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Draax (AC 31, HP 148/148) - Endure Elements  d20+7=19 d20+3=12
Friday December 21st, 2007 8:55:52 PM

Draax does not believe that the spiders were the only guards to the entrance. He feels a little uneasy that nothing is in site. Like the others, Draax scans the area as the group prepared to continue.

Spot check 19
Listen check 12

Horvis  d20+7=21 d20+7=13 d20+17=36
Friday December 21st, 2007 9:07:12 PM

The centaur-hezrou waits for the Stoneskin spell, anticipating that he might need all the help that he can get in the coming fight. Once he is protected, Horvis will keep pace with Lumi-Juova while he listens for enemies. However, he is too intent on examining the floor for signs of other occupants to notice much.
Listen = 21, Spot = 13, Survival (Track) = 36

Active Effects
Greater Magic Fang
Longstrider
Stoneskin
Veil

DM Note 
Saturday December 22nd, 2007 9:04:38 AM

I don't recall whether posting is suspended during the holiday week or what. But I'm assuming slow posting with everyone doing other stuff.

I'll be watching the game. Whenever I see that everyone has posted a turn, I'll post, etc. But if people are busy with holiday stuff and can't post, don't worry about it, I won't push forward without everyone.

Vedik (AC 29 137/137 HP) *Wings* M. Vest x2, GMW-Ex, Delay Poison-Ex  d20+7=15 d20+7=20
Saturday December 22nd, 2007 10:22:39 AM

Vedik whispers, "Is there anyway to spy the other side of that door? Our foe could be right there, or further up. It would be good to know, several spells will only last a few moments."

He moves with the group, eyes and ears searching for clues.

OOC:
Spot 15, Listen 20


Monthor  d20=4 d20=13
Sunday December 23rd, 2007 12:41:04 PM

Monthor follows along, looking and listening
( 4 and 13 ).
Monthor readies an attack should anything attack them.

DM Note 2 
Monday December 24th, 2007 12:52:18 AM

By the way, please give me a marching order for the tower. I need 2 things: (1) a single file order (for instance, on the stairs), and (2) a wide-space order.

Also, if anyone moves into first or last in any specific situations, please say so.

Finally, it might be easiest if everyone throws in a set of saves each post. They won't be needed every time, but considering the current situation, it would be easiest to have each save for each PC just in case it's needed.

Lumi-Juova AC 26 HP 124/124 (Viel  d20+14=17 d20+15=34 d20+7=13
Monday December 24th, 2007 3:59:11 PM

Lumi is assuming that when the group moves in single file, that Monthor will be first, followed by Lumi, then Horvis, then Tratain. (He will of course alter his plan as the battle-leader directs)

For wide-out, Lumi is thinking Monthor in the center, with Lumi to the left and Horvis to the right "en echelon", again to the direction of the Alpha Male of the group (ie Tratain)

Fort: 17
Reflex: 34
Will: 13

Effects
Endure Elements 24 hours
Viel
Stoneskin

Draax (AC 31, HP 148/148) - Endure Elements  d20+15=17 d20+13=22 d20+8=20 d20+7=13 d20+3=11
Monday December 24th, 2007 6:52:39 PM

Once Draax is assigned his place in the marching order, he will continue with the group as he scans the area for trouble.

Fort save 17
Reflex save 22
Will save 20

Spot check 13
Listen check 11

Arien (hp 60/60) AC 21 (Mage Armor, Veil)  d20+10=22 d20+15=31 d20+14=19
Tuesday December 25th, 2007 4:41:16 AM

Arien removes the wand of Stoneskin from his pouch and pauses for a moment and asks, "All of us or just the people likely to be in melee combat?" When Arien gets his answer he will use the wand accordingly.

(Saves: Fort 22, Ref 31, Will 19)

Spells Memorized
0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Magic Missile x5, Protection from Evil x2
2nd Level: Scorching Ray x4, Resist Energy, Extended Shield, Extended Mage Armor
3rd Level: Dispel Magic, Fly x2, Haste x2
4th Level: Dimension Door x2, Ice Storm x2, Invisibility: Greater x2
5th Level: Cone of Cold x3, Wall of Force x2, Break Enchantment
6th Level: Chain Lightning x3, Disintegrate, Veil
7th Level: Delayed Blast Fireball, Prismatic Spray x2, Spell Turning
8th Level: Polar Ray x2


Monthor  d20+15=28 d20+14=30 d20+8=26 d20=16 d20=10
Thursday December 27th, 2007 8:41:04 PM

Monthor takes one of his potions of enlarge person and whispers to Tratain...

{ Me got three of these enlarge person thingies. Ye want me to take one now? Save it for later? Give the other two to the boys? }

Fort: 28
Reflex: 30
Will: 26
Listen: 16
Spot: 10

Monthor will take his place at the front of the group.

Readied action- attack anything that looks like it's going to attack the party.

------------
Effects
Magic Weapon
Magic Armor



Tower, first floor 
Thursday December 27th, 2007 9:03:17 PM

As the Knights walk into the large, round room, Tratain calls for additional magic to be used before moving forward.

Lumi's ears move to and fro, the taur attempting to pick up anything out of the ordinary. Neither he, nor anyone else, hears anything other than the flicker of the torches, and none of you see anything other than what was mentioned above.

Jova, deciding there must be more enemies hidden somewhere, continues his act of wandering around, babbling and calling out at random.

Draax, meanwhile, looks around uncomfortably, deciding to be on his guard rather than accept his surroundings for what they seem to be.

Horvis examines the floor, searching for signs of anyone, or anything, else. Horvis Highlight to display spoiler: { You notice various footprints here and there around the floor. In some places, there are many, and in others, where there is less dust, the prints are more difficult to detect. There seems to be pretty regular traffic between the entrance and the stairs opposite you, as well as occasional treks toward each of the torches, possibly to relight them. Most of the footprints look like those the group is leaving (i.e., Hezrous, as well as other, smaller ones you have trouble identifying (without knowledge planes)}

Vedik queries as to spying beyond the closed door, wondering if there is a way to learn what dangers lie beyond.

Monthor holds his axe high, ready to swing at the first target to present itself.

[Monthor, you said "following," are you not in front as Lumi thought? Everyone please tell me where you are (front, middle, back), or party leader give me a lineup]

Arien begins doling out taps of his wand of stoneskin to those who want it. Monthor, as he walks, removes a potion from his pack and drinks it, suddenly growing in size to match the taurs nearby. He still looks like a demon, albeit quite a bit larger than before.

I'm assuming you are all somewhere on the western side of the room (aside from Jova, who specified). No one has said much about moving to specific destinations. If you want to be somewhere, let me know, and also let me know if the group moves anywhere.

Tratain HP 119/119 AC 28 Tongues; Ring of Counterspells:Greater Dispel Magic;Magic Vestment; Veil; Stonedkin 
Friday December 28th, 2007 1:40:13 PM

Tratain says "Lets Head up the stairs, Save your potion Monthor until you're sure to need it. I don't know how long it will take us to find the marilith, we don't want our protections wearing off before we find it."

He continues "Monthor you go first, I'll follow, Arien Next then Juliander to identify and talk our way past anything should we need it. Lumi Next ready to support front or back, then Jova, Vedik and Draax watching our back."

"Lets head up the steps we can try and listen at the doors before we open them. If we really want to know whats behind a door after we are discovered we can use the invisibility wand to make it invisible, we'll be able to see through the door but so will they."



Tratain (2nd) 
Friday December 28th, 2007 1:47:59 PM

OOC: Oops forgot Horvis, will change the Order.
Monthor, Lumi, Tratain, Arien, Juliander, Horvis, Jova, Vedik, Draax.

Lumi-Juova (AC 26, HP 124/124)  d20+14=16 d20+14=25 d20+14=26 d20+14=18 d20+15=24 d20+7=18
Friday December 28th, 2007 2:32:18 PM

The large hezrou grunts and grins and keeps right behind the Monthor-demon ready to assist or fight as the needs determine. He keeps his eyes and ears peeled on the floor between the group and the staircase, looking for any spoor that can give the group a clue.

Tarhapollo keeps his claws on his companions back. This place feels much too dangerous to fly around in!

(Listen:16, Spot:25, Survival:26)

Saves: Fort:18, Reflex:24, Will:18

Effects
Endure Elements
Viel
Stoneskin

Draax (AC 31, HP 148/148) - Endure Elements  d20+15=30 d20+13=29 d20+8=16 d20+7=19 d20+3=18
Friday December 28th, 2007 5:22:51 PM

Draax continuously checks behind the group as he walks with the others.

Fort Save 30
Reflex Save 29
Will Save 16

Spot check 19
Listen check 18

Jova 70/70 HP 21 AC [Mage Armor, Darkvision]-Stoneskin 
Friday December 28th, 2007 5:40:38 PM

As Tratain begins giving battle orders, Jova stopps the rambling. Jova does stay put in E%.

"Battle Leader, Could the stairs be a trap? Why not send Horvis to investigate? You donot find it odd this room is unoccupied, by anything? If there is an enem,y to fight, lets bring it here. On the stairs we would be ata disadvantage."

Jova then gets ready to cast a fly spell, if needed.

Monthor  d20+20=32 d20+14=31 d20+8=10 d20=18 d20=17
Friday December 28th, 2007 7:41:27 PM

Effect
Magic Weapon
Magic Armor
Stoneskin
Protection from evil ( 13 minutes)
------------------------

Monthor, still at his regular size and at the front of the pack, activates his protection from evil Brahm's Tatoo. Then waits to see if Horvis is going to check for traps.

Fort: 32
Reflex: 31
Will: 10
Listen: 18
Spot: 17



Horvis - (AC 20; HP 126) - Greater Magic Fang, Longstrider, Stoneskin, Veil  d20+14=20 d20+4=10 d20+16=20 d20+7=25 d20+7=15 d20+17=35
Friday December 28th, 2007 10:08:09 PM

The centaur keeps to his position as he describes what he noticed in the room. As Horvis speaks, he is thinking of how best to approach the coming challenge.

"Lots of tracks, Hezrou and smaller things. They go to and from this door to the stairs and up it. From what I can tell, there isn't a physical trap. More likely is something intended to keep good creatures out."

"If you want me to check for traps, I'm afraid that I'd be not much better than any of you. I've got good eyes and I might be able to tell if there's a spot where the tracks avoid, but that's about it."

Fortitude = 20
Reflex = 10
Will = 20

Listen = 25
Spot = 15
Survival (Track) = 35




Arien (hp 60/60) AC 21 (Mage Armor, Veil, Stoneskin)  d20+10=26 d20+15=24 d20+14=24
Saturday December 29th, 2007 2:58:58 AM

Arien assumes his place in the line and goes with the others up the stairs.

Fortitude = 26
Reflex = 24
Will = 24

Spells Memorized
0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Magic Missile x5, Protection from Evil x2
2nd Level: Scorching Ray x4, Resist Energy, Extended Shield, Extended Mage Armor
3rd Level: Dispel Magic, Fly x2, Haste x2
4th Level: Dimension Door x2, Ice Storm x2, Invisibility: Greater x2
5th Level: Cone of Cold x3, Wall of Force x2, Break Enchantment
6th Level: Chain Lightning x3, Disintegrate, Veil
7th Level: Delayed Blast Fireball, Prismatic Spray x2, Spell Turning
8th Level: Polar Ray x2

Vedik (AC 29 137/137 HP) *Wings* M. Vest x2, GMW-Ex, Delay Poison-Ex, Veil, Stoneskin  d20+7=24 d20+7=15 d20+15=32 d20+5=22 d20+17=24
Saturday December 29th, 2007 10:13:10 AM

Vedik gets in line at the back, pondering Horvis's words. "You sense something barring good things? Could be forbiddance?" he whispers. He doesn't state the obvious; that if this demon has access to high level clerical magic this fight will be much harder.

He walks up the stairs, eyes and hears open.

OOC:
24 spot, 15 listen
Fortitude: 32 / Reflex: 22 / Will: 24

CDM Jerry: OFFICIAL ANNOUNCEMENT 
Saturday December 29th, 2007 11:56:06 AM

Greetings Woldians,

I hope you've been keeping up with the changes we've been discussing on the LnB. If not, you have a novel to read amongst all the posts.

Basically, we're doing the following things:

--purging all 2nd characters from everyone except DMs...that's their reward for being a DM.
--We're adding a new type game: Challenge Games. It is a 2 year campaign game. We're calling our normal games Career Games.

Anyway, because of the Challenge Games, which will begin ASAP for their first 2 year run, as well as the pruning of the 2nd characters, we'll be holding a vote starting

WEDNESDAY, JANUARY 2ND

...and ENDING on

MONDAY, JANUARY 7TH

We'll be voting on one thing only:

Do you want to play in a Challenge Game or a Career Game?

If you choose Career Game, I"ll want a second piece of information. I will need to know if you want to remain in your current game or move to another.

That's it.

Voting is NOT accepted until January 2nd and all votes will be emailed to me here at gericko@gmail.com. I will not accept votes that are made on the LnB, though you may post your vote there if you want.

If you don't vote, then the ACDMs and I will be PLACING you into a Challenge game by default as that is the "new thing" and we're kinda pushing it as a new option.

Let me repeat that and reword it:

If you don't vote you lose your right to choose your game and WILL be placed. Yeah I know that is hard, but we're moving forward and don't want to have votes trickling in weeks later.

This email is just to get your attention in case you haven't been following the information overload on the LnB.

If you have a question about all this or are now totally confused, reply to me only or post on the LnB where you'll get 100s of people telling you what is going on. :)

Or you can IM me on AIM. My handle is Gericko.

Enjoy your day and don't freak out!

CDM Jerry


To Stay or Go  10d6(5+2+1+4+1+3+6+1+4+6)=33
Saturday December 29th, 2007 10:23:33 PM

Tratain dictates battle positions and orders the group forward. Monthor nearly tips the potion into his mouth before Tratain stops him short.

The warriors, Monthor, Lumi and Draax, take their appointed places and begin heading toward the stairs.

Lumi, as you survey the area you see what is in Horvis' spoiler above.

Draax Highlight to display spoiler: {It seems paranoia sometimes has its benefits. Checking behind you over and over, you finally glimps a brief sight outside of the door. A long, black, segmented leg disappears (moving upward from the top of the door) from sight just as you turn to look. }

The Knights stop abruptly as Jova calls out, wondering if someone should first inspect the stairs before the group blindly proceeds.

Horvis looks around, but doesn't notice anything other than what he did before. Unfortunately, he relates, he isn't much good at finding a magical trap.

Arien and Vedik take their places as well, as the group heads forward.

Monthor in the lead, the team makes way toward the stairs. Suddenly, about 20 feet from the base of the stairs, Monthor stops, his body swaying visibly. The air around him, and between him and the stairway, shimmers for a moment.

Monthor Highlight to display spoiler: {You momentarily struggle against something that seems to be trying to rip you apart from the inside out. Whatever this unseen force is tearing at your skin, it dies away as quickly as it came, leaving you more or less whole, although you take 33 damage.}

After a few seconds, Monthor sags briefly, as if punched in the guy by some unseen fist, and the air returns to normal.

Divine casters ONLY, Spellcraft DC 27 Highlight to display spoiler: {Looking at the odd displacement of space between Monthor and the stairs, and drawing on your knowledge of divine magic, you are fairly certain Monthor just fought off the effects of a destruction spell. While he is clearly a bit injured by the spell's aftereffects, luckily enough he was strong enough at least to live through it. You realize that the result could have been far worse for the dwarf.}

OOC: I will be unable to post on Monday (due to my annual NYE party) and most likely Tuesday (due to recovery from my annual NYE party). I will be around tomorrow night, though there's no requirement for any of you to post on a Sunday obviously. If everyone does, I'll post a turn, and otherwise, normal posting will resume by Wednesday (Tuesday is always possible, but judging by past years, highly unlikely).

Monthor AC 29 HP 98 /130 
Monday December 31st, 2007 10:26:46 AM

Monthor picks himself back off the floor and shakes his head.

" Well now, THAT wasn't fun. Me felt like something was trying to rip me insides out. Me not feel so good... Tratain, some healing help here if ye please. "




Lumi-Juova (AC 26, HP 124/124)  d20+14=31 d20+14=26 d20+14=16 d20+14=29 d20+15=34 d20+7=16
Monday December 31st, 2007 10:53:45 AM

d20+14=16 d20+14=25 d20+14=26 d20+14=18 d20+15=24 d20+7=18

Lumi instantly freezes and pulls forth his bastard sword, which glows with its power. He scans the area to see what had assaulted Monthor.

(Listen:31, Spot:26, Survival:16)

Saves: Fort:29, Reflex:34, Will:16

Effects
Endure Elements
Viel
Stoneskin

Vedik (AC 29 137/137 HP) *Wings* M. Vest x2, GMW-Ex, Delay Poison-Ex, Veil, Stoneskin  d20+3=8 d20+15=27 d20+5=23 d20+17=30
Monday December 31st, 2007 12:17:15 PM

From his position near the back of the party Vedik tries to figure out what happened, but spell theory is not his strong suit.

He whispers "I didn't hear anyone casting, or see anything unusual. Could have been a trap of some sort? Might also be an alarm sounded, they may know we're here."

He casts a simple spell, Detect Magic, and studies the stairs, searching for clues.

OOC:
Spellcraft 8: failed
Cast Detect Magic, scan stairs.
Fortitude: 27 / Reflex: 23 / Will: 30
+2 Poison/Spell/Spell Like ability

Monthor  d20+20=37 d20+14=23 d20+8=27 d20=4 d20=7
Monday December 31st, 2007 2:46:24 PM

Oops

Fort: 37
Reflex: 23
Will: 27
Listen: 4
Spot: 7


Jova 70/70 HP 21 AC [Mage Armor, Darkvision]-Stoneskin 
Monday December 31st, 2007 10:01:27 PM

"My suggestion was not for stealth. For that we need Izen. Horvis has scouted ahead at nearly every encounter we faced, his sense of smelol, and other abilities always seem to help."

When the force assailts Monthor, Jova cackles loudly, "Yep yep, no need to scout up there. If we cant see it, it aint there.Hahaha. Gargul will greet us all next time methinks."

Draax (AC 31, HP 148/148) - Endure Elements  d20+15=34 d20+13=16 d20+8=19 d20+7=13 d20+3=19
Monday December 31st, 2007 10:41:40 PM

Draax takes a second look back at the doorway. "Looks like we have company behind us. It might be one or both of the spiders that we met on the way in or it could be something else. Anyway, it looked like it or they were climbing up the outside of the wall."

