Sep 19, 2010 9:37 pm

Admin wrote:
Nameless wrote:
So what exactly is this "check" to do spell stuff?

Int/Wis/Will save/Spellcraft? What?

How difficult is it to do a 9th lvl spell?

How difficult is it to add Metamagic effects?

Is it more difficult to do things you can't normally do or are forbidden to you? IE. Nameless doing Necro/Illusions/Cleric/Druid/Death Knight etc...

This one I'm going to save the information on till game day. You'll find out when it comes time to try it.

After all, I need a few secrets too Twisted Evil

<shrug> whatever.
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PostSubject: Re: Finale   Mon Sep 20, 2010 4:58 pm

Does Auntie have any spellcasting abilities, other than the spell-like abilities you listed?

Do either Auntie or the worm have any energy resistances or immunities?

Is Auntie's life-sucking whip thing evil? Could Gareth smite it?

What are Auntie's saving throws like? Are any particularly higher or lower than the others?

Could you list what we know about the worm too?
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PostSubject: Re: Finale   Mon Sep 20, 2010 5:41 pm

Korm'akhan wrote:
Does Auntie have any spellcasting abilities, other than the spell-like abilities you listed?

Nope. You're pretty sure that he doesn't have actual spellcasting ability. He may have more spell-like abilities than I listed, of course.

Quote :
Do either Auntie or the worm have any energy resistances or immunities?

Based on what you saw during the fight, he's definitely got energy resistance. Probably 15-20 pts and likely to most, if not all, elements. Since you couldn't affect the worm with energy-based spells at that point you have no real idea, but it's a good bet that it has energy resistance too.

Quote :
Is Auntie's life-sucking whip thing evil? Could Gareth smite it?

Yes, and yes.

Quote :
What are Auntie's saving throws like? Are any particularly higher or lower than the others?

He made the save against all the stuff you guys used on him, save the Disintegrate (thanks to the auto-fail via Jaela's Miracle), so it's got to be pretty good. Probably in the 20-25 range. He's an outsider, so at base they'd all be the same, but certainly has higher Con and Wis than Dex, so Fort and Will would be higher than Ref.

Quote :
Could you list what we know about the worm too?

Sure. You know less than you do for Antaratma, but here goes:

Hit dice: Higher than 50

AC: 45, but its size makes its touch AC negligible (you auto-hit except on a natural 1)

Immunities: To all forms of divination, possibly to criticals

DR & SR: Irrelevant here

Fast healing 15

True Seeing (Su): As the true seeing spell; continuous

Bite Attack: Bonus is over +50; Damage is over 60 pts on average; does energy drain (3 negative levels) if it hits and can use improved grab and constrict afterward

Trample attack: Can move over enemies in its path, automatically doing damage (over 70 pts, on average). Trampled targets can try to make a Ref save (DC is astronomical, so almost certainly needs a 20) for half damage ot attempt AoOs at -4 to hit

Attack bonus: Above +50
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PostSubject: Re: Finale   Tue Sep 21, 2010 10:46 pm

Gareth Stats with spells:
HP =263 || 226 normal, +20 Righteous Might, +17 Divine Power
Atk = 36 Twisted Evil || 29 normal, +3 Divine Favor, +2 Divine Power, +2 Righteous Might
Initiative = +12 || 3 Normal, +4 Sign,+4 Imp Initiative
Dmg = 3d6+21 +1d6F+4d6H+1d6S+1d6C || 2d6+16 normal, +3 Divine Favor, +2 Righteous Might, Large 3d6
AC = 42 || 40 Normal, +3 Recitation, -1 Size Large
Saves
F39 || 34 Normal, +3 Recitation alien
R31 || 26 Normal, +3 Recitation Basketball
W38 || 33 Normal, +3 Recitation afro

Divine Might +8 Dmg
Smite +8/+40 affraid || Normal +8/20, but these guys are evil so they can suck it

With smite I hit these bad boys on a roll of a 1. These bad boys can SUCK IT, cause I come to PLAY Basketball

Mind Blank
Life's Grace
Stone Body
FOM
Divine Favor (Q)
Death Ward
Sheltered Vitality
Recitation
Divine Power
Fell the Greatest Foe (How many size categories from Large to Maul Tar? That's +1d6dmg per category)
Sign (Q)
Righteous Might
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PostSubject: Re: Finale   Wed Sep 22, 2010 6:51 am