Draax continues to check behind the group, but now he also looks up on the top of the walls as well as below the group.

Fort save 34
Reflex save 16
Will save 19

Spot check 13
Listen check 19

Horvis - (AC 20; HP 126) - Greater Magic Fang, Longstrider, Stoneskin, Veil  d20+5=21 d20+15=32 d20+6=8 d20+16=34 d20+7=19 d20+7=23 d20+17=33
Monday December 31st, 2007 11:30:43 PM

The centaur watches Monthor with concern. After noticing that Vedik casts a spell to detect traces of magical energy, Horvis does not duplicate the effort.
Spellcraft = 21

"Well, it sounds like you want some scouting. Do you think that this cloaking magic will still cover me once I've shifted?"

Because he wants to possibly grapple with the opponents, Horvis shifts into the form of a dire bear and immediately puts his nose into the air to catch the scent of anything nearby.

Dire Bear
Large Animal (10 ft space, 5 ft reach)
HP = 139 (74 base + 65)
Speed = 50 ft (40 base + 10 Longstrider)
AC = 27 (17 base + 2 armor + 5 enhancement + 2 shield + 1 enhancement)
Attack = Claw +20 (9 BAB + 11 STR + 1 Gr. Magic Fang - 1 size), 2d4+11 + Tear effect
Full Attack = 2 claws +20, 2d4+11 + Tear & Bite +20, 3d8+5 (19-20,x2) + Tear
Special Attack = Improved Grab
Special Qualities = Scent, Low Light Vision
Saves = Fort +15, Reflex +6, Will +16

Fort = 32
Reflex = 8
Will = 34

Listen = 19
Spot = 23
Survival (Scent) = 33


Tratain HP 119/119 AC 28 Tongues; Ring of Counterspells:Greater Dispel Magic;Magic Vestment; Veil; Stoneskin  3d8(8+3+4)+5=20 d20+20=35 d20+20=26 d20+13=24
Tuesday January 1st, 2008 8:18:35 PM

When Monthor is Struck by whatever it is that hits him and asks for healing Tratain pulls out his wand and uses it on him, looking askance at Jova's wierd cackeling.

He says "Keep watching behind us Draax, the only way we can go is up, Jova or Juliander you might want to cast see invisibility on yourself to keep us ready for invisible threats. I have no idea what hit Monthor but since we see no enemies their hidden, invisible, or that was a trap of some sort. Unless we're confronted by an enemy from behind head up the steps in the order I laid out. We have no way to find any traps laid out and if we haven't been discovered as of yet sending one person out to scout will look odd if we run across more Demons, and if we have been discovered having one person go off alone leaves them isolated and vulnerable to being cut off from the rest of us. Stick together."

--------------------------------------
Monthor Healed for 20
Fort Save 35
Will Save 26
Reflex Save 24

Arien (hp 60/60) AC 21 (Mage Armor, Veil, Stoneskin)  d20+10=19 d20+15=33 d20+14=20
Tuesday January 1st, 2008 10:59:22 PM

Arien arches an eyebrow beneath the Veil spell at Jova's antics and wonders if he is trying to pretend that he's a crazy demon. Arien then slips a lesser rod of maximize from his pant's pocket and holds it loosely in hand as the party ascend the stairs.

Fort = 19, Ref = 33, Will = 20

Spells Memorized
0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Magic Missile x5, Protection from Evil x2
2nd Level: Scorching Ray x4, Resist Energy, Extended Shield, Extended Mage Armor
3rd Level: Dispel Magic, Fly x2, Haste x2
4th Level: Dimension Door x2, Ice Storm x2, Invisibility: Greater x2
5th Level: Cone of Cold x3, Wall of Force x2, Break Enchantment
6th Level: Chain Lightning x3, Disintegrate, Veil
7th Level: Delayed Blast Fireball, Prismatic Spray x2, Spell Turning
8th Level: Polar Ray x2

CDM Jerry Voting Begins Now!! 
Wednesday January 2nd, 2008 3:41:57 AM

2008 WOLDIAN PRIMARY BEGINS NOW!

Here is the ballot: Please complete, copy, and post your vote in Lynn's Café Message Board on the site.

Please avoid any "additions" to the vote if possible. Yes, we know you're an individual.

You need to vote by Monday January 7th or you may be assigned to a game.

I'll post my vote after this one as an example.

If you have a question about voting, not a comment or discussion, post your question.

Take all comments and discussion about the votes to the Loot 'N Booty board please.

Jerry

-----------------

OFFICIAL BALLOT

Character Name(s):

Current Character Game(s):

-----

Place an X BEFORE your single choice of vote:

--I wish to play in a Challenge Game.

--I wish to play in a Career Game.

------

If you voted for a Career Game, please place an X BEFORE your single choice of vote:

--I wish to continue playing in my CURRENT game.

--I wish to play in a brand new Career game.

--I wish to play in a different Career game. (I want to join __________. Fill in the name of the game you wish to join.)

-----

If you voted for a Challenge Game, please place an X BEFORE your single choice of vote.

--I wish to play in The Great Dwarven Adamantite Rush Challenge Game. [DM to be decided. May be Jerry(me)]

--I wish to play in The Uncharted Lands Challenge Game to be DMed by Bob and Carla.
--I wish to play in the HELL ON WOLD (Earth)!!!! Challenge Game to be DMed by Jim Frick.
(note that there may be other Challenge Games offered, but as these were the first to have an approved advertisement, I'm offering these to be filled first.)


To Stay or Go, con'td 
Wednesday January 2nd, 2008 5:08:54 PM

As Lumi sees Monthor assailed by an unseen force, he whips out his blade and searches for a target. Unfortunately, he neither sees nor hears anything that could suffer Lumi's wrath.

Vedik is unable to discern what happened to Monthor, but casts his own spell and scans the area. Vedik Highlight to display spoiler: {You immediately see the glowing residues of two spells, centered on the first stair and spreading in a half circle out from the wall, about 20 feet from the center to any part of the edge. You detect two auras, one abjuration and one necromancy, although their strength cannot be readily determined since they are slowly fading from existence, their power spent.}

Jova makes a loud joke, laughing after he sees that Monthor is more or less safe.

Draax warns the party of lurkers outside the main doorway, and continues to watch both that portal, as well as the walls, ceiling and everything else he can see. He does not spy anything else of import at this time.

Horvis shifts into a dire bear's form, although to those looking on, he continues to appear as if a Hezrou were standing in the room. [I'm not clear on it, but the spell description doesn't say anything, so I'm going to assume the veil trumps the shift for appearance purposes. If anyone has info to the contrary, please say so]

Tratain pulls out a wand and taps Monthor a few times, healing the dwarf's wounds. The Protector then gives some orders and tells the party to move out.

Arien surreptitiously withdraws his own wand and holds it in the palm of his hand, preparing lest any sudden dangers present themselves.

Juliander, listening to Draax' warning, heads back toward the doorway. "I hate to volunteer to stand around alone in this hellhole, but I'll guard the exit for a bit while you guys check out whatever's behind that door up there.

He picks a spot a few feet to the side of the entranceway and withdraws his crossbow. Mumbling a few works, he looks over and winks at the Knights as he snaps his fingers, disappearing from sight.

[Juliander is going on walkabout for a bit, so don't plan to have him for the near future.]

At Tratain's command, the Knights march up the stairs, single-file. Around and around the room you walk, a bit slowly to make up for the lack of a banister or other handhold.

Reaching the top, you crowd onto the small landing. It is large enough for 4 medium creatures, 2 large, or 1 large and 2 medium. I'll assume it is Monthor, Lumi and Tratain, with Arien on the top step behind them, and so on. The landing isn't large enough for free movement or unhindered combat, but you can stand easily enough to open the door.

A slight test of the knob tells you the door is unlocked, and Vedik did not notice any magical auras or emanations from the door (or anywhere else in the room beside what was stated).

Tratain HP 119/119 AC 28 Tongues; Ring of Counterspells:Greater Dispel Magic;Magic Vestment; Veil; Stoneskin  d20+11=16
Wednesday January 2nd, 2008 7:13:40 PM

As the Group approaches the Door Tratain stops to listen at the door to see if he can hear anything on the other side. (listen 16)

If he hears anything he gives a warning to his comrades, if not he opens the door and Sends Monthor and Lumi in before following with everyone else.

Tratain also directs Jova to take Julianders spot in line since the Bard is standing watch for them, it will be up to Jova to bluff thier way past anything they can now.

Horvis - (AC 27; HP 139) - Barkskin, Greater Magic Fang, Longstrider, Stoneskin, Veil  d20+15=28 d20+6=19 d20+16=32 d20+7=24 d20+7=26 d20+17=36
Wednesday January 2nd, 2008 9:33:25 PM

The dire bear has moved to cover the rear of the party. If anything comes from behind to attack the spellcasters, the attackers would have to go past Horvis.

Wanting to improve his chances, Horvis takes the time to cast Barkskin on himself.

Dire Bear
Large Animal (10 ft space, 5 ft reach)
HP = 139 (74 base + 65)
Speed = 50 ft (40 base + 10 Longstrider)
AC = 32 (17 base + 2 armor + 5 enhancement + 2 shield + 1 enhancement + 5 Barkskin)
Attack = Claw +20 (9 BAB + 11 STR + 1 Gr. Magic Fang - 1 size), 2d4+11 + Tear effect
Full Attack = 2 claws +20, 2d4+11 + Tear & Bite +20, 3d8+5 (19-20,x2) + Tear
Special Attack = Improved Grab
Special Qualities = Scent, Low Light Vision
Saves = Fort +15, Reflex +6, Will +16

Effects
Barkskin - +5 natural armor, 130 minutes
Greater Magic Fang - +1 magic bonus to all natural attacks, 13 hours
Longstrider - +10 movement, 13 hours
Stoneskin - DR 10 / adamantine, 130 hps, 130 minutes

Fort = 28
Reflex = 19
Will = 32

Listen = 24
Spot = 26
Survival (Scent) = 36



Draax (AC 31, HP 148/148) - Endure Elements  d20+15=35 d20+13=31 d20+8=21 d20+7=19 d20+3=14
Wednesday January 2nd, 2008 9:37:05 PM

Draax continues to be alert for anything that might come at the party from the rear.

Fort Save 35(natural 20)
Reflex Save 31
Will Save 21

Spot Check 19
Listen Check 14


Jova 70/70 HP 21 AC [Mage Armor, Darkvision]-Stoneskin-Grtr Hero, See Invis 15 min 
Thursday January 3rd, 2008 2:38:22 AM

Jova moves into line just aherad of Draax. He casts glances around the room looking for any sign of hostile. Well anyrhing that isnt a Grey Knight.

__OOC Spell list and saves in next post if I can recover character sheet. Computer seems to have eaten it.

Vedik (AC 29 137/137 HP) *Wings* M. Vest x2, GMW-Ex, Delay Poison-Ex, Veil, Stoneskin  d20+15=30 d20+5=8 d20+17=28
Thursday January 3rd, 2008 8:16:39 AM

Vedik grunts out "Was some abjuration an necromantic aura's on the stairs. Could be cast by whatever Draax saw, or could be a magical trap. With two aura's, I'd guess a trap's involved somehow."

"Think its time for some of the shorter lasting spells?"

Vedik then continues to scan for aura's.

OOC:
Fort 30 / Ref 8 / Will 28


Monthor AC 29 HP 118 /130  d20+20=25 d20+14=20 d20+8=25 d20=4 d20=20
Thursday January 3rd, 2008 9:40:35 AM

{ Thanks for the healing Tratain... me could use a bit more though. }

Monthor waits for Tratain's instructions and then goes past the door...
He listens, he looks... He (ooc> readied action) readies his axe to attack anything hostile on the other side.

-------------------
Fort: 25
Reflex: 20
Will: 25
Listen: 4
Spot: 20

Effect
Magic Weapon
Magic Armor
Stoneskin
Protection from evil ( 13 minutes)


Lumi-Juova (AC 26, HP 124/124)  d20+14=31 d20+14=32 d20+14=25 d20+14=32 d20+15=20 d20+7=26
Thursday January 3rd, 2008 10:05:58 AM

Ready to back up his wunjo, Monthor, Lumi readies to go through the door and a step to the left. The white, tiger-striped wemic intends to clear the door and to flank anything that may try and flank Monthor at the same time.

He scans around the area beyond the door quickly.

(Listen:31, Spot:32, Survival:25)

Saves: Fort:32, Reflex:20, Will:26

Effects
Endure Elements
Viel
Stoneskin

1st Floor Door 
Thursday January 3rd, 2008 5:50:44 PM

Reaching the door, Tratain takes a moment to listen. He hears nothing from the other side, and grabs the handle to open the door.

Flinging it open, those in front behold another, quite similar room. Also circular, this room is approximately 80 or so feet in diameter. Monthor and Lumi step forward first, to find themselves in the empty room.

Across from the Knights begins another staircase that spirals around this room to end in another, identical platform and door 40 feet above you, nearly at the ceiling.

Horvis, meanwhile, moves to the back of the line, casting a spell on himself. He now stands with Draax. The two of them look around for anything of note, but see nothing in the first floor room.

Jova moves forward, taking his new place in line and preparing to speak on the party's behalf should the need arise. [don't worry about the save this time, nothing to save against in this post]

Vedik calls out some information on the magical assault against Monthor, then continues to survey for additional magic. He sees nothing.

Monthor and Lumi leap into the second floor room, scanning the area for threats. As noted, the neither see nor hear anything, aside from the ocassional flicker of a torch in its wall sconce.

[as I envision it, you are in a nearly identical room, just a bit smaller, with the same stairs starting on the other side. Monthor and Lumi are inside, Tratain is in the doorway, and the rest of the party is in line down the steps waiting to move.]

Yves- Posting report 
Thursday January 3rd, 2008 9:44:01 PM

Hey guys,
I sent the report in for Dec. 23rd to the 30th. Kinda silly to repost it here since it's already posted automaticaly.

Horvis  d20+15=24 d20+6=12 d20+16=34 d20+7=16 d20+7=15 d20+17=23
Thursday January 3rd, 2008 10:00:40 PM

The dire bear continues to hold his position, sniffing to detect any hidden or invisible opponents. Horvis will keep pace with his companions when they move again.

Dire Bear
Large Animal (10 ft space, 5 ft reach)
HP = 139 (74 base + 65)
Speed = 50 ft (40 base + 10 Longstrider)
AC = 32 (17 base + 2 armor + 5 enhancement + 2 shield + 1 enhancement + 5 Barkskin)
Attack = Claw +20 (9 BAB + 11 STR + 1 Gr. Magic Fang - 1 size), 2d4+11 + Tear effect
Full Attack = 2 claws +20, 2d4+11 + Tear & Bite +20, 3d8+5 (19-20,x2) + Tear
Special Attack = Improved Grab
Special Qualities = Scent, Low Light Vision
Saves = Fort +15, Reflex +6, Will +16

Effects
Barkskin - +5 natural armor, 130 minutes
Greater Magic Fang - +1 magic bonus to all natural attacks, 13 hours
Longstrider - +10 movement, 13 hours
Stoneskin - DR 10 / adamantine, 130 hps, 130 minutes

Fortitude = 24
Reflex = 12
Will = 34

Listen = 16
Spot = 15
Survival (Scent) = 23


Tratain HP 119/119 AC 28 Tongues; Ring of Counterspells:Greater Dispel Magic;Magic Vestment; Veil; Stoneskin 
Friday January 4th, 2008 7:25:18 AM

Tratain Taps Monthor with the Healing wand again and enters the Room. He says "Check out this room, if it seems safe we'll take Vedik's advice and start with the shorter duration spells and then start upwards again."

Tratain readies an action to activate his Prayer Beads if the Party is attacked.

Vedik (AC 29(31 v evil) 137/137 HP) *Wings* M. Vest x2, GMW-Ex, Delay Poison-Ex, Veil, Stoneskin  d20+15=33 d20+5=24 d20+17=19
Friday January 4th, 2008 11:05:03 AM

The old dwarf nods at Tratain's words, focusing on hid divination spell. He moves into the room with the party, and sweeps it for magical auras, focusing on the platform and door as they approach.

"Shut the door behind us, an anyone remember how tall this tower was from the outside?"

OOC:
F: 33 / R: 24 / W: 19
+2 if poison/spell/spell like ability
+2 if Evil (Prot:evil)


Monthor AC 29 (31 vs evil) HP 130/130  d20+20=27 d20+14=30 d20+8=23 d20=14 d20=8
Friday January 4th, 2008 11:56:06 AM

Feeling much refreshed now that he's fully healed, Monthor surveys the room and waits for instructions.

-------------------
Fort: 27
Reflex: 30
Will: 23
Listen: 14
Spot: 8

Effect
Magic Weapon
Magic Armor
Stoneskin
Protection from evil ( 13 minutes??)



Lumi-Juova (AC 26, HP 124/124)  d20+14=29 d20+14=16 d20+14=15
Friday January 4th, 2008 12:42:47 PM

Sword and axe in hand, Lumi looks at the floor. "I wonder if there are tracks to show if there is anything to avoid on this level" he says to Monthor and Tratain. Not seeing anything, he moves further into the room to allow the others to get up themselves.

(Listen:29, Spot:16, Survival: nat1!)

Effects
Endure Elements
Viel
Stoneskin

Draax (AC 31, HP 148/148) - Endure Elements  d20+15=20 d20+13=15 d20+8=13 d20+7=9 d20+3=7
Friday January 4th, 2008 4:13:44 PM

Draax continues to be the rear guard. He waits until everyone is in the room before taking a look behind them and then entering.

Fort Save 20
Reflex Save 15
Will Save 13

Spot check 9
Listen check 7

Jova 70/70 HP 21 AC [Mage Armor, Darkvision]-Stoneskin-Grtr Hero, See Invis 15 min 
Friday January 4th, 2008 7:39:14 PM

Mumbling and cackling like an old witch, Jova stays near Draax. Once ordered inyo yhr toom, her scans it thoroughly looking for anything that would be invisible.

Arien (hp 60/60) AC 21 (Mage Armor, Veil, Stoneskin)  d20+10=22 d20+15=30 d20+14=15
Friday January 4th, 2008 8:37:11 PM

Arien follows in order as the party moves into the room and keeps an eye out for any hostiles.

(Fort: 22, Ref: 30, Will: Nat 1)

Spells Memorized
0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Magic Missile x5, Protection from Evil x2
2nd Level: Scorching Ray x4, Resist Energy, Extended Shield, Extended Mage Armor
3rd Level: Dispel Magic, Fly x2, Haste x2
4th Level: Dimension Door x2, Ice Storm x2, Invisibility: Greater x2
5th Level: Cone of Cold x3, Wall of Force x2, Break Enchantment
6th Level: Chain Lightning x3, Disintegrate, Veil*
7th Level: Delayed Blast Fireball, Prismatic Spray x2, Spell Turning
8th Level: Polar Ray x2

Tower, 2nd Floor 
Monday January 7th, 2008 10:22:20 AM

Horvis stands his ground on the stairs, searching for danger with every one of his senses. He doesn't see or hear anything new, nor does his nose detect anything untoward.

Tratain provides a bit more healing to Monthor, then steps into the new room with the warriors, looking around.

Vedik steps in as well, and scans the area for any magical auras. [From the time it was cast, I'd say five minutes have elapsed on the spell]

Vedik Highlight to display spoiler: {You detect multiple auras in the room, though some seem to be suppressed or partially hidden somehow. Strongest is a faint aura of abjuration magic. "Underneath" that (underneath being the best way you can explaing the layered auras) you detect auras of evocation and conjuration magic. It is difficult to tell just how weak or strong the auras are, given the odd way the auras are masked.}

Monthor watches for danger, his axe ready to sever limbs and necks.

Lumi, in turn, surveys the floor for any clues. Lumi Highlight to display spoiler: { you see footprints here and there, but your head becomes light for a moment, and you find yourself unable to discern anything useful about the tracks.}

Draax, bringing up the rear, waits until the Knights have entered the large room, then files in behind, shutting the door. [this is an assumption based on Vedik's request, if incorrect please say so]

Jova, continuing to babble and cackle incoherently, stays near Draax, walking into the room and looking for hidden dangers. Jova Highlight to display spoiler: { You see nothing invisible in the room.}

Arien heads into the room as well, wary of trouble.

The Knights are in the room, door closed, and all are near the entrance. Across from you is the stairway leading up.

Map in a few minutes.

Map 
Monday January 7th, 2008 10:36:17 AM

Map:
http://i219.photobucket.com/albums/cc35/carucci3/maptower2.jpg

Lumi-Juova (AC 26, HP 124/124)  d20+14=26 d20+14=18 d20+14=32 d20+14=25 d20+15=21 d20+7=16
Monday January 7th, 2008 1:24:00 PM

"There are some prints here, but..." the white wemic stops for a second and blinks several times. "Um, I can't really focus on the prints very well. For some reason, every time I try, my stomach starts doing backflips." He continues to mumble "not enough meat the last couple of days, that must be it..."

Lumi will edge further to the left to allow some trap-seekers to get up on the landing and have thier say before moving across to the next stairs.

(Listen:26, Spot:18, Survival: 32)

(Fort:25, Reflex:21, Will:16)

Effects
Endure Elements
Viel
Stoneskin


Vedik (AC 29) 137/137 HP) *Wings* M. Vest x2, GMW-Ex, Delay Poison-Ex, Veil, Stoneskin  d20+15=27 d20+5=10 d20+17=25
Monday January 7th, 2008 5:32:33 PM

Vedik continues to concentrate, and speaks slowly and deliberately as he scans the room. "Three auras in the area. Abjuration, Conjuration and Evocation. Hard to tell how strong. Think its a magical trap, some explosions and maybe a summon, teleport, or conjured fog. Anyone got eyes to detect a magical trap?"

OOC:
F: 27 / R: 10 / W: 25
+2 if poison/spell/spell like ability

Vedik (2) 
Monday January 7th, 2008 5:34:08 PM

After a pause, Vedik continues. "If we don't have someone that can handle a magical trap, I'd suggest we summon something to set it off."

Tratain HP 119/119 AC 28 Tongues; Ring of Counterspells:Greater Dispel Magic;Magic Vestment; Veil; Stoneskin  d20+20=36 d20+20=33 d20+13=23
Monday January 7th, 2008 8:00:10 PM

Tratain says "Vedik has a good idea, Horvis or Jova can you summon something, preferabley something that has a good aura and send it towards the Steps. After they clear the way Lets do some short term buffs and then head up the steps. After we send buffs around we'll be on the clock so we'll have to hurry."

Fort save 36
Will Save 33
Reflex Save 23

Addendum for Vedik 
Monday January 7th, 2008 9:13:40 PM

Vedik Highlight to display spoiler: {}I apologize, I forgot to note location. the auras are located at about the middle of the room, on or about the J/K, 10/11 point, and emanating outward from there.

Draax (AC 31, HP 148/148) - Endure Elements  d20+15=35 d20+13=26 d20+8=15 d20+7=11 d20+3=10
Monday January 7th, 2008 9:21:13 PM

Draax pauses with the others as they discuss methods of trap detection. Although he is not magically sensitive as other members of the party, Draax continues to scan for anything visible that might could the group trouble.

Fort Save 35
Reflex Save 26
Will Save 15

Spot check 11
Listen check 10


Vedik (3) 
Monday January 7th, 2008 9:25:41 PM

After a few more seconds of concentrating, he adds "Center of the aura seems to be the middle of the room."

OOC :)

Arien (hp 60/60) AC 21 (Mage Armor, Veil, Stoneskin)  d20+10=12 d20+15=22 d20+14=27
Monday January 7th, 2008 9:51:26 PM

Arien considers a moment about using a detect magic spell himself but decides against using the resource and asks Vedik instead, "How far does the aura stretch do you think? Could we make our way around the edge of the room and avoid the trap?"

(Fort: 12 Ref: 22 Will: 27)

Spells Memorized
0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Magic Missile x5, Protection from Evil x2
2nd Level: Scorching Ray x4, Resist Energy, Extended Shield, Extended Mage Armor
3rd Level: Dispel Magic, Fly x2, Haste x2
4th Level: Dimension Door x2, Ice Storm x2, Invisibility: Greater x2
5th Level: Cone of Cold x3, Wall of Force x2, Break Enchantment
6th Level: Chain Lightning x3, Disintegrate, Veil*
7th Level: Delayed Blast Fireball, Prismatic Spray x2, Spell Turning
8th Level: Polar Ray x2

Horvis - (AC 32; HP 139) - Barkskin, Greater Magic Fang, Longstrider, Stoneskin, Veil  d20+15=22 d20+6=19 d20+16=22 d20+7=13 d20+7=23 d20+17=22
Monday January 7th, 2008 9:56:12 PM

The dire bear snuffles about, waiting for someone else to act. Horvis knows that he can call a small good creature, or he can summon something like a unicorn. Which, if it survived whatever Lumi-Juova and Vedik have identified, might be of use in the coming fight. Right now, Horvis is thinking that a sacrifice might be more desirable, so a giant eagle or giant owl.

"Which will it be? A unicorn to provide some aid in the coming fight, or something more expendable?"

If no one volunteers (or directs otherwise), Horvis will begin summoning a unicorn and direct it to move across the floor towards the far stairs.

Fortitude = 22
Reflex = 19
Will = 22

Listen = 13
Spot = 23
Survival = 22


Dire Bear
Large Animal (10 ft space, 5 ft reach)
HP = 139 (74 base + 65)
Speed = 50 ft (40 base + 10 Longstrider)
AC = 32 (17 base + 2 armor + 5 enhancement + 2 shield + 1 enhancement + 5 Barkskin)
Attack = Claw +20 (9 BAB + 11 STR + 1 Gr. Magic Fang - 1 size), 2d4+11 + Tear effect
Full Attack = 2 claws +20, 2d4+11 + Tear & Bite +20, 3d8+5 (19-20,x2) + Tear
Special Attack = Improved Grab
Special Qualities = Scent, Low Light Vision
Saves = Fort +15, Reflex +6, Will +16

Effects
Barkskin - +5 natural armor, 130 minutes
Greater Magic Fang - +1 magic bonus to all natural attacks, 13 hours
Longstrider - +10 movement, 13 hours
Stoneskin - DR 10 / adamantine, 130 hps, 130 minutes

Spells
0 (DC 16) - Detect Magic(x2), Guidance, Toros' Taur's Try(x2), Purify Food and Water
1 (DC 17) - Entangle(x4), Longstrider*, Speak with Animals(x2)
2 (DC 18) - Barkskin*(x2), Heat Metal, Soften Earth and Stone(x2), Spider Climb(x2)
3 (DC 19) - Greater Magic Fang*(x2), Plant Growth, Speak with Plants, Spike Growth
4 (DC 20) - Command Plants, Myrridan's Blackthorn*, Scrying, Spike Stones(x2)
5 (DC 21) - Animal Growth(x2), Transmute Mud to Rock, Transmute Rock to Mud
6 (DC 22) - Find the Path, Mass Bear's Endurance, Mass Bull's Strength
7 (DC 23) - Wind Walk
* = cast

Lumi-Juova (AC 26, HP 124/124) (2nd Post) 
Tuesday January 8th, 2008 9:41:38 AM

"If there is a trap, there must be a way around it", suggests Lumi. "Instead of setting it off, why not hug the wall and get to the stairs?"

Effects
Endure Elements
Viel
Stoneskin

Monthor AC 29 (31 vs evil) HP 130/130  d20+20=40 d20+14=29 d20+8=24 d20=1 d20=13
Tuesday January 8th, 2008 10:53:48 AM

Monthor readies himself for battle ( readied action, attack anything that attacks us) and waits to see what happens next.

" Let's get moving lads. Just standing here is asking for trouble. And shouldn't we deal with whatever's behind us? "


-------------------
Fort: 40
Reflex: 29
Will: 24
Listen: 1
Spot: 13

+ 2 dwarf bonus for spell/spell like effects et al.

Effect
Magic Weapon
Magic Armor
Stoneskin
Protection from evil ( 13 minutes??)


Tratain (2nd) 
Tuesday January 8th, 2008 8:01:33 PM

Tratain says "Everyone Back out teh way we came before you summon that Unicorn Horvis. That way we shouldn't get hit by anything if it is a trap. I don't want to go around it because first of all we don't know if we can get safely around it. And secondly We don't know if we will have to end up fighting something in this room at some point. If it is a Trap i'd rather set it off now and not have to worry about it later."

Tower, 2nd floor, continued  d20+26=39 4d6(2+2+1+4)+15=24 d20+9=22 2d8(4+8)=12 d20+5=22 d8+2=4
Tuesday January 8th, 2008 8:06:00 PM

Lumi looks around, but is unable to make heads or tails of his surroundings. After a few more moments of concentrating, he finally clears his thoughts and sets to investigating. Lumi Highlight to display spoiler: { After a few minutes, you can discern specific tracks and directions. There are so many, it was difficult for a moment to find any real pattern. The majority of tracks seem to skirt the middle area of the room. In and around the middle, the dust is more scattered, as if something larger brushed it around. Some tracks go that way from various directions, but don't continue.}

Vedik continues to scan the room. Finding and reporting three magical auras, he also determines the general location of the magic (which, apparently, was easy enough for anyone to determine).

Draax monitors the area for danger from the rearguard, and sees nothing in the room to cause him alarm.

Tratain asks that someone summon a creature to set off any potential traps in the area.

Arien asks about the area covered by the magical auras. Vedik can see that they do not extend very far, perhaps 20-30 feet in any direction, and guess that the Knights could possibly skirt the outside, so long as no one took a wrong step.

Lumi seconds the notion of taking the long way around the room, while Monthor urges the party forward, while simultaneously asking about any enemies behind you.

Horvis considers Tratain's request and decides to summon a unicorn.

A majestic white horse appears, its shining, golden-white horn jutting forth from its brow. This unicorn is a male, judging by its rather long, white beard.

It looks at Horvis, and seems to know what is required of it. Nodding its head, it canters forward, across the center of the room and toward the far stairwell.

It only makes a few long strides...

Suddenly, one of the largest, hairiest spiders any of you have ever seem appears out of nothing (much like the unicorn appeared). Almost 40 feet high, its long, segmented legs shift as it turns its countless eyes toward the group.

The unicorn, for its part, turns to run, and slams against some invisible barrier. It's mouth moves frantically. It appears to be screaming at you. It turns its head back and forth, looking from Horvis to the rest of the Knights, its frantic pleas unable to be heard through the barrier.

The spider fixes its gaze on the unicorn. Rearing its head back, it snaps forward, spearing the unicorn in its massive pincer-jaws. Arching its back in agony, the unicorn strikes back with its horn, though it doesn't seem to cause the spider much pain.

The unicorn sags, injured badly, though appearing ready to fight to its death.

Tratain HP 119/119 AC 28 Tongues; Ring of Counterspells:Greater Dispel Magic;Magic Vestment; Veil; Stoneskin 
Tuesday January 8th, 2008 10:57:21 PM

Seeing the Trap go off Tratain says "Better send the Unicorn away now Horvis, even though it will just return home if it is killed no sense in causing it needless pain now that we know what the Trap is."

He continues "Lets get some shorter duration spells cast on us just incase we have to fight that spider. I don't know if the Trap will reset or not, and it looked like the Unicorn ran into force wall of some kind. If its walls of force they'll drop rather quickly and we will have to fight it. If its a force cage like back in that Devil's place it'll be around for hours and we don't have to worry about it."

Tratain then casts Shield of Faith (+4 Deflection Bonus) on Monthor and Lumi

Draax (AC 31, HP 148/148) - Endure Elements  d20+15=32 d20+13=31 d20+8=20 d20+7=25 d20+3=18
Tuesday January 8th, 2008 11:19:34 PM

Draax does not understand the principles of summoning creatures and have never paid attention to the creatures summoned to help the party. Seeing the unicorn suffering for the group makes him feel sorry the noble steed. He feels relieved when Tratain ask that the creature be sent back.

Draax fights the urge to fire a few arrows at the spider because he is not sure if the arrows could get pass the barrier or if the group really wants to get the things attention.

Draax continues to check behind the group.

Fort Save 32
Reflex Save 31
Will Save 20

Spot check 25
Listen check 18

Horvis - (AC 32; HP 139) - Barkskin, Greater Magic Fang, Longstrider, Stoneskin, Veil  d20+15=26 d20+6=25 d20+16=25 d20+7=14 d20+7=10 d20+17=27
Tuesday January 8th, 2008 11:28:11 PM

The dire bear accedes to Tratain's wishes and dismisses the spell, allowing the unicorn to escape the spider.

"Let's take the advice of Vedik and Lumi-Jouva, go around the edge of the room. Hopefully that thing creature can't easily escape ... or maybe it is summoned, too."

Horvis waits for his companions to move forward.

Fortitude = 26
Reflex = 25
Will = 25

Listen = 14
Spot = 10
Survival (Scent) = 27


Dire Bear
Large Animal (10 ft space, 5 ft reach)
HP = 139 (74 base + 65)
Speed = 50 ft (40 base + 10 Longstrider)
AC = 32 (17 base + 2 armor + 5 enhancement + 2 shield + 1 enhancement + 5 Barkskin)
Attack = Claw +20 (9 BAB + 11 STR + 1 Gr. Magic Fang - 1 size), 2d4+11 + Tear effect
Full Attack = 2 claws +20, 2d4+11 + Tear & Bite +20, 3d8+5 (19-20,x2) + Tear
Special Attack = Improved Grab
Special Qualities = Scent, Low Light Vision
Saves = Fort +15, Reflex +6, Will +16

Effects
Barkskin - +5 natural armor, 130 minutes
Greater Magic Fang - +1 magic bonus to all natural attacks, 13 hours
Longstrider - +10 movement, 13 hours
Stoneskin - DR 10 / adamantine, 130 hps, 130 minutes

Spells
0 (DC 16) - Detect Magic(x2), Guidance, Toros' Taur's Try(x2), Purify Food and Water
1 (DC 17) - Entangle(x4), Longstrider*, Speak with Animals(x2)
2 (DC 18) - Barkskin*(x2), Heat Metal, Soften Earth and Stone(x2), Spider Climb(x2)
3 (DC 19) - Greater Magic Fang*(x2), Plant Growth, Speak with Plants, Spike Growth
4 (DC 20) - Command Plants*, Myrridan's Blackthorn*, Scrying, Spike Stones(x2)
5 (DC 21) - Animal Growth(x2), Transmute Mud to Rock, Transmute Rock to Mud
6 (DC 22) - Find the Path, Mass Bear's Endurance, Mass Bull's Strength
7 (DC 23) - Wind Walk
* = cast

Vedik (AC 29(31 v evil)) 137/137 HP) *Wings* Magic Circle vrs Evil 10' (140 mins) M. Vest x2, GMW-Ex, Delay Poison-Ex, Veil, Stoneskin  d20+15=28 d20+5=10 d20+17=19
Wednesday January 9th, 2008 7:40:41 AM

Vedik ends his concentration with a sigh. He watches the Unicorn until it disappears, his brow furrowed.

"I'll sleep easier knowing this demon's banished."

He calls upon his faith and casts a longer duration protection spell.

"If that beast does get out, stay close to me. It shouldn't be able to touch us through the circle."

OOC:
F: 28/ R: 10/ W: 19
+2 vrs poison/spell/spell-like
+2 vrs Evil

0: Detect Magic x4*, Read Magic x2
1: Divine Favor x2, Comprehend Language, Protection from Evil x2, Remove Fear x2 [Protection from Evil+]
2: Align Weapon x2, Remove Paralysis, Resist Energy x2, Silence x2 [Aid]
3: Calm Emotions, Delay Poison-Extended*, Invisiblity Purge x2, Protection from Energy, Remove Blind/Deaf [Magic Circle Vrs Evil+*]
4: Death Ward x2, Divine Power, Freedom of Movement, Dimensional Anchor, [Spell Immunity]
5: Break Enchantment, Flame Strike, Greater Magic Weapon-Extended*, Wall of Stone, [Spell Resistance]
6: Harm, Heal x2 [Antimagic Aura]
7: Ethereal Jaunt, Holy Word+, [Holy Word+]

Monthor AC 33 (35 vs evil) HP 130/130  d20+20=29 d20+14=19 d20+8=13 d20=3 d20=13
Wednesday January 9th, 2008 7:54:06 AM

Monthor's knuckes tighten up around his battle axe. The sight of the horned horse being attacked inrages him. He however maintains control of himself since the invisible wall seperates them.

Monthor attempts to lead the others around the room ( walking the edge of the room).