Gareth wrote:
With smite I hit these bad boys on a roll of a 1. These bad boys can SUCK IT, cause I come to PLAY Basketball

With smite and the auto-flanking, you're attacking at +46, so that's definitely true ... if they haven't got any boosts to AC from all the soul-energy filling them too Twisted Evil

By the way, when the rest of you decide what buffs you are going to have up, could you post it here too?
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PostSubject: Re: Finale   Wed Sep 22, 2010 3:56 pm

Does the spell and damage resistance disabling apply to spells that give said abilities?
Does the object destruction field apply to conjured items, such as force cages or fire seeds?
Does it go down to temporary created items, say the bead of a delayed fireball?
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PostSubject: Re: Finale   Wed Sep 22, 2010 4:53 pm

What are we starting off as our opening barage? Are we going to spend the first round trying to recipricol gyre/gdm?

Who is our first target and what is our plan.

Will force cage (wall version) on aunty prevent him from attacking us or will this "you are everywhere" thing make it pointless?
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PostSubject: Re: Finale   Wed Sep 22, 2010 5:01 pm

Six of Six wrote:
Does the spell and damage resistance disabling apply to spells that give said abilities?

Yes. DR and SR is completely off the table as far as being relevant to this fight.

Quote :
Does the object destruction field apply to conjured items, such as force cages or fire seeds?

There's probably some effect on them, but you'll have to use one to be certain. You're effectively inside a sphere of annihilation, with the only thing keeping you from instant destruction being the soul energy in you, so what that does to anything besides you is probably not good.

Quote :
Does it go down to temporary created items, say the bead of a delayed fireball?

See above answer.

Gareth wrote:
What are we starting off as our opening barage? Are we going to spend the first round trying to recipricol gyre/gdm?

Who is our first target and what is our plan.

I am very curious to hear/see what the answers to the above are.

Quote :
Will force cage (wall version) on aunty prevent him from attacking us or will this "you are everywhere" thing make it pointless?

Yes, it'll prevent him from attacking you. You can reach everywhere inside the mile-wide sphere, but if your access to someone is blocked off on all sides (by something like a Forcecage or a Prismatic Sphere or anything else of the kind) then you can't reach them.
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PostSubject: Re: Finale   Wed Sep 22, 2010 5:08 pm

The souls are what's keeping us alive...Now to find out if my exorcist abilities have a soup purge option.

Would Flame censor have a chance to stun either of these two? The DC is: EOTSF level + Character Level + Charisma + 2d6. That is 38+2d6....potentially to stun a single powerful outsider for 1 round.

Do I think the Silver Exorcism would work on purging aunty or maul tar of the spirits inside of them...in this case the possessing spirits be souls.
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PostSubject: Re: Finale   Wed Sep 22, 2010 6:41 pm

Gareth wrote:
The souls are what's keeping us alive...Now to find out if my exorcist abilities have a soup purge option.

Would Flame censor have a chance to stun either of these two? The DC is: EOTSF level + Character Level + Charisma + 2d6. That is 38+2d6....potentially to stun a single powerful outsider for 1 round.

You're misreading how the ability works. Basically, to use it, you're doing a turn undead check, as follows:

(1) Make a turning check using your character level. So you roll 1d20 + 8 (your Cha) and consult the table to see how powerful an outsider you can turn. For the purposes of this check, you use your character level instead of your cleric level.

(2) Roll turning damage: 2d6 + 10 (Exorcist level) + 8 (Cha bonus). If that's as high as the HD of the outside (and if your preceding turning check was good enough) then you stun it.

So you'd have to roll very high to possibly affect Antaratma (if he has 24 HD or less). Mual-Tar is out of the question.

Quote :
Do I think the Silver Exorcism would work on purging aunty or maul tar of the spirits inside of them...in this case the possessing spirits be souls.

Silver Exorcism just gives you a bonus on checks to drive out possessing spirits, so it wouldn't allow you to do that automatically. But here's an option for you due to your Exorcist training:

As a standard action, you can make a Charisma check to try and drive out some of the spirits from one of the enemies. Depending on how well you roll, it'll weaken them. But how and to what degree you won't know till you try it.
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PostSubject: Re: Finale   Wed Sep 22, 2010 10:01 pm

Admin wrote:


As a standard action, you can make a Charisma check to try and drive out some of the spirits from one of the enemies. Depending on how well you roll, it'll weaken them. But how and to what degree you won't know till you try it.
Oh...I kind of like that. Guys are you willing to have me try that for one round? We can hopefully see a positive effect.