( Readied action. Attack with the axe anything that attacks us. )

===============================
Fort: 29
Reflex: 19
Will: 13
Listen: 3
Spot: 13

+ 2 dwarf bonus for spell/spell like effects et al.

Effect
Magic Weapon
Magic Armor
Stoneskin
Protection from evil ( 13 minutes??)
Shield of Faith (+4 Deflection).

Vedik(2) 
Wednesday January 9th, 2008 1:45:35 PM

OOC: If it wasnt clear, Vedik cast Magic Circle vrs Evil, 10' radius from him gets Protection from Evil effect.

Lumi-Juova (AC 26, HP 124/124) 
Wednesday January 9th, 2008 6:13:04 PM

Teeth bared in a rictus snarl, Lumi moves forward to touch his sword to the invisible barrier and then begins to walk leftward around the barrier.

"If the demon is in the center with the wall between, we can just go around!" he says. "Save our energy for the one we are after."

Effects
Endure Elements
Viel
Stoneskin

Jova 70/70 HP 21 AC [Mage Armor, Darkvision]-Stoneskin-Grtr Hero, See Invis 10min  d20+11=22 d20+11=14 d20+13=22
Wednesday January 9th, 2008 6:56:23 PM

When the giant spider appears Jova ceases his mutterings. At full attention he follows his fellows around the edge of the room. It was good they were saving themselves, fighting every thing didnt sound like a good plan. He wonders how long their veil spell would last.

Scratching his ear he realizes they may have travelled high enuff upwards to be in the mist, that they noriced from outside. How mucxh did their enemy know. Was this an elaborate trap to be sprung at the top of the next staircase? Only time would tell.

Fort 22, Will 14, Ref 22

Spells"
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Ray of Enfeeble 55 ft, 1d6+5str, 13 min, SRyes
2--5/7-DC17--Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, See Invis 10/level
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Fly 1 min/level 60ft
4--7-DC19--Stoneskin 10 min/level, ignore 10 damge each attack up to 130, Grtr Invis 1 round level,
Polymorph 1 min level, Black Tentacles 2ftrad, 1rd/lvl, grapple 21, 1d6+4/rd
5--7-DC20--Summon Mon 5- 1 round level, Break Enchantment, Telekinesis 1-900ft/ 1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--3/4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Greater Heroism


Tower, 2nd floor, part 3 
Wednesday January 9th, 2008 8:30:39 PM

As the grim show goes on before the Knights, Tratain suggests that the party begin putting any spells in place that individuals want for the expected battles to come.

Draax fights down the urge to protect the unicorn, reminding himself that his arrows would likely do no good through the invisible barrier.

Horvis dismisses the unicorn, and the beast gives him a thankful, relieved look before vanishing. The spider snaps its mandibles where the unicorn was but a moment ago, then stops, surprised for a moment at this sudden change.

Vedik casts a spell to protect himself and those directly around him from danger, while Monthor starts forward, leading the group around the outside of the room.

Lumi follows behind, holding out his sword until it contacts the barrier, then dragging the tip of the blade along to mark its location. The point of the sword causes light blue sparks to appear, showing the floor beneath as Lumi slowly, carefully walks the perimeter of the room.

Jova finally ceases his act, silently following his fellows around the room, wondering at what would come at the top of the stairway.

The Knights make their way to the base of the stairs with no more trouble. The spider, however, has focused its attention on the team, and repeatedly bangs its head against the barrier in an attempt to reach a tasty morsel.

Draax, standing at the back of the line and watching the spider, can't tell for sure, but swears that a few of the spider's many eyes are looking right at him, possibly calculating just how much marrow could be sucked from the warrior's bones.

The barrier gives no sign of dissipating, nor the spider of disappearing. The group is now at the base of the steps, and 30 seconds have elapsed since the short-term spells were cast.

Arien (hp 60/60) AC 25 (Mage Armor, Veil, Stoneskin, Shield)  d20+10=25 d20+15=16 d20+14=17
Wednesday January 9th, 2008 9:58:25 PM

Arien takes a moment to cast a shield spell on himself to bolster his defenses then follows the party.

(Fort: 25, Ref: Nat 1, Will: 17)

Spells Memorized
0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Magic Missile x5, Protection from Evil x2
2nd Level: Scorching Ray x4, Resist Energy, Extended Shield*, Extended Mage Armor
3rd Level: Dispel Magic, Fly x2, Haste x2
4th Level: Dimension Door x2, Ice Storm x2, Invisibility: Greater x2
5th Level: Cone of Cold x3, Wall of Force x2, Break Enchantment
6th Level: Chain Lightning x3, Disintegrate, Veil*
7th Level: Delayed Blast Fireball, Prismatic Spray x2, Spell Turning
8th Level: Polar Ray x2

Horvis - (AC 32; HP 139) - Barkskin, Greater Magic Fang, Longstrider, Stoneskin, Veil  d20+15=27 d20+6=10 d20+16=27 d20+7=12 d20+7=8 d20+17=32
Wednesday January 9th, 2008 11:01:38 PM

The dire bear hesitates before moving unto the stairs. Horvis worries that they are moving too slowly, distracted by the traps.

"Let's scan the stairs and then keep moving. I think that this trap may have an alarm, too, warning someone that it has been set off."

If no one else has an active Detect Magic spell, Horvis will cast the spell and scan the stairs. Once that is completed, he will follow the others up the stairs to the next level.

Fortitude = 27
Reflex = 10
Will = 27

Listen = 12
Spot = 8 (natural 1)
Survival (Scent) = 32


Dire Bear
Large Animal (10 ft space, 5 ft reach)
HP = 139 (74 base + 65)
Speed = 50 ft (40 base + 10 Longstrider)
AC = 32 (17 base + 2 armor + 5 enhancement + 2 shield + 1 enhancement + 5 Barkskin)
Attack = Claw +20 (9 BAB + 11 STR + 1 Gr. Magic Fang - 1 size), 2d4+11 + Tear effect
Full Attack = 2 claws +20, 2d4+11 + Tear & Bite +20, 3d8+5 (19-20,x2) + Tear
Special Attack = Improved Grab
Special Qualities = Scent, Low Light Vision
Saves = Fort +15, Reflex +6, Will +16

Effects
Barkskin - +5 natural armor, 130 minutes
Greater Magic Fang - +1 magic bonus to all natural attacks, 13 hours
Longstrider - +10 movement, 13 hours
Stoneskin - DR 10 / adamantine, 130 hps, 130 minutes

Spells
0 (DC 16) - Detect Magic(x2), Guidance, Toros' Taur's Try(x2), Purify Food and Water
1 (DC 17) - Entangle(x4), Longstrider*, Speak with Animals(x2)
2 (DC 18) - Barkskin*(x2), Heat Metal, Soften Earth and Stone(x2), Spider Climb(x2)
3 (DC 19) - Greater Magic Fang*(x2), Plant Growth, Speak with Plants, Spike Growth
4 (DC 20) - Command Plants*, Myrridan's Blackthorn*, Scrying, Spike Stones(x2)
5 (DC 21) - Animal Growth(x2), Transmute Mud to Rock, Transmute Rock to Mud
6 (DC 22) - Find the Path, Mass Bear's Endurance, Mass Bull's Strength
7 (DC 23) - Wind Walk
* = cast

Draax (AC 31, HP 148/148) - Endure Elements  d20+15=29 d20+13=31 d20+8=21 d20+7=22 d20+3=6
Thursday January 10th, 2008 12:59:17 AM

Draax does not like the look the spider is giving the group and he hopes its magical cage stays up. He walks up the stairs with the group while still protecting its rear. As he scans the area, the half-elf eyes continue to move to the spider to ensure that it is still being held by the barrier.

Fort Save 29
Reflex Save 31
Will Save 21

Spot check 22
Listen check 6



Monthor AC 33 (35 vs evil) HP 130/130  d20+20=28 d20+14=16 d20+8=24 d20=13 d20=20
Thursday January 10th, 2008 7:17:24 AM

Monthor waits for Horvis to do his magic detect thing. When Tratain gives the word, he'll keep leading the party up the stairs.

( Readied action. Attack with the axe anything that attacks us. )

===============================
Fort: 28
Reflex: 16
Will: 24
Listen: 13
Spot: 20 ( natural 20)

+ 2 dwarf bonus for spell/spell like effects et al.

Effect
Magic Weapon
Magic Armor
Stoneskin
Protection from evil ( 13 minutes??)
Shield of Faith (+4 Deflection).


Vedik (AC 29(31 v evil)) 137/137 HP) *Wings* Magic Circle vrs Evil 10' (140 mins) M. Vest x2, GMW-Ex, Delay Poison-Ex, Veil, Stoneskin  d20+15=30 d20+5=19 d20+17=35
Thursday January 10th, 2008 7:32:35 AM

Vedik gives a cautionary whisper "From the entrance I couldn't scan the stairs for aura's, and I broke concentration on the spell. Someone's who's a bit better at telling aura's may want to take over magical detection."

OOC:
F: 30 / R: 19 / W: 35
+2 Poison/spell/spell-like
+2 Evil

Jova 70/70 HP 21 AC [Mage Armor, Darkvision]-Stoneskin-Grtr Hero, See Invis 10min  d20+11=13 d20+13=17 d20+11=12
Thursday January 10th, 2008 2:29:08 PM

"Anyone else seeing a pattern here? Sure a lot of spiders, big spiders. Airen said the Marilith has lots of arms. Anyone else have issues with spiders?

Fort 13, Ref 17, Wil nat 1

Spells"
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Ray of Enfeeble 55 ft, 1d6+5str, 13 min, SRyes
2--5/7-DC17--Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, See Invis 10/level
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Fly 1 min/level 60ft
4--7-DC19--Stoneskin 10 min/level, ignore 10 damge each attack up to 130, Grtr Invis 1 round level,
Polymorph 1 min level, Black Tentacles 2ftrad, 1rd/lvl, grapple 21, 1d6+4/rd
5--7-DC20--Summon Mon 5- 1 round level, Break Enchantment, Telekinesis 1-900ft/ 1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--3/4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Greater Heroism



Lumi-Juova (AC 26, HP 124/124) 
Thursday January 10th, 2008 2:48:59 PM

Lumi smiles at his wunjo, obviously liking the witticisms of Jova. "I never spoke much in the hunt before", the large wemic-that-looks-like-a-demon says. "Being a loner meant no one to talk to, and it usually gives away your position in the wilderness."

Continuing to smile, Lumi can see the usefulness of light-hearted bantering in a group, and he follows Monthor up the stairs.

Effects
Endure Elements
Viel
Stoneskin

Tratain HP 119/119 AC 28 Tongues; Ring of Counterspells:Greater Dispel Magic;Magic Vestment; Veil; Stoneskin 
Thursday January 10th, 2008 5:08:18 PM

Tratain says "looks like we're going up again. I wonder how many more floors there are. So far we've only encountered two traps, either no ones home right now or their all at the top of the tower."

Tower, 2nd level, up the stairs 
Thursday January 10th, 2008 5:44:27 PM

Arien follows suit and begins casting protective spells on himself while following the Knights.

Horvis worries over letting the homeowner know the Knights are here. At Vedik's suggestion, he casts detect magic and scans the area.

Horvis Highlight to display spoiler: { Aside from the auras emanating from the trap, you see nothing. When you get to the top, you also see nothing on the door.}

Draax eyes the spider warily, and keeps moving, like Monthor, who heads the line with his axe readied.

Jova begins thinking more about spiders. And more spiders. And more spiders. It appears that Jova, at least, may not care for hairy, many-legged enemies.

Lumi tries his hand at conversation, though he is inexperienced at the light-hearted battle style of some of his friends.

Tratain wonders who may be in the tower right now, given the lack of resistance so far.

As the various comments fly, the Knights ascend the stairs. Up and around, the stairs wind dangerously along the wall of the room. Soon enough, you find yourselves confronted with another small landing, and another closed door.

Inspection reveals that the door is not locked.

[My assumption is the same as before: Monthor, Lumi and Tratain are on the landing, which the group on the stairs in the order provided. You can, of course, alter this any way you see fit, but that's what I'll go with otherwise.]

Horvis - (AC 32; HP 152) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance, Stoneskin, Veil  d20+16=36 d20+6=15 d20+16=28 d20+7=15 d20+7=11 d20+17=25
Thursday January 10th, 2008 11:36:10 PM

The dire bear leaves off with his detection spell after scanning the stairs and door. Horvis listens to the banter between Jova and Lumi-Juova.

"No magic. Seems safe ... let's keep moving. And I like spiders, they're fascinating creatures and very handy to have around. Not to mention good in a fight sometimes."

Thinking that this might be an appropriate time to aid his companions, Horvis casts a spell to improve everyone's constitution.

Action
Cast Mass Bear's Endurance - +4 to CON (unless existing magic is equal or better), 13 minutes

Fortitude = 36 (natural 20)
Reflex = 15
Will = 28

Listen = 15
Spot = 11
Survival (Scent) = 25


Dire Bear
Large Animal (10 ft space, 5 ft reach)
HP = 139 (74 base + 65 + 13 from Bear's Endurance)
Speed = 50 ft (40 base + 10 Longstrider)
AC = 32 (17 base + 2 armor + 5 enhancement + 2 shield + 1 enhancement + 5 Barkskin)
Attack = Claw +20 (9 BAB + 11 STR + 1 Gr. Magic Fang - 1 size), 2d4+11 + Tear effect
Full Attack = 2 claws +20, 2d4+11 + Tear & Bite +20, 3d8+5 (19-20,x2) + Tear
Special Attack = Improved Grab
Special Qualities = Scent, Low Light Vision
Saves = Fort +15 (+1 from Bear's Endurance), Reflex +6, Will +16

Effects
Barkskin - +5 natural armor, 130 minutes
Greater Magic Fang - +1 magic bonus to all natural attacks, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON, 13 minutes
Stoneskin - DR 10 / adamantine, 130 hps, 130 minutes

Spells
0 (DC 16) - Detect Magic*(x2), Guidance, Toros' Taur's Try(x2), Purify Food and Water
1 (DC 17) - Entangle(x4), Longstrider*, Speak with Animals(x2)
2 (DC 18) - Barkskin*(x2), Heat Metal, Soften Earth and Stone(x2), Spider Climb(x2)
3 (DC 19) - Greater Magic Fang*(x2), Plant Growth, Speak with Plants, Spike Growth
4 (DC 20) - Command Plants*, Myrridan's Blackthorn*, Scrying, Spike Stones(x2)
5 (DC 21) - Animal Growth(x2), Transmute Mud to Rock, Transmute Rock to Mud
6 (DC 22) - Find the Path, Mass Bear's Endurance*, Mass Bull's Strength
7 (DC 23) - Wind Walk
* = cast

Draax (AC 31, HP 148/148) - Endure Elements, Stoneskin  d20+15=26 d20+13=30 d20+8=20 d20+7=26 d20+3=8
Friday January 11th, 2008 1:17:12 AM

Although he does not comment on it, Draax mentally agrees with Jova's assessment of the spiders. He continues to check behind the group; scanning the ceiling, the walls, stairs, and the floor.

Fort Save 26
Reflex Save 30
Will Save 20

Spot check 26
Listen check 8

Vedik (AC 29(31 v evil)) 163/163 HP) *Wings* Bears End,Mass (13m) M.C. vrs Evil 10' (140m) M. Vest x2, GMW-Ex, Delay Poison-Ex, Veil, Stoneskin  d20+15=32 d20+5=25 d20+17=21
Friday January 11th, 2008 9:53:53 AM

Vedik smiles as he feels Horvis's spell toughen him. He gives a nod of thanks to the bear. He gives no opinion of spiders one way or another, but unconsciously shifts up the stairs further form the trapped one behind them.

OOC:
F: 32 / R:nat20(25) / W: 21
+2 vrs poison/spell/spelllike
+2 vrs evil


Monthor AC 33 (35 vs evil) HP 130/130  d20+20=27 d20+14=26 d20+8=26 d20=4 d20=11
Friday January 11th, 2008 2:57:11 PM

Monthor waits for Tratain's instructions.
If told to do so, he'll open the door.

=================================
Fort: 27
Reflex: 26
Will: 26
Listen: 4
Spot: 11

+ 2 dwarf bonus for spell/spell like effects et al.

Effect
Magic Weapon
Magic Armor
Stoneskin
Protection from evil ( 13 minutes??)
Shield of Faith (+4 Deflection).


Tratain HP 149/149 AC 28 Tongues; Ring of Counterspells:Greater Dispel Magic;Magic Vestment; Veil; Stoneskin; Endurence  d20+11=18 d20+22=40 d20+20=26 d20+13=17
Friday January 11th, 2008 4:29:06 PM

Tratain Listens at the door to see if he can hear anything on the other side (Listen 18).

After relating what he has heard to the party he motions for Monthor to Open the door.

Tratain readies an action to activate his karma bead if anything attacks on the other side.

Fort save 40
Will save 26
Reflex save 17

Lumi-Juova (AC 26, HP 150/150) Endure Elements, Veil, Stoneskin, Bear Endurance  d20+14=33 d20+14=31 d20+14=16 d20+14=32 d20+15=23 d20+7=9
Friday January 11th, 2008 6:22:55 PM

Lumi repeats his actions from the previous door. When opened, he slides to the left on quiet paws, sword and axe ready to protect Monthor's flank.

(Listen:33, Spot:31, Survival:16)

(Fort:32, Reflex:23, Will:9)

Effects
Endure Elements
Veil
Stoneskin
Mass Bear's Endurance - +4 to CON, 13 minutes

Jova 96/70 HP 21 AC [Mage Armor, Darkvision]-Stoneskin-Grtr Hero, See Invis 10min  d20+11=21 d20+11=16 d20+13=31
Friday January 11th, 2008 8:00:32 PM

"Spiders are good? Fascinating. Hmm, well everyone deserves an opinion. Like that employee in the Catacombs who sweears by halfling brain. Very tasty, and mushy from lack of use he says. That is one delicacy I dont want to try. Dwarf brain seems more challenging and fun...

Jova feels the suddent magic course throuhg him, and feels heartier. "Horvis, now that I like.

"You know now that we are talking about it, I figure there are oddities our friend Lumi enjoys. How about it sir Taur? Draax is so quiet all the time, bet he loves a goo old noisy screaming child." he nudges Draax trying to get some response.

Fort 21, Wil 16, Ref 31

Spells
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Ray of Enfeeble 55 ft, 1d6+5str, 13 min, SRyes
2--5/7-DC17--Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, See Invis 10/level
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Fly 1 min/level 60ft
4--7-DC19--Stoneskin 10 min/level, ignore 10 damge each attack up to 130, Grtr Invis 1 round level,
Polymorph 1 min level, Black Tentacles 2ftrad, 1rd/lvl, grapple 21, 1d6+4/rd
5--7-DC20--Summon Mon 5- 1 round level, Break Enchantment, Telekinesis 1-900ft/ 1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--3/4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Greater Heroism



Tower, 2nd floor, at the door  d20+7=25 d20+7=9 d20+7=25 d20+7=12 d20+7=15 d20+7=20 d20+7=17 d20+7=18 6d8(6+7+1+5+8+6)=33 d6=3
Friday January 11th, 2008 10:07:56 PM

Horvis comments on the nicer side of spiders. Draax continues in silence, clearly not buying the argument. Vedik, too, stays silent and keeps moving away from the enormous arachnid. Meanwhile, the shifter adds to the Knights' magical benefits.

Monthor and Lumi stand at the door, ready to burst through at the slightest suggestion from their companions.

Jova, still trying to lighten the mood, brushes off the suggestions on spiders, but mentions the possible benefits of a good, chewy brain.

Tratain listens at the door and hears nothing. He orders Monthor to open it . . .

and all hell breaks loose.

Although, somewhat quietly.

The door swings open, Lumi and Monthor sliding into the room with Tratain behind them. [I've assumed you enter as last time, although only Lumi said so. If Tratain and Monthor didn't want to enter as before, say so and I can modify.]

The scene is one of cramped confusion.

You find yourselves entering another circular room, the same as that beneat you. This room, however, is a bit more full.

Arrayed before you are 4 ugly demons. Tall, fat, encased in hard brown shell-like skin, covered in spikes, they appear identical to Lumi and Horvis, altough it is no leap of logic to assume these are the real thing. An ungodly stench wafts off of the beasts.

Flying above you are a number of buzzing . . . things. With stretchy brown skin and leathery wings, they seem to be a cross between a bat and a large bird, although with greenish eyes and a long, sharp proboscis.

Off to your right are a pair of iron cages, their doors swinging open and their insides empty.

Behind the first rank of demons you see another enemy: this one is tall, or more accurately long. She has a long, snake-like tail and six arms, each of which brandishes a glowing longsword. She hisses as you enter, taking a step (or, really, a slither) backwards, toward a bank of thick, acrid looking smoke that hovers in the middle of the room.

As soon as you open the door, the flying beasts swoop down, a few landing on each of the front-line warriors. They thrust their heads forward, attempting to push their long proboscis into your flesh.

3 each land on Monthor and Lumi. 2 land on Tratain. A steady stream head out the door and swarm around those on the stairs, preparing to land.

Touch Attacks on Monthor:
1st: touch ac 25
2nd: touch ac 9
3rd: touch ac 25

Touch Attacks on Lumi:
1st: touch ac 12
2nd: touch ac 15
3rd: touch ac 20

Touch Attack on Tratain:
1st: touch ac 17
2nd: touch ac 18

If any of them hit with their touch attacks, that person is effectively grappled. However, you are able to attack them with your weapons (not just light weapons), and if you so choose, you can ignore them and attack other enemies, albeit at a -4 penalty. [note, this is my own rule on these monsters, somewhat modifying the real monster, but it's better for you]

Saves:
- Anyone within 10 feet of any of the first demons must make a fortitude (one save total even if multiple demons in range)save against the stench, DC 24. Failure=nauseated. Success=sickened.
- non-save effect: If any of Arien, Tratain, Lumi or Monthor are level 13 or lower, you are dazed for 1 round, no save.
- Blasts of multicolored light erupt in front of the Knights. Anyone in the front rank (Lumi, Monthor, Tratain) who is either lawful or neutral (anything non-chaotic) must make a will save, DC 18.

Failure, take 33 damage and you are slowed for 3 rounds.

Success, take 16 damage.

Strangely, all of this takes place in complete silence. Nothing can be heard inside the door, even though the demons' mouths are moving. Looking at each other, you can hear no sound issuing forth from your companions either.

Tratain may activate his bead as a readied action if he still desires.

Map:
http://i219.photobucket.com/albums/cc35/carucci3/Round1.jpg

Lumi-Juova (AC 26, Touch AC 18, HP 150/150) Endure Elements, Veil, Stoneskin, Bear Endurance  d20+18=27 2d8(6+5)+5=16 d20+14=24 d20+15=34 d20+7=18
Saturday January 12th, 2008 11:28:32 AM

As the insect-like attackers converge on Lumi, the wemic is fast enough to slice at the first one arriving (AOO: AC 27, Damage 16), and then the irritating monsters are on him. The first two fail to get ahold of Lumi's furry body, but the third attaches itself to his feline shoulders!

The stench from the demons is powerful, but Lumi has been through a lot and is able to shrug off the worst effects, but he still becomes dazed and unable to focus for a few precious seconds. (Dazed, unable to act for one round)

When the light strikes Lumi he fears the worst, but it doesn't seem to affect him at all (ooc: he's chaotic, yippee!)

(Fort:24, Reflex:34, Will:18)

Effects
Endure Elements - normal hot/cold doesn't affect
Veil - looks like a hezrou
Stoneskin - damage reduction 10/adamantine; 140 points
Mass Bear's Endurance - +4 to CON, 13 minutes

Grappled - -4 to hit other opponents, no penalty to grappling insect.
Sickeded - --2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Dazed - 1 round - no actions, but has no penalty to AC

Don't forget, Lumi is also sickened while within 10 feet of the first demons, which gives -2 to attacks, damage, saves, and skill/ability checks. -M

DM Addendum 
Sunday January 13th, 2008 6:00:43 PM

Once again, I forgot the Knowledge checks:

Everyone can tell the demons immediately in front of you are Hezrous. Since two of your party looks like them, you recognize these demons.

However, this does NOT give you any specific knowledge about them.

Knowledge (the planes) DC 20 allows you to know everything in the monster entry.

Knowledge (the planes) DC 26 Highlight to display spoiler: {The demon behind them is a Marilith. You know everything in the monster manual entry about them and can share (outside the silence spell).}

Knowledge (arcana) DC 11 Highlight to display spoiler: { The little flying beasts are Stirges. You know everything in the monster manual entry about these obnoxious little pests.}

Horvis - (AC 33; HP 152) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance, Stoneskin, Veil  d20+16=27 d20+5=13
Sunday January 13th, 2008 9:56:04 PM

The dire bear's nose immediately registers the foul smell coming from the creatures inside the room. Even though his stomach is unsettled, Horvis manages to continue even though he is sickened.
Fortitude = 27, sickened (-2 to attacks, damage, saves, skills, & abilities)

Even though he knows nothing of the outsiders, Horvis has encountered the little flying pests before.
Knowledge Arcana = 13 (with -2 penalty)

From his vantage point outside the room, Horvis cannot do much more than begin summoning some allies for the fight.

Action
Standard - begin casting summon spell (not sure which one, depends on strategizing)

Dire Bear
Large Animal (10 ft space, 5 ft reach)
HP = 139 (74 base + 65 + 13 from Bear's Endurance)
Speed = 50 ft (40 base + 10 Longstrider)
AC = 33 (17 base + 2 armor + 5 enhancement + 2 shield + 1 enhancement + 1 DEX from Ioun Stone + 5 Barkskin)
Touch AC = 11 (10 base + 1 DEX from Ioun Stone)
Attack = Claw +20 (9 BAB + 11 STR + 1 Gr. Magic Fang - 1 size), 2d4+11 + Tear effect
Full Attack = 2 claws +20, 2d4+11 + Tear & Bite +20, 3d8+5 (19-20,x2) + Tear
Special Attack = Improved Grab
Special Qualities = Scent, Low Light Vision
Saves = Fort +15 (+1 from Bear's Endurance), Reflex +6, Will +16

Effects
Sickened - -2 to attacks, damage, saves, skills, abilities
Barkskin - +5 natural armor, 130 minutes
Greater Magic Fang - +1 magic bonus to all natural attacks, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON, 13 minutes
Stoneskin - DR 10 / adamantine, 130 hps, 130 minutes

Spells
0 (DC 16) - Detect Magic*(x2), Guidance, Toros' Taur's Try(x2), Purify Food and Water
1 (DC 17) - Entangle(x4), Longstrider*, Speak with Animals(x2)
2 (DC 18) - Barkskin*(x2), Heat Metal, Soften Earth and Stone(x2), Spider Climb(x2)
3 (DC 19) - Greater Magic Fang*(x2), Plant Growth, Speak with Plants, Spike Growth
4 (DC 20) - Command Plants*, Myrridan's Blackthorn*, Scrying, Spike Stones(x2)
5 (DC 21) - Animal Growth(x2), Transmute Mud to Rock, Transmute Rock to Mud
6 (DC 22) - Find the Path, Mass Bear's Endurance*, Mass Bull's Strength
7 (DC 23) - Wind Walk
* = cast

Tratain HP 133/149 AC 28 Tongues; Ring of Counterspells:Greater Dispel Magic;Magic Vestment; Veil; Stoneskin; Endurence; Bead of Karma  d20+22=28 d20+20=31 d20+16=23 d8+2=4 d20+11=19 d20+6=21 d20+1=20 d20+1=2 d8+2=3 d8+2=4 d8+2=3
Sunday January 13th, 2008 11:19:55 PM

The Stench from the beasts isn't enough to overpower the Protector of Domi, although it does make him feel a little ill. (Fort save 28)

Tratain Takes a swipe at one of the little creatures as it flys towards him if he is able to. (Hit AC 23 for 4 Damage).

The Multicolored lights startle The Protector for a minute but he is able to avoid most of the effects of the spell. (Will save 29).

Tratain swings at the little insects crawling on him attempting the beat them off all the while strengthing the defenses of his allies (Take under wing ability, Tratain takes -5 on attack roll, All allies withing 10 feet Gain +5 AC)

Arien (hp 60/60) AC 21 (Mage Armor, Veil, Stoneskin)  16d6(5+6+4+2+5+5+3+1+6+2+1+6+6+1+4+1)=58 d20+25=44 d20+25=44 d20+25=45
Sunday January 13th, 2008 11:46:21 PM

Arien decides to clear out as many creatures from the battlefield at once and casts Chain Lightning . The lightning strikes one of the unfortunate bugs (58 dmg, Ref 25) and arcs from it to sixteen secondary targets (29 dmg, Ref 25).

Arien shouts out what he knows about the various creatures to those outside of the silence and then steps back and to the side to allow more people to fit on the landing.

Spells Memorized
0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Magic Missile x5, Protection from Evil x2
2nd Level: Scorching Ray x4, Resist Energy, Extended Shield*, Extended Mage Armor
3rd Level: Dispel Magic, Fly x2, Haste x2
4th Level: Dimension Door x2, Ice Storm x2, Invisibility: Greater x2
5th Level: Cone of Cold x3, Wall of Force x2, Break Enchantment
6th Level: Chain Lightning x3*, Disintegrate, Veil*
7th Level: Delayed Blast Fireball, Prismatic Spray x2, Spell Turning
8th Level: Polar Ray x2

Draax (AC 31, HP 148/148) - Endure Elements, Stoneskin  d20+25=39 d20+20=26 d20+15=22 d8+12=16 d8+12=16 d8+12=15 d20+15=18 d20+13=17 d20+8=24 d20+7=20 d20+3=11
Monday January 14th, 2008 3:26:55 AM

If there are any creatures that did not get killed by the lightning and comes close enough to him, Draax will attack any three that comes need him.

Hit AC 39 for 16 dmg
Hit AC 26 for 16 dmg
Hit AC 22 for 15 dmg

If all the striges are killed by the lightning and nothing is threatening the group on stairs, Draax will secure the rear of the group while waiting for his chance to enter the room.

Fort Save 18
Reflex Save 17
Will Save 24

Spot check 20
Listen check 11

Jova 96/70 HP 21 AC [Mage Armor, Darkvision]-Stoneskin-Grtr Hero, See Invis 10min  d20+10=19
Monday January 14th, 2008 4:10:51 AM

Jova peers into the room and sees that there are lots of creatures, but no noise. Sincwe hw is still holding the dispel wand, he aims at one of the Herzou. Speaking the word to activate the dispel wand, he hopes to dispel the silence effect.

--Dispel Silence 19

Spells
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Ray of Enfeeble 55 ft, 1d6+5str, 13 min, SRyes
2--5/7-DC17--Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, See Invis 10/level
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Fly 1 min/level 60ft
4--7-DC19--Stoneskin 10 min/level, ignore 10 damge each attack up to 130, Grtr Invis 1 round level,
Polymorph 1 min level, Black Tentacles 2ftrad, 1rd/lvl, grapple 21, 1d6+4/rd
5--7-DC20--Summon Mon 5- 1 round level, Break Enchantment, Telekinesis 1-900ft/ 1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--3/4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Greater Heroism



Monthor AC 38 (40 vs evil) HP 114/130  d20+12=24 d20+23=41 d20+23=29 d10+27=30 d10+27=32 d10+27=35 d6=1 d20+18=27 d10+27=29 d6=5 d10+14=20 d20+14=24 d10+27=31 d6=2
Monday January 14th, 2008 8:13:23 AM

(ooc> Would any of these creatures be considered SUMMONED for the purpose of the protection from evil effect? )

Monthor is ready to deal with the dangers ahead. He just wishes there wasn't so MANY dangers....

Monthor successfully avoid being hit by the three attacks. Also, he's really glad he's wearing a necklace of adaptation as he avoids the stench's effects (ooc. right?).

Monthor gets dazzled from the light but he manages to shake off most of it's effects ( Save 24 for 16 damage).

Monthor indicates to Tratain that they should exit the room. Let the ennemies come to them in the other room.

Meanwhile, Monthor swings at the closest demon (H4)

---------------------------------

Two handed Power attack -5 to hit/+10 damage

Attack 1
AC 41 (crit threat 29) for 30 ( 97 if crit hit) plus 1 fire damage.

Attack 2
AC 27 for 29 damage plus 5 fire damage.

Attack 3
AC 24 for 31 damage plus 2 fire damage.

Total 151 regular damage and 8 fire damage.
After reductions, 127 damage

-----------------------------------------
Fort: 27
Reflex: 26
Will: 26
Listen: 4
Spot: 11

+ 2 dwarf bonus for spell/spell like effects et al.

Effect
Magic Weapon
Magic Armor
Stoneskin damage reduction 10/adamantine; 140 points
Protection from evil ( 13 minutes??)
Shield of Faith (+4 Deflection).
Take under wing ability, Tratain takes -5 on attack roll, All allies withing 10 feet Gain +5 AC)



Monthor 
Monday January 14th, 2008 8:15:56 AM

Ooops
ignore the
Fort: 27
Reflex: 26
Will: 26
Listen: 4
Spot: 11

listed as those were cut and pasted from the previous post.


Vedik (AC 29(31 v evil)) 163/163 HP) *Wings* Bears End,Mass (13m) M.C. vrs Evil 10' (140m) M. Vest x2, GMW-Ex, Delay Poison-Ex, Veil, Stoneskin  d20+16=35 d20+16=18 d20+16=26 d20+16=19 d20+17=20 d20+5=20 d20+17=23
Monday January 14th, 2008 8:34:18 AM

The old dwarf springs into action, his wings taking him off of the stair case, and into view of the demons, where Arien stood moments before.

And he releases his most powerful spell, shouting the ancient name for Alemi at the demons.

OOC:
Saves: F 20 / R: 20 / W: 23
+2 vrs poison/spell/spell like
+2 vrs Evil

Move to U10
Cast Holy Word (Caster level 14)
Caster level checks to beat SR: 35/18/26/19 (Not sure if anything else in the area has spell resistance, I'm assuming the demons do)
Its a spread so it turns corners, should get all 4 of the Hezrou. Not sure where the silence is exactly, but the banishment effect still takes place even if they cant hear it: Any non good extra planar creatures make a will save DC 24 with a -4 penality or are banished to their home plane for 24 hours.

0: Detect Magic x4*, Read Magic x2
1: Divine Favor x2, Comprehend Language, Protection from Evil x2, Remove Fear x2 [Protection from Evil+]
2: Align Weapon x2, Remove Paralysis, Resist Energy x2, Silence x2 [Aid]
3: Calm Emotions, Delay Poison-Extended*, Invisiblity Purge x2, Protection from Energy, Remove Blind/Deaf [Magic Circle Vrs Evil+]
4: Death Ward x2, Divine Power, Freedom of Movement, Dimensional Anchor, [Spell Immunity]
5: Break Enchantment, Flame Strike, Greater Magic Weapon-Extended*, Wall of Stone, [Spell Resistance]
6: Harm, Heal x2 [Antimagic Aura]
7: Ethereal Jaunt, Holy Word+, [Holy Word+*]

Round 1, PC Results  d20+5=20 d20+5=9 d20+5=6
Monday January 14th, 2008 7:24:47 PM

Lumi takes a swing at one of the stirges that attacks him, easily slicing it in half in mid-air. The second tries to stab him with its long nose, but bounces off his armor. The third lands on his shoulder and drives its proboscis deep into Lumi's skin. MEanwhile, the taur's eyes glaze over as he becomes dazed by the stench of the Hezrous.

Horvis ignores the pungent odor, and begins to call one of his summoned allies to aid the Knights.

Tratain swings his hammer, crushing the wing of one of the stirges flying at him. As the pair land on him, he continues swinging his hammer to and fro, quickly destroying both beasts before they can pierce his skin. [when adding forgotten die rolls, make it a public from here on please]

Arien quickly waves his hands in a strange motion, calling forth countless tiny bolts of lightning that crackle as they cut through the stirges' skin. 17 of the tiny creatures fall to the ground, further adding to the general stink of the area as their skin burns and smokes. [not bothering to roll saves, they have 6 hp]

As all of the stirges outside the room fall to the ground, Draax is unable to get off a bow shot, though he prepares to fire at the first opportunity.

Jova moves up to the landing and opens fire with his dispelling wand. [you said aimed at a Hezrou, but I'm assuming you're targeting the spell itself and not one of the Hezrous, since you said you wanted the silence specifically dispelled. Is this what you meant?]

Waving the wand, he sees a slight quivering in the air. Suddenly, the room is awash in noise, as if each of you pulled wads of cotton from your ears. Hezrous slaver and growl, stirges sizzle on the floor, and the snake-like woman hisses loudly at you from afar.