What kind of roll would I be making? BTW according to the book the turn check is 1d20 + cha + character level + exorcist level...it says the reason it gives both is to give a better chance to do the action. So yes I would get my exorcist level twice in that calc.
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PostSubject: Re: Finale   Wed Sep 22, 2010 10:38 pm

Can we arrange ourselves to give cover, thus no AOO, to one of us.

Could the snake encompass some cutting them off from the rest. Encase Auntie or Auntie with one of us. Cutting them off from the rest.

Remember the dream, energy went from us to them, then from them to us. Sucking the life out of them is probably the way on this fight.

Did the shadow being in the Silver Flame make it through? Is the soul energy just energy or can we enlist their aid.

What are some touch spells, ranged or melee, that don’t have a save, evervation, stun ray others.

Is there a good version of blasphemy. Nameless with his aspects might match Auntie.
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PostSubject: Re: Finale   Wed Sep 22, 2010 10:51 pm

Gareth wrote:
Oh...I kind of like that. Guys are you willing to have me try that for one round? We can hopefully see a positive effect.

What kind of roll would I be making? BTW according to the book the turn check is 1d20 + cha + character level + exorcist level...it says the reason it gives both is to give a better chance to do the action. So yes I would get my exorcist level twice in that calc.

You'd be making a straight Charisma check.

And, as I mentioned above, you're reading the book wrong. It lays out how the rolls are to be made, which is what I described in my post above. Not that it matters here, since this is a completely different kind of scenario.

Six of Six wrote:
Can we arrange ourselves to give cover, thus no AOO, to one of us.

No. You'd have to cover someone completely from all 360 degrees to give them cover, since the enemies can just reach over from any angle (distance and direction is mostly immaterial here). So something like a Forcecage would do it, but not other PCs trying to get in the way.

Quote :
Could the snake encompass some cutting them off from the rest.

The question's not quite clear to me. Could you clarify?

Quote :
Encase Auntie or Auntie with one of us. Cutting them off from the rest.

That's doable. All you'd need is to be next to him and cast a Forcecage or something of the kind.

Quote :
Remember the dream, energy went from us to them, then from them to us. Sucking the life out of them is probably the way on this fight.

Heh! I know you never believe me about this, but I'll try one more time - there really is no one answer where this is concerned. You guys have so many options at hand (and the enemies have a lot too) that just about anything could work. All I know is that it'll have to be a combination of factors in all likelihood.

In all honesty, I hadn't even considered you guys trying to suck/drive the souls out of them, so I had to start working out mechanics for it once Avi mooted the possibility.

Quote :
Did the shadow being in the Silver Flame make it through? Is the soul energy just energy or can we enlist their aid.

You have no idea. And the soul energy is just energy at this point. It has no sentience.

Quote :
What are some touch spells, ranged or melee, that don’t have a save, evervation, stun ray others.

Rays tend to be the ones which have no save. Spell Compendium has a lot of them. If you have any particular favorites in mind for use, just run it by me.

Quote :
Is there a good version of blasphemy. Nameless with his aspects might match Auntie.

Holy Word is the good version of Blasphemy, but it actually has a better chance of nailing some of you than the bad guys. Antaratma might (and that's a big might) be affected by it, but you guys definitely would.
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PostSubject: Re: Finale   Wed Sep 22, 2010 11:06 pm

I was thinking the snake curls around someone to completely block them off from the others.

So if Luna becomes a Tendricous, someone shrinks and jumps in her mouth. Would that provide full cover?

Can we use concentration to negate AOO when evoking, using the move action to cast a spell.
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Localisation : RBDM with a heart of gold
Registration date : 2006-09-11

PostSubject: Re: Finale   Wed Sep 22, 2010 11:17 pm

Six of Six wrote:
I was thinking the snake curls around someone to completely block them off from the others.

Even that's unlikely to actually provide cover, since all you need is an opening to be able to reach someone. But Mual-Tar does have the best option of any of the seven of you in there for providing someone cover.

Quote :
So if Luna becomes a Tendricous, someone shrinks and jumps in her mouth. Would that provide full cover?

Yes. Being inside another PC will provide full cover Very Happy

Quote :
Can we use concentration to negate AOO when evoking, using the move action to cast a spell.

When using the soul energy to create spell effects you don't draw AoOs anyway.
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Finale
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