Monthor keeps a smile on his face, as if the stench of the Hezrous doesn't even faze him. [correct, no effect on you.] [I will apply the protection from evil effects if needed, but these aren't summoned as far as you can tell.]
-----------------------------------
It appears to me the stirges do hit Monthor. They were touch attacks. Monthor would get his ring of protection, dexterity, and insight bonus against touch attacks, giving him an 18. What else is added? If your effects are not listed in your title line, I can't apply them, and I don't have time to search each CS for the applicable modifiers (which I did this time).

From here on, if an effect is not listed, it does not apply that turn. For now, Monthor has 2 stirges attached to him, which I will remove if the touch AC is described.
--------------------------------
Two of the stirges attach themselves to Monthor and dig into his arms. The third flits in the air near his head, looking for an opening.

Meanwhile, Monthor attacks the closest Hezrou.
--------------------------------
same problem again. If the stirges are attached, you have another -4 penalty which affects whether one of these hits.

I also need active effects to help in calculating your attack bonus. It doesn't matter much here due to Vedik's action below, but just for future reference.
--------------------------------------
Vedik flies near the landing at a spot where he can peer into the room more easily. Raising his holy symbol, he speaks a single word of power, causing the very air to shiver and shake.

Three of the Hezrous simply blink out of existence, leaving open floor where they once stood. One of them shrugs off the effects and continues to press its attack.

. . . enemy turn coming . . .

Round 2, Enemy Initiative  d100=19 d100=12 d100=8 d4=4 d4=2 d4=1 d3=1 d3=1 d20+7=15 d20+7=13 d20+7=19 d20+7=12 d20+14=19 d20+9=25 d20+9=13 d8+2=10 d20+14=34 d20+14=30 8d4(3+3+4+2+4+4+4+4)+10=38 5d6(1+3+2+2+6)=14 d20+14=28 d4=4
Monday January 14th, 2008 7:46:09 PM

The many-armed snake woman hisses again, and quickly steps backward into the thick grey smoke filling half of the room.

The stirge attached to Lumi begins to quiver, as a reddish fluid can be seen coursing through its semi-translucent horn. Lumi feels his insides being sucked out as the stirge begins to drain his blood.

It drains Lumi of 4 points of Constitution [damage, not actual drain], then sluggishly detaches itself and flies off into the smoke.

The stirges on Monthor do likewise, causing him 3 points of Constitution damage. These stirges, however, remain on Monthor, continuing to drink his blood. [again, will modify depending on touch ac]

The 2 free stirges see a near-defenseless Lumi and jump on him, attempting to get their own share of his blood. [no AoO as Lumi was dazed]

Touch attacks [Lumi is also flat-footed due to the dazing and grappling, i.e., no dex applies]:
1st: ac 15
2nd: ac 13

If the 2 stirges are not attached to Monthor, they once again attempt to attach themselves:
1st: 19
2nd: 12

The remaining Hezrou leans in and snaps its jaws at Lumi's head, missing badly [AC 19]. It attempts to grab Lumi and rip his chest with its claws, connecting with one and missing with the other. [AC 25 and 13, Lumi is flat-footed, so I believe the 25 hits]. It causes 10 damage.

As the Hezrou presses its attack, three flashes of light spark the air behind it.

To the Knights' horror, 3 new demons appear, these even larger than the Hezrous.

In the center of the room stands a 20 foot tall travesty of life, a fat, hairly being with long, yellowed tusks jutting forth from its mouth and horns on its cheeks. Grey fur covers its loathsome body, and two tiny, unusable wings sprout from its back.

On each side of it stands a 15 foot tall thing that seems to be made of hard-shelled points. Their carapace-like bodies are covered in large plates, and each has a pair of enormous pincers where their arms should be. Oddly enough, each also has a pair of arms sticking out from the chest. Their faces appear to be shaped like canines, althoug also covered in a hard, shell-like substance.

Knowledge (planes) DC 22 Highlight to display spoiler: { the two shelled creatures are Glabrezu}

Knowledge (planes) DC 24 Highlight to display spoiler: {the one in the middle is a Nalfeshnee}

The demon in the center raises a hairy fist in the air, which instantly becomes enveloped in a ball of almost-black light. Multicolored beams of light begin to play about the beasts torso and it grins wickedly at the Knights in front of it.

One of the spiked demons waves a hand in the air, and the 3 unfortunate Knights inside the room experience an odd sensation. Tratain's, Lumi's and Monthor's feet become weightless, and the three of them float quickly to the ceiling.

The Hezrou takes an attack of opportunity against Lumi, hitting AC 14 (crit confirm 30) for 38 damage.

The three Knights fly (or fall) 60 feet upward to the ceiling, slamming into it unceremoniously, and each taking 14 damage (make tumble rolls if desired, or anything else to reduce the damage).

The other spiked demon points to the ceiling, extending a long finger in Tratain's direction and uttering a single word in its abyssal tongue.

Tratain is stunned for 4 rounds. [I don't think Tratain has SR, but if so, SR check=28]

Map and Spellcraft 
Monday January 14th, 2008 8:22:56 PM

Spellcraft DC 18 Highlight to display spoiler: { Tratain was stunned by Power Word Stun}

Spellcraft DC 17 Highlight to display spoiler: { Tratain, Lumi and Monthor were hit with a Reverse Gravity Spell, which would still be affecting the area they were in}

Map: http://i219.photobucket.com/albums/cc35/carucci3/Round2.jpg

Horvis - (AC 33; HP 152) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance, Spider Climb, Stoneskin, Veil  d20+5=9 d3=2 d3=3 d20+9=24 d20+6=24
Monday January 14th, 2008 10:11:46 PM

The dire bear doesn't recognize the spell effects or the creatures that have just arrived. Horvis simply knows that he has to get into the room and deal with the creatures in the way that he knows.
Spellcraft = 9, no Knowledge Planes

He completes his spellcasting, summoning some dire bears into the room. Complete Summon Nature's Ally VII, calling 1d3 dire bears from SNA VI, roll 2, burn Hero Point. Placed @: P12-Q13; Q15-R16; S11-T12.

One of the poor creatures has a puzzled expression on it's face as it tumbles upward, having been summoned just inside the door where Monthor and Tratain had been standing. Fortunately, it's instinctive scambling allowed it to catch the top of the door opening when it began to fall.
Reflex save = 22 (with --2 from Hezrou stench)

Not recognizing what is happening, Horvis attempts to enter the room himself. He also catches himself, barely. Hanging there, Horvis begins to recognize what has happened and so casts Spider Climb upon himself.
Reflex = 22 (with minus 2 from Sickened)

Action
Move - into room
Standard - Cast Spider Climb

Horvis as a Dire Bear
Large Animal (10 ft space, 5 ft reach)
HP = 152 (74 base + 65 + 13 from Bear's Endurance)
Speed = 50 ft (40 base + 10 Longstrider)
AC = 33 (17 base + 2 armor + 5 enhancement + 2 shield + 1 enhancement + 1 DEX from Ioun Stone + 5 Barkskin)
Touch AC = 11 (10 base + 1 DEX from Ioun Stone)
Attack = Claw +20 (9 BAB + 11 STR + 1 Gr. Magic Fang - 1 size), 2d4+11 + Tear effect
Full Attack = 2 claws +20, 2d4+11 + Tear & Bite +20, 3d8+5 (19-20,x2) + Tear
Special Attack = Improved Grab
Special Qualities = Scent, Low Light Vision
Saves = Fort +15 (+1 from Bear's Endurance), Reflex +6, Will +16

Effects
Sickened - -2 to attacks, damage, saves, skills, abilities
Barkskin - +5 natural armor, 130 minutes
Greater Magic Fang - +1 magic bonus to all natural attacks, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON, 13 minutes
Spider Climb - 130 minutes
Stoneskin - DR 10 / adamantine, 130 hps, 130 minutes

Spells
0 (DC 16) - Detect Magic*(x2), Guidance, Toros' Taur's Try(x2), Purify Food and Water
1 (DC 17) - Entangle(x4), Longstrider*, Speak with Animals(x2)
2 (DC 18) - Barkskin*(x2), Heat Metal, Soften Earth and Stone(x2), Spider Climb*(x2)
3 (DC 19) - Greater Magic Fang*(x2), Plant Growth, Speak with Plants, Spike Growth
4 (DC 20) - Command Plants*, Myrridan's Blackthorn*, Scrying, Spike Stones(x2)
5 (DC 21) - Animal Growth(x2), Transmute Mud to Rock, Transmute Rock to Mud
6 (DC 22) - Find the Path, Mass Bear's Endurance*, Mass Bull's Strength
7 (DC 23) - Wind Walk*
* = cast

The Three Dire Bears (JohnP)  d20+12=24 d20+19=23 2d4(2+3)+10=15 d20+23=31 d20+15=24 2d4(2+1)+10=13 d20+9=24 2d8(8+2)+5=15 d20+12=31 d20+19=32 2d4(2+2)+10=14 d20+23=24 d20+19=33 2d4(4+2)+10=16 d20+23=26 d20+13=20 d20+12=25
Monday January 14th, 2008 10:41:59 PM

The first dire bear (P12-Q13) is sickened by the smell of Hezrou. It steps west and attacks the Hezrou,
Fort = 24
Free - 5 ft step to P11-Q12
Full Attack:
1st Claw - hits AC 23, 15 damage
Grapple (Improved Grab) - 31 vs. DC 29, Hezrou is grappled
2nd claw - hits AC 24 (with -4 for grappling), 13 damage
Bite - hits AC 24 (with -4 for grappling), 15 damage


The second dire bear (Q15-R16) is also sickened but not nauseated. It moves north 5 feet and tears into the right glabrezu, trying to grapple with it.
Fort = 31
Free - 5 ft step to P15-Q16
Full Attack
1st claw - hits AC 32, 14 damage
Free Grapple - miss 24 (natural 1)
2nd claw - hits AC 33, 16 damage
Free Grapple - miss 26 vs. DC 30
Bite - miss AC 20


The final dire bear is only sickened but is simply hanging on for dear life.
Fort = 25

Dire Bear
Large Animal (10 ft space, 5 ft reach)
HP = 105 (base)
Speed = 40 ft (base)
AC = 17 (base)
Touch AC = 10 (base)
Attack = Claw +19, 2d4+10
Full Attack = 2 claws +19, 2d4+10 & Bite +13, 2d8+5
Special Attack = Improved Grab
Special Qualities = Scent, Low Light Vision
Saves = Fort +12, Reflex +9, Will +9

DM Addendum 
Monday January 14th, 2008 11:11:34 PM

The attached stirges were pointed out to me. Any that were attached to Lumi, Tratain or Monthor are now squished. Those flying aren't affected by anything.

# flying depends on Monthor's touch AC.

Arien (hp 90/60) AC 21 (Mage Armor, Veil, Stoneskin, Bear's Endurance) 
Tuesday January 15th, 2008 3:02:24 AM

Deciding that things were moving just a little too quickly Arien decides to create some separation between the knights and their foes. Arien casts a wall of force directly in front of the party (along the R-S line) to allow for some breathing space and let the party recover from the sudden onslaught.

(The wall of force is 60 feet long and 25 feet high.)

Spells Memorized
0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Magic Missile x5, Protection from Evil x2
2nd Level: Scorching Ray x4, Resist Energy, Extended Shield*, Extended Mage Armor
3rd Level: Dispel Magic, Fly x2, Haste x2
4th Level: Dimension Door x2, Ice Storm x2, Invisibility: Greater x2
5th Level: Cone of Cold x3, Wall of Force x2*, Break Enchantment
6th Level: Chain Lightning x3*, Disintegrate, Veil*
7th Level: Delayed Blast Fireball, Prismatic Spray x2, Spell Turning
8th Level: Polar Ray x2

Arien Addendum  d20+25=43 d20+25=27 d20+27=28 d20+27=46
Tuesday January 15th, 2008 3:04:09 AM

Arien also informs the party of what the new demons are, their strengths and weaknesses and what to expect from them.

Jova 96/70 HP 21 AC [Mage Armor, Darkvision]-Stoneskin-Grtr Hero, See Invis 10min, Grtr Invis 13/13 
Tuesday January 15th, 2008 5:31:12 AM

Jova watches as the frontline fighters disappear into the air. Now of a sudden he can see, and be seen by the enemy. Not wanting to move into the room, he waves his arms and mutters words, disappearing from sight.

__Good Call on Dispel Silence. I couldnt see the spell so didnt know where to target, so stated target the Herzou. We understood one another, thanks.

Spells
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Ray of Enfeeble 55 ft, 1d6+5str, 13 min, SRyes
2--5/7-DC17--Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, See Invis 10/level
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Fly 1 min/level 60ft
4--6/7-DC19--Stoneskin 10 min/level, ignore 10 damge each attack up to 130, Grtr Invis 1 round level,
Polymorph 1 min level, Black Tentacles 2ftrad, 1rd/lvl, grapple 21, 1d6+4/rd
5--7-DC20--Summon Mon 5- 1 round level, Break Enchantment, Telekinesis 1-900ft/ 1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--3/4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Greater Heroism

Adm Ceil 
Tuesday January 15th, 2008 8:51:11 AM

What No Posting Report Again??

Lumi-Juova (AC 30, Touch AC 20, HP 94/124; -4CON) Endure Elements, Veil, Stoneskin, Bear Endurance, Fly  d20+14=19 d20+15=21 d20+7=12
Tuesday January 15th, 2008 1:31:02 PM

The great white liontaur's flat nose pinches in distaste; he can hardly believe he hesitated over a little smell!

Then the beatings continue. The Stirge sucks as much as the beast wants and unsteadily flies away. The other two continue to attempt to land, but continue to fail. (ooc: Lumi has Improved Uncanny Dodge: retain Dex bonus to AC if flat-footed or have invisible attacker)

The visible Hezrou sways in to strike, but luckily misses with all three attacks (Improved Uncanny Dodge)

And THEN! Then the world is turned topsy-turvy and Lumi finds himself falling towards the cieling! Leaving himself completely open, he recieves a nasty wound in his white-furred side (ooc: 27 damage, 10 to stoneskin, 1 to damage reduction). Not able to concentrate on his fall(?) to the ceiling in his dazed condition, Lumi smacks hard with only the Stoneskin spell protecting him from a broken bone. (ooc: 3 damage, 10 to stoneskin, 1 to damage reduction)

Picking himself up off the ceiling(?), Lumi goes totally defensive. The tiger-striped wemic looks slightly lost, but then he smiles and places his hand in his Handy Haversack. Thinking that he needs his flying potion (1 action), it slaps into his hand. Quickly, Lumi drinks it (1 action) thus freeing himself from the quirky gravity.

(Fort:19, Reflex:321, Will:12) uh oh, lousy rolls!

Effects
Endure Elements - normal hot/cold doesn't affect
Veil - looks like a hezrou
Stoneskin - damage reduction 10/adamantine; 120/140 points
Mass Bear's Endurance - +4 to CON, 13 minutes
Fly - 50 rounds 60 foot movement

Sickened - -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks while 10' near Hezrou.
Total Defensive - +4 AC, no attack
Improve Uncanny Dodge - retain's Dex vs invisible opponent, never flanked or flatfooted.
Con Drain - -4 to CON

Vedik (AC 29(31 v evil)) 163/163 HP) *Wings* Bears End,Mass (13m) M.C. vrs Evil 10' (140m) M. Vest x2, GMW-Ex, Delay Poison-Ex, Veil, Stoneskin  d20+16=34 d20+16=28 d20+16=27 d20+16=22 d20+15=26 d20+5=9 d20+17=24
Tuesday January 15th, 2008 2:35:28 PM

Vedik knows the beasts cannot be allowed to act again. Counting on his flying advantage, he does not fear their claws, flying over the head of the first demon. Nor does he fear the stench, counting on his protections to delay the nausea.

Orienting himself as he passes through the gravity distortion, he flies over the head the smaller demon.

And one again calls upon Alemi to quell these evil foes.

OOC:
Fly to P10, 30 feet in the air.
Cast Holy Word, should get all 4 of the demons out front, and some of the front area of the fog. (Not sure if theres anything besides the Marilith in the fog, I'm cl 16 with this spell vrs spell resistance if you need to make any other rolls)

SR checks: H1:34 S1:28 S2:27 S3:22

No Save Effects:
14 HD or less:Deafened
13 HD or less:Blinded, deafened
09 HD or less:Paralyzed, blinded, deafened
04 HD or less:Killed, paralyzed, blinded, deafened
Also:
Any non good extra planar creatures make a will save DC 24 with a -4 penality or are banished to their home plane for 24 hours.

Saves for this round:
F: 26 / R: 9 / W: 24
+2 Poison/Spell/Spell Like
+2 Evil

0: Detect Magic x4*, Read Magic x2
1: Divine Favor x2, Comprehend Language, Protection from Evil x2, Remove Fear x2 [Protection from Evil+]
2: Align Weapon x2, Remove Paralysis, Resist Energy x2, Silence x2 [Aid]
3: Calm Emotions, Delay Poison-Extended*, Invisiblity Purge x2, Protection from Energy, Remove Blind/Deaf [Magic Circle Vrs Evil+]
4: Death Ward x2, Divine Power, Freedom of Movement, Dimensional Anchor, [Spell Immunity]
5: Break Enchantment, Flame Strike, Greater Magic Weapon-Extended*, Wall of Stone, [Spell Resistance]
6: Harm, Heal x2 [Antimagic Aura]
7: Ethereal Jaunt, Holy Word+*, [Holy Word+*]

Monthor 
Tuesday January 15th, 2008 3:32:38 PM

I'll be posting later tonight ( after 7 Eastern).
Sorry.

Tratain HP 129/149 AC 28 (25) Tongues; Ring of Counterspells:Greater Dispel Magic;Magic Vestment; Veil; Stoneskin; Endurence; Bead of Karma 
Tuesday January 15th, 2008 4:57:11 PM

Tratain watches as the 3 new Deamon appear, his eye go wide as he suddenly finds himself falling upwards into the cieling. He looks downwards at the Demons for a moment and see's one pointing at him then everything goes black.

-----------------------------
Stunned round 1 of 4
Stoneskin - 60 Points remaining

OOC: The stoneskin wand is Min caster level 70 points of protection total so everyone knows.

Tratain (2nd) 
Tuesday January 15th, 2008 5:18:08 PM

Tratains Warhammer drops to the Ceiling next to him as he reels from the spell cast by the Demon.

Draax (AC 31, HP 148/148) - Endure Elements, Stoneskin  d20+22=39 d8+2=3
Tuesday January 15th, 2008 6:10:25 PM

Finally hearing something in the other room and getting a sense of what is going on, Draax steps into the room at T10. He uses his slippers of spider climbing to keep his feet on the floor. He spots the strige hovering around Lumi and fires a shot at it.

Hit AC 39 for 3 dmg from the arrow and 6 fire dmg from the arrow's effect.

Active items on Draax that gives abilities/protection that might be necessary:
Ring of Feather fall
Necklace of Adaptation
Slippers of Spider Climbing

Monthor AC 34 (36 vs evil) HP 92/102 (130) 
Tuesday January 15th, 2008 7:27:59 PM

Monthor is somewhat relieved that the little blood suckers get killed off but doesn't appreciate being thrown up against the ceiling. (4 damage. Stoneskin takes the other 10) Monthor activates his winged boots and flies towards Tratain, grabs him and then flies back down (well up he guesses) towards the door.



---------------------------------

Effect
Magic Weapon (+4)
Magic Armor (+4)
Stoneskin damage reduction 10/adamantine;60/70 points
Protection from evil ( 13 minutes??) +2 AC and saves vs evil.
Shield of Faith (+4 Deflection).
Necklace of Adaptation
Constitution damage 3= 11/14 Con.
Fly- 5 minutes - The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.

Round 2, PC Initiative Results  d20+5=16 d20+7=13 d20+7=24 d20+11=29
Tuesday January 15th, 2008 8:12:51 PM

Horvis calls a trio of dire bears to assist the Knights as he moves into the chamber. Two of the bears appear in front of one of the demons.

Unfortunately, Horvis and the third dire bear find themselves smack in the middle of the gravity field. Luckily, both find a way to claw onto the door mantle, holding on for dear life as an unseen force pulls them toward the ceiling.

The first dire bear moves in to attack the remaining Hezrou. The bear lashes out with its claws and mouth, cutting the Hezrou slightly, but not nearly as much as the bear should be capable of. More importantly, the bear wraps the demon up in its massive arms, dragging it in for a one-sided wrestling match.

The second bear jumps at one of the Glabrezu, attempting to rend its scaley hide. It lands a pair of claws, and a cracking sound is heard as the Glabrezu screams in anger.

Arien thinks quickly and casts a spell, calling forth a wall of pure energy between the Knights and the attacking demons. The wall springs up, cutting off the demons as well as 2 of Horvis' dire bears.

Jova looks up and realizes he is directly in line with the oversized demons. He mumbles a few arcane words of power, and winks out of sight.

Lumi awakens from his temporary trance to find himself beaten and ceilinged. Fortunately, he was able to shrug off a good part of the damage from the demons, and reaches into his pack to withdraw a small vial. Drinking his flying potion, Lumi floats off the ceiling a bit, finding himself quite able to navigate now. [no further gravity effects, you are free to move as needed. You are 60 feet up, in the squares noted on the map below.]

Vedik flies up and in, and once again speaks a word of divine power from above the demons' heads. [why is this CL higher than the last one?]

As he does, the remaining Hezrou winks out of existence just as it's companions had before it. One of the Glabrezu follows right behind it, barely getting out a roar of anger as it disappears.

Draax walks nonchalantly into the room, ignoring the anti-gravity as his slippers keep him right-side up. He knocks an arrow and lets it fly, spitting one of the Stirges directly between the eyes and sending it flying backward into the force wall, where it slides to the floor dead.

Monthor gives his head a shake, then activates his boots, grabs Tratain and heads back toward the door. [You get halfway, 30 feet down, this turn, since you had to grab Tratain as well. I'm not asking for a Str check since it's Monthor, and I'm assuming he's strong enough to carry a limp cleric around for a few seconds.]

. . . enemy initiative coming . . .

Round 3, Enemy Initiative  d20+7=26 d100=27 d100=77 d100=28 d100=84 d100=63 d20+20=40 d20+20=29 d20+18=29 4d8(2+3+8+4)+20=37 5d6(1+4+5+1+1)+5=17 d10=6 d20+20=40 d20+20=38 d20+17=35 d20+17=33 4d8(4+2+1+5)+14=26 d8+3=6 d8+3=10
Tuesday January 15th, 2008 8:43:30 PM

The remaining stirge spies Tratain's limp body being dragged through the air and decides this is a prime target. It zips down and lands on Tratain's back, sliding its proboscis into a space between the plates of the Protector's armor. [touch attack hits AC 26]

The Glabrezu writhes in anger, flailing about blindly in an attempt to hit something, anything. It tries to swing at the dire bear that was just in front of it (DB2).

One of its claws and one of its pincers manage to smash into the bear, the pincer nearly decapitating the poor animal.

Pincer hits AC 40 (nat 20), confirm AC 29, damage 37.

Claw hits AC 29, damage 17.

Miss chance made, other 3 attacks failed miss chance.

The Nalfeshnee raises its glowing fist and slams it into the floor, shaking the entire room as it screams. A wave of shadows spreads out from the monster, enveloping the dire bears, Vedik and Lumi (who is still in the air and not protected by the wall of force).

Shadows bounce and rebound against Arien's wall of force, almost as if they are actively trying to break through.

Vedik, Lumi, and both dire bears must make will saves, DC 22.

Failure means the target is stunned dazed for 6 rounds. You retain full dex and other AC bonuses if attacked, but can not take any actions at all.

Laughing at the Knights, the Nalfeshnee floats a few feet into the air and toward Vedik, lashing out with its tusked jaws and huge, hairy fists.

Its bite hits AC 40 (crit confirmed 38) for 26 damage.

Its first claw hits AC 35 for 6 damage.

Its second claw hits AC 33 for 10 damage.

"Tasty little dwarf wants to look like a demon?" it laughs as it attempts to maul Vedik.

[2 notes:

1. The protection from evil effect does not stop the demon from attacking Vedik. Vedik made an attack against it (holy word), thus allowing it to attack. He does get the bonuses still, though they didn't prevent the attacks this time.

2. The demon can reach Vedik. It has 15 foot reach, is 15 feet tall, and took a 5 foot step off the floor. The map includes a "side view" to illustrate how to think of this in 3 dimensions.

Map:http://i219.photobucket.com/albums/cc35/carucci3/Round3.jpg

Tratain HP 129/149 AC 28 (25) Tongues; Ring of Counterspells:Greater Dispel Magic;Magic Vestment; Veil; Stoneskin; Endurence; Bead of Karma 
Tuesday January 15th, 2008 9:01:24 PM

Tratain is stunned and can't squish the little pest that landed on him.

-----------------------------
Stunned round 2 of 4
Stoneskin - 60 Points remaining

Addendum on Stirge 
Tuesday January 15th, 2008 10:12:05 PM

Thanks to Vedik for the reminder, the stirge would have been utterly crushed by the Holy Word. It is not attached to Tratain, and its limp body is laying on the ceiling.

Horvis - (AC 33; HP 152) - Animal Growth, Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance, Spider Climb, Stoneskin, Veil 
Tuesday January 15th, 2008 10:27:48 PM

The dire bear breathes more easily after the last hezrou disappears and the sickening stench goes with it. Horvis moves upwards along the wall even though it seems like down for Horvis. Once he has moved as much as he can, Horvis prepares to cast a spell. Once he is finished, he and the three dire bears grow in size.

Action
Move - 30 ft upwards
Standard - Cast Animal Growth (increase size to huge, +8 size bonus to STR, +4 size bonus to CON, -2 size penalty to DEX, +2 natural armor bonus, -1 size penalty to AC (from large to huge), DR 10/magic, +4 resistance bonus), 13 minutes

Horvis as an Animal Growthed Dire Bear
Huge Animal (15 ft space, 10 ft reach)
HP = 178 (74 base + 65 + 13 from Bear's Endurance + 26 from Animal Growth)
Speed = 50 ft (40 base + 10 Longstrider), 30 ft climb (Spider Climb)
AC = 33 (17 base + 2 armor + 5 enhancement + 2 shield + 1 enhancement + 1 DEX from Ioun Stone + 5 Barkskin - 1 DEX penalty - 1 size penalty + 2 additional natural armor)
Touch AC = 9 (10 base + 1 DEX from Ioun Stone - 1 DEX - 1 size)
Attack = Claw +23 (9 BAB + 15 STR + 1 Gr. Magic Fang - 2 size), 2d6+15 + Tear effect
Full Attack = 2 claws +23, 2d6+15 + Tear & Bite +23, 4d8+7 (19-20,x2) + Tear
Special Attack = Improved Grab
Special Qualities = Scent, Low Light Vision
Saves = Fort +22, Reflex +9, Will +20

Effects
Animal Growth, 13 minutes
Barkskin - +5 natural armor, 130 minutes
Greater Magic Fang - +1 magic bonus to all natural attacks, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON, 13 minutes
Spider Climb - 130 minutes
Stoneskin - DR 10 / adamantine, 130 hps, 130 minutes

Spells
0 (DC 16) - Detect Magic*(x2), Guidance, Toros' Taur's Try(x2), Purify Food and Water
1 (DC 17) - Entangle(x4), Longstrider*, Speak with Animals(x2)
2 (DC 18) - Barkskin*(x2), Heat Metal, Soften Earth and Stone(x2), Spider Climb*(x2)
3 (DC 19) - Greater Magic Fang*(x2), Plant Growth, Speak with Plants, Spike Growth
4 (DC 20) - Command Plants*, Myrridan's Blackthorn*, Scrying, Spike Stones(x2)
5 (DC 21) - Animal Growth*(x2), Transmute Mud to Rock, Transmute Rock to Mud
6 (DC 22) - Find the Path, Mass Bear's Endurance*, Mass Bull's Strength
7 (DC 23) - Wind Walk*
* = cast

The Three Dire Bears - Animal Growth (JohnP)  d20+9=28 d20+9=25 d20+9=14 d20+23=40 2d6(3+5)+14=22 d20+31=49 d20+19=34 2d6(1+4)+14=19 d20+17=35 3d8(3+7+6)+7=23 d20+23=29 2d6(1+5)+14=20 d20+31=33 d20+23=43 d20+23=36 4d6(2+2+2+6)+28=40 d20+31=35 d20+17=37 d20+17=29 6d8(2+5+1+6+2+8)+14=38
Tuesday January 15th, 2008 10:57:49 PM

The frist two dire bears withstand the foul magic. The third one, distracted by the wierd sensation of hanging in space, is dazed.
Fort saves = 28, 25, 14

After Horvis' spell, two of the bears increase in size and are better able to deal with their opponents.

Dire Bear 1 (AC 17; 129 HP)
The bear increases in size, filling the space from P10 - R12. It launches into the nalfeshnee in front of it. The first claw attack hits and the bear immediately moves to grapple with the demon. It successfully grabs hold and continues to claw and bite.
Claw 1 - hits AC 40, 22 damage
Grapple - 49, success vs. DC of 39
Claw 2 - hits AC 34, 19 damage
Bite - hits AC 35, 23 damage


Dire Bear 2 (AC 17; 75/129 HP)
The bear increases in size, filling the space from P14 - R16. It launches into the blind glabrezu in front of it. The first claw attack hits and the bear immediately moves to grapple with the demon. It successfully grabs hold and continues to claw and bite.
Claw 1 - hits AC 29, 20 damage
Grapple - 33, automatic failure (natural 2)
Claw 2 - hits AC 43 (threat), comfirmed AC 36, 40 damage
Grapple - 35, fails vs. DC 40
Bite - hits AC 37 (threat), confirmed AC 29, 38 damage


Dire Bear 3
Is dazed.

Animal Growth Dire Bear
Huge Animal (15 ft space, 10 ft reach)
HP = 129 (base + 24 from increased CON)
Speed = 40 ft (base)
AC = 17 (17 base - 1 DEX - 1 size + 2 natural armor)
Touch AC = 8 (10 base - 1 DEX - 1 size)
Attack = Claw +23, 2d6+14
Full Attack = 2 claws +23, 2d6+14 & Bite +17, 3d8+7
Special Attack = Improved Grab (Grapple = +31)
Special Qualities = Scent, Low Light Vision
Saves = Fort +14, Reflex +8, Will +9

Arien (hp 90/60) AC 25 (Mage Armor, Veil, Shield, Stoneskin, Bear's Endurance, Spell Turning)  d4+6=10
Wednesday January 16th, 2008 1:49:21 AM

With the allies on the ceiling making a haste spell less effective than desired Arien decides a little more defenses might be in order. Arien casts Spell Turning on himself and waits for the others to descend for a haste spell.

Effects:
Mage Armor: 32 Hours
Veil: 16 Hours
Stoneskin: 70 mins, 70 damage left
Wall of Force: 2/16 rounds
Shield: 32 minutes
Spell Turning: 10 spell levels, 160 minutes/consumed.

Spells Memorized
0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Magic Missile x5, Protection from Evil x2
2nd Level: Scorching Ray x4, Resist Energy, Extended Shield*, Extended Mage Armor
3rd Level: Dispel Magic, Fly x2, Haste x2
4th Level: Dimension Door x2, Ice Storm x2, Invisibility: Greater x2
5th Level: Cone of Cold x3, Wall of Force x2*, Break Enchantment
6th Level: Chain Lightning x3*, Disintegrate, Veil*
7th Level: Delayed Blast Fireball, Prismatic Spray x2, Spell Turning*
8th Level: Polar Ray x2

Jova 96/70 HP 21 AC [Mage Armor, Darkvision]-Stoneskin-Grtr Hero, See Invis 10min, Grtr Invis 12/13 
Wednesday January 16th, 2008 7:55:55 AM

Jova still does not want to enter the room. He had no idea what would affect him if he crosses the threshold. With the walk of force there was little to do against the enemy. Although the monsters he summoned were not that powerful, maybe they would distract the enemy at least. Standing just outside the room he casts a summoning spell.

Spells
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Ray of Enfeeble 55 ft, 1d6+5str, 13 min, SRyes
2--5/7-DC17--Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, See Invis 10/level
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Fly 1 min/level 60ft
4--6/7-DC19--Stoneskin 10 min/level, ignore 10 damge each attack up to 130, Grtr Invis 1 round level,
Polymorph 1 min level, Black Tentacles 2ftrad, 1rd/lvl, grapple 21, 1d6+4/rd
5--6/7-DC20--Summon Mon 5- 1 round level, Break Enchantment, Telekinesis 1-900ft/ 1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--3/4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Greater Heroism

Vedik (AC 29(31 v evil)) 147/163 HP) *Wings 15'* Bears End,Mass (13m) M.C. vrs Evil 10' (140m) M. Vest x2, GMW-Ex, Delay Poison-Ex, Veil, Stoneskin(44/70)  d20+17=31 4d8(3+2+6+8)+13=32 d20+24=37 d20+15=35 d20+5=10 d20+17=34
Wednesday January 16th, 2008 8:23:50 AM

Vedik shakes off the dark shadows, remaining focused on the task ahead. The bite sinks in deeply, but the claws glance off without any effect thanks to to the stone skin.

He grunts in pain, both from the bite and the demons hideous banter. For a moment a witty retort crosses his mind, but shakes the idea out of his head and focuses.

Seeing the bear below him has been greatly wounded, he flies a little closer and casts a spell to heal it, taking care to shield his casting.

OOC:
DC 22 Will Save: Passed (31)
Fly Down 15'
Cast Cure Critical Wounds, Heal Bear for 32
Cast Defensively check DC 19: Passed
Regular Saves per round: F:35 / R:10 / W:34 +2 poison/spell/spell like +2 evil.

0: Detect Magic x4*, Read Magic x2
1: Divine Favor x2, Comprehend Language, Protection from Evil x2, Remove Fear x2 [Protection from Evil+]
2: Align Weapon x2, Remove Paralysis, Resist Energy x2, Silence x2 [Aid]
3: Calm Emotions, Delay Poison-Extended*, Invisiblity Purge x2, Protection from Energy, Remove Blind/Deaf [Magic Circle Vrs Evil+*]
4: Death Ward x2, Divine Power, Freedom of Movement, Dimensional Anchor, [Spell Immunity]
5: Break Enchantment*, Flame Strike, Greater Magic Weapon-Extended*, Wall of Stone, [Spell Resistance]
6: Harm, Heal x2 [Antimagic Aura]
7: Ethereal Jaunt, Holy Word+*, [Holy Word+*]

DM Addendum for Monthor and Tratain 
Wednesday January 16th, 2008 8:48:12 AM

I forgot that Monthor and Tratain are only halfway to the floor. The wall of force is only 25 feet high, so the Nalfeshnee's smite hits them as well.

Both must make the DC22 will save or be dazed as above (i.e., no actions, fall back to the ceiling).

Draax (AC 31, HP 148/176) - Endure Elements, Stoneskin, bear endurance 
Wednesday January 16th, 2008 2:53:00 PM

Not able to do anything helpful at the moment, Draax watches and waits for his friends to come down from the ceiling.

Active items on Draax that gives abilities/protection that might be necessary:
Ring of Feather fall
Necklace of Adaptation
Slippers of Spider Climbing

Lumi-Juova (Charging AC 26/ AOO AC 30/ AC vs Nalfeshnee 31, HP 94/124; -4CON) Endure Elements, Veil, Stoneskin, Bear Endurance, Fly, Prot v Evil  d20+7=23
Wednesday January 16th, 2008 4:00:04 PM

Just getting himself righted, Lumi encounters the blast by the huge demon with little wings. Turning a somersault in mid-air by the force, Lumi is mildly surprised to see that he appears unharmed by the blast. (Will 23; that was lucky!)

Lumi sees the effects of the bears on the demons, and decides that his multiple attacks will do little damage. He resheathes his handaxe (move action) and activates the blue tattoo of a Hammer on his shoulder. (standard action), then slides forward to be ready to engage in combat as soon as there is an opening.

Effects
Endure Elements - normal hot/cold doesn't affect
Veil - looks like a hezrou
Stoneskin - damage reduction 10/adamantine; 50/70 points
Mass Bear's Endurance - +4 to CON, 13 minutes
Fly - 49 rounds 60 foot movement
Prot vs Evil - 10 rounds (+2 to AC/save, no mind control)

Improve Uncanny Dodge - retain's Dex vs invisible opponent, never flanked or flatfooted.
Con Drain - -4 to CON
Dodge vs Nalfeshnee +1 AC
Mobility : +4 AC vs AOO

DM 
Wednesday January 16th, 2008 4:21:18 PM

All, I have an unexpected issue tonight, and may not be home until well past midnight. Tonight's post will likely come early tomorrow am instead. Sorry for the inconvenience.

Tratain (2nd)  d20+20=25
Wednesday January 16th, 2008 5:19:20 PM

Will save Made vs Daze effect

Monthor AC 34 (36 vs evil) HP 92/102 (130)  d20+12=32
Wednesday January 16th, 2008 7:40:45 PM

Monthor totally ignores the Nalfeshnee's smite
(ooc> natural 20 roled. Total 32) and continues to fly Tratain to safety. ( ooc> out the door, lands at rougly U12)

---------------------------------

Effect
+2 racial bonus vs spells and spell like effects
Magic Weapon (+4)
Magic Armor (+4)
Stoneskin damage reduction 10/adamantine;60/70 points
Protection from evil ( 13 minutes??) +2 AC and saves vs evil.
Shield of Faith (+4 Deflection).
Necklace of Adaptation
Constitution damage 3= 11/14 Con.
Fly- 5 minutes - The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.


Round 3, PC Results  d20+20=34 2d8(2+8)+7=17
Thursday January 17th, 2008 8:06:14 AM

Tratain remains stunned, hanging limply from Monthor's arms.

Horvis, using his spider climb, walks up the wall halfway, then casts another spell on his summoned assistants.

The three dire bears immediately grow in size, swelling to nearly match the demons in girth.

The first dire bear attacks the Nalfeshnee, quickly wrapping it up in a bear hug and pummeling it's hairy chest.

The second dire bear swings its massive paws at the Glabrezu, unable to wrestle with it, but still landing a trio of devastating hits on the blinded demon, who rages in pain.

[it is clear to all watching that not all damage got through]

The third dire bear hangs where it was, as visions of terror flash before its eyes. This bear is now squeezing, everyone please take account of the space it is using if moving around behind the barrier. Horvis is above it.

Arien, standing outside of the door, casts another spell on himself to make him more defensible against the enemies' magic.

Jova, meanwhile, begins his own summoning spell, if not providing much help at least hoping to cause more confusion and distract te enemy. [I must say, you guys are a mapmaker's dream...]

Vedik sees one of the dire bears is injured, and flies to it (DB2) to provide some healing.

Draax waits behind the wall of force, patiently seeking his opportunity to strike.

Lumi is tossed and turned in the air, but doesn't suffer the effects of the Nalfeshnee's smite. Instead of rushing in, he activates a tattoo on his arm. [What space is Lumi in right now?]

Monthor flies Tratain down and out the door, stopping on the landing outside (not exactly U12, but as close as possible).

. . . enemy turn coming . . .

Round 4, Enemy Initiative  d20+29=34 d20+29=46 d20+24=44 d20+24=44 d20+19=23 d20+14=19 d8+17=24 d8+17=23 d8+17=18 d8+17=19 d20+29=34 d20+29=34 d20+29=38 d20+29=40 d20+29=39 d8+17=19 d8+17=25 d8+17=25 d8+17=24 d8+17=19 2d6(6+5)=11 3d6(6+5+4)=15 2d6(6+4)=10 d20+24=33 4d6(3+6+1+3)+10=23 d20+35=50 4d6(4+1+2+4)+15=26
Thursday January 17th, 2008 8:59:24 AM

The Nalfeshnee growls at the dire bear, then a wicked smile crosses its hideous horned face as it spies Monthor and Tratain flying out of the door.

In an instant, it disappears, leaving the dire bear nearly falling on its face as the counterweight of the demon is suddenly taken away.

In another instant, the Nalfeshnee appears outside, hovering on its impossibly tiny wings, in the open space just past the landing. It lets out a barking, gutteral laugh. "Little fake demons don't know what real demons can do!"

At the same time, the Glabrezu disappears as well.

[both demons provoke AoOs from Dire Bear 1 and Dire Bear 2]

It appears the action has moved outside of the room. Jova and Arien are surprised enough when an enormous, hairy demon appears nearby.

They are even more surprised when something else appears and tries to decapitate them.

The new threat looks very similar to the snake-like woman who disappeared into the smoke. This one, however, floats on leathery black wings. Her eyes burn with a dark red glow, and streaks of red and back line her scaly skin.

Knowledge (planes) DC 26 Highlight to display spoiler: {This is, or at least resembles, a Marilith. But there are various features you just can't place. She isn't a normal Marilith. If you had to venture a guess, you'd say she has some fiendish blood in her.}

Knowledge (arcana) DC 26 Highlight to display spoiler: {whatever this thing is, it clearly has some draconic blood flowing through its veins.}

The demon launches into an attack, pressing Jova and Arien quite hard.

She holds an oversized longsword in each of her six arms, each of which flashes out at the the pair.

Attacks on Arien:
Hit AC 34, damage 24
Hit AC 46, damage 23
Hit AC 44 (confirm AC 44), damage 37
Miss AC 23
Miss AC 19

Attacks on Jova:
Hit AC 34, damage 19 + 11
Hit AC 34, damage 25 + 6 fire
Hit AC 38, damage 25 + 5 cold
Hit AC 40, damage 24 +4 electric
Hit AC 39, damage 19 (+10 if Jova is lawful, which I highly doubt)

The demon's tail lashes out, slamming into Arien. It hits AC 33, for an additional 23 damage.

The long, slimy tail attempts to wrap around Arien.

Grapple attempt vs. DC 16 = 50.

The tail easily slids around Arien, squeezing him tightly, pressing all the air out of his body.

It causes another 26 damage.

Arien is pulled off the stairs into the demons space, and dangles in space at the snake-woman's mercy.

Map:http://i219.photobucket.com/albums/cc35/carucci3/Round4.jpg

Horvis 
Thursday January 17th, 2008 12:33:01 PM

Will be posting later.

As a note ... there may have to be a re-wind. If either dire bear causes so much damage to the demons that they blow their Concentration checks, the creatures can't teleport.

Tratain HP 129/149 AC 28 (25) Tongues; Ring of Counterspells:Greater Dispel Magic;Magic Vestment; Veil; Stoneskin; Endurence; Bead of Karma 
Thursday January 17th, 2008 4:48:29 PM

Tratain is unmoving apart from being carted around by Monthor.

-----------------------------
Stunned round 3 of 4
Stoneskin - 60 Points remaining

Dire Bears AoO (DM JohnP)  d20+19=30 2d6(6+6)+14=26 d20+23=34 2d6(5+2)+14=21
Thursday January 17th, 2008 5:12:11 PM

The dire bears attack the demons as the evil things attempt teleporting away.

Dire Bear 1
The dire bear claws the nalfeshnee as it begins to teleport, inflicting some damage.
Claw - hits AC 30, 26 damage ... forcing DC 26 Concentration check

Dire Bear 2
This dire bear claws the glabrezu as it teleports, inflicting some damage.
Claw - hits AC 34, 21 damage ... forcing DC 21 Concentration check

OOC - With their +25 Concentration, both demons will only fail if they roll a natural 1

Horvis 
Thursday January 17th, 2008 5:29:07 PM

Will be posting later (maybe) depending on what everyone else is doing.

DM - Prior Post Change  d20=11 d20=20
Thursday January 17th, 2008 7:56:59 PM

Apparently there is alot of annoyance over the map. I think the prior posts are pretty clear that the big open room with the spider is there (reference things like the spider watching Draax as he climbs the stairs).

I apologize if the map was not made perfectly, and if it caused confusion. I assumed the details of the descriptions made things clear, but didn't consider that the map would be relied on more heavily. That was my fault.

That being said, I considered reversing the last post, and wrote a whole note on that, but changed my mind. This is a dragon quest. You're supposed to get your butts kicked a bit. If some of that butt-kicking came from a misunderstanding, again I'm sorry, but "them's the breaks." Kick my butt right back.

As for the Marilith, yes she's strong. yes she can do more than normal, and yes she's way tougher than normal. This is a dragon quest. If you expected an appropriate CR encounter, well I'm not sorry for that misunderstanding. All the people you met were very clear on how tough this chick is. I fully expect you to be dragging a few lifeless bodies out of the city, unless you start doing really well.

So, to sum up, I'm very sorry about the confusion, but honestly, the blame is partly on each of us. I will do everything I can to make things absolutely clear from here on out. Second, please don't complain about the CR of the encounter. You're fully rested (which I was instructed NOT to allow), and auditioning for the dragon consortium.

THe demons made their con checks (rolled here). Since there has been alot of issues with this round and not many have posted, I'll wait until tomorrow for the next turn (unless everyone posts, in which case I can get it done late tonight).

Monthor AC 34 (36 vs evil) HP 92/102 (130)  d20+23=33 d10+27=35 d6=3 d20+18=21 d10+27=30 d6=6 d20+14=29 d10+27=28 d6=4 d20+6=14
Thursday January 17th, 2008 8:18:00 PM

" ARIEN!!!!!! "
"Forget him you ugly orc mother!!!! Try to get me!!!!"

( Intimidate check 14. Oh well, it was worth a try.)

Monthor swings madly at the creature attacking the mage.

ooc> One creature gets 11-12 attacks per round???? Holy orc poop batman!!!

ooc 2> Is the creature considered flanked by Monthor? If so, add +2 to the attack roles.

=================================

Two handed Power attack -5 to hit/+10 damage

Attack 1
AC 33 (34 if flanking)for 35 plus 3 fire damage.

Attack 2
AC 21 (23 if flanking) for 30 damage plus 6 fire damage.

Attack 3
AC 29 (31 if flanking) for 28 damage plus 4 fire damage.

-----------------
Effect
+2 racial bonus vs spells and spell like effects
Magic Weapon (+4)
Magic Armor (+4)
Stoneskin damage reduction 10/adamantine;60/70 points
Protection from evil ( 13 minutes??) +2 AC and saves vs evil.
Shield of Faith (+4 Deflection).
Necklace of Adaptation
Constitution damage 3= 11/14 Con.
Fly- 5 minutes - The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.

Dodge bonus to the creature being attacked
( AC 37 )




Arien (hp 7/60) AC 25 (Mage Armor, Veil, Shield, Stoneskin, Bear's Endurance, Spell Turning)  d20+26=45
Thursday January 17th, 2008 9:02:31 PM

Agony rocks the mage as huge slashes appear in his body and he is then crushed by the demon's tail. Arien spits out a word, spraying the creature with blood that flies from his mouth and disappears from its grasp and reappears just on the other side of the wall of force, between the two dire bears. (Concentration check 45, Dimension Door, target square R13)

Effects:
Mage Armor: 32 Hours
Veil: 16 Hours
Stoneskin: 70 mins, 20 damage left
Wall of Force: 3/16 rounds
Shield: 32 minutes
Spell Turning: 10 spell levels, 160 minutes/consumed.

Spells Memorized
0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Magic Missile x5, Protection from Evil x2
2nd Level: Scorching Ray x4, Resist Energy, Extended Shield*, Extended Mage Armor
3rd Level: Dispel Magic, Fly x2, Haste x2
4th Level: Dimension Door x2*, Ice Storm x2, Invisibility: Greater x2
5th Level: Cone of Cold x3, Wall of Force x2*, Break Enchantment
6th Level: Chain Lightning x3*, Disintegrate, Veil*
7th Level: Delayed Blast Fireball, Prismatic Spray x2, Spell Turning*
8th Level: Polar Ray x2

Vedik (AC 29(31 v evil)) 147/163 HP) *Wings 15'* Bears End,Mass (13m) M.C. vrs Evil 10' (140m) M. Vest x2, GMW-Ex, Delay Poison-Ex, Veil, Stoneskin(44/70)  d20+10=22 d20+15=32 d20+19=23
Thursday January 17th, 2008 9:05:06 PM

A cold dread sinks over Vedik as the old dwarf hears the combat outside. He shakes visibly as he wheels about and flies to the door, taking up a defensive position.

Praying to Alemi for success, he shields his casting from the demons and incants a spell, nearly spitting the words out in hatred. His hatred this day manifests as a green ray that springs from his hand towards the Marilith.

OOC:
Fly to T10
Cast Dimensional Anchor Defensively
(Hit Touch AC 22, Beat 32 Spell Resistance, Passed Defensive Check (I used my fort save instead of my concentration by mistake, but my concentration is +26 vrs +19 so its a pass either way. If the touch attack or the SR check fails, I'd like to use a hero point to reroll)

Current Spells

Lumi-Juova (AC 28/ AOO AC 32/ AC vs Marilith 29, HP 94/124; -4CON) Endure Elements, Veil, Stoneskin, Bear Endurance, Fly, Prot v Evil  d20+20=32 2d8(4+2)+7=13
Thursday January 17th, 2008 9:44:13 PM

The white wemic lets out a roar in challenge at the demons who are striking his wunjos. His lips skin away from his teeth and the feral snarl wells up from Lumi's throat. He flies down in a silent move, ending right next to Jova and attacking the winged Marilith.

His bastard sword is weilded in two hands to attempt to bring more damage. His strike is true even though most is shed by the demon's toughness. (AC 32 Dam: 13; 1 1/2 Str two-handed)

Effects
Endure Elements - normal hot/cold doesn't affect
Veil - looks like a hezrou
Stoneskin - damage reduction 10/adamantine; 50/70 points
Mass Bear's Endurance - +4 to CON, 13 minutes
Fly - 48rounds 60 foot movement
Prot vs Evil - 9rounds (+2 to AC/save, no mind control)

Improve Uncanny Dodge - retain's Dex vs invisible opponent, never flanked or flatfooted.
Con Drain - -4 to CON
Dodge vs Marilith +1 AC
Mobility : +4 AC vs AOO

Jova 96/70 HP 21 AC [Mage Armor, Darkvision]-Stoneskin-Grtr Hero, See Invis 10min, Grtr Invis 11/13  d20+20=24 d3=1 d20+15=32 d20+17=30 26d6(5+5+4+2+2+4+1+1+5+6+6+4+1+2+4+2+1+4+6+5+3+2+5+5+5+5)=95 5d6(1+5+2+2+2)=12 d20+2=12 d20+2=15
Friday January 18th, 2008 12:10:37 AM

Jova is shocked beyond comprehension at the sight of the twirling blades. Blood splatters the wall as his and Arien's lifeforce paints a horrid mural. [Concentrate 24] Through the assault he finishes his summons spell.

Dropping the wand[free action], Jova quickly pulls forth the staff from his back, [quickdraw feat]/ As the staff is above his head he aims it at the Marilith and utters the words to activate its power. A green pulse of energy spews forth directly at the Marulith. Also his summoning of the archon, this time a lantern archon appears next to him.. Maybe it would give some help against the prevailing evil.

Ray hit Flat foot AC 32, SR30, Fort Save 19
Damage 95, or if Fort Save 12

--OOC I was going to take withdrawal step to get into reverse gravity area. DM said this is to become a dragon, and retreat doesnt sound like the option he would allow. S

Lantern Archon
4HP, 15 AC, Both Ray attacks miss
Cast Aid on Monthor
Magic Circle vs Evil
Located v9, next to Jova

Spells
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Ray of Enfeeble 55 ft, 1d6+5str, 13 min, SRyes
2--5/7-DC17--Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, See Invis 10/level
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Fly 1 min/level 60ft
4--6/7-DC19--Stoneskin 10 min/level, ignore 10 damge each attack up to 130, Grtr Invis 1 round level,
Polymorph 1 min level, Black Tentacles 2ftrad, 1rd/lvl, grapple 21, 1d6+4/rd
5--6/7-DC20--Summon Mon 5- 1 round level, Break Enchantment, Telekinesis 1-900ft/ 1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--3/4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Greater Heroism

Jova 8/70 HP 21 AC [Real HP] 
Friday January 18th, 2008 12:19:43 AM

Sorry missed Hp, its correct now

Draax (AC 31, HP 148/148) - Endure Elements, Stoneskin 
Friday January 18th, 2008 12:20:03 AM

Draax curses as he hears what is going on outside the room. His first reaction is to move outside the room again, but remembering the mass heal scroll in Tratain's backpack, Draax moves to Tratain and removes the scroll. Turning to Vedik, Draax says, "Get everyone in here and use this." He has the scroll to Vedik.

Active items on Draax that gives abilities/protection that might be necessary:
Ring of Feather fall
Necklace of Adaptation
Slippers of Spider Climbing



StanG 
Friday January 18th, 2008 12:22:35 AM

Draax's title should be"

Draax (AC 31, HP 176/176) - Endure Elements, Stoneskin, bear endurance

Horvis - (AC 33; HP 152) - Animal Growth, Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance, Spider Climb, Stoneskin, Veil 
Friday January 18th, 2008 8:22:29 AM

The shifter watches the demons flee from his summoned creatures, provoking a smile. However, they have fled from him as well and he can't attack them.

Horvis can't see what is happening, so he decides to begin summoning some more assistance.

The Dire Bears 
Friday January 18th, 2008 8:22:52 AM

Stand around waiting for the demons to return.

DM 
Saturday January 19th, 2008 12:24:42 PM

Hey all. I delayed posting a turn as I asked the PTB to examine the situation to ensure fairness, etc. The consensus as I understand it is: "high-level games get very complicated and confusing, dragon games moreso. There are misunderstandings and mistakes on both sides, often at the same time. Dragon groups are supposed to deal with adversity and move on, expect their butt kickings, and give them right back."

That's a paraphrase of the conversation, not anyone's direct statement.

In any case, turn will be out today. I'm going to enlarge the map to show everything possible.

Part of the point in Fae Skiemir is forcing the PCs to now know what the heck is going on or where the heck they are. While I hadn't planned on explicitly stating what was intended to be a bit confusing, I'm going to simply explain the tower:

the first floor had a stairway connected to the inside wall. You walked up the stairs and where inside the room still (i.e., an open stair, one side touching the wall, one side open to the room's interior space). Hard to explain well, I hope you can envision this. The top ended in a manner of stairwell that allowed the door to open into the next room, which was directly above. This is why on that previous map the door was sideways along the wall to the 2nd floor.

From 2nd to 3rd floor, you had the same stairway: hugging the wall, but open to the 2nd floor room in its entirety. Had someone fallen, for instance, they would have landed a few feet from the forcecage holding the big spider (which is still there, btw).

Now, the next door opens outward. This was intended to simply confuse the heck out of you, but I hadn't foreseen that anyone would assume the prior space wasn't there for some reason. I guess it's had for me to predict what you'll think, and vice versa.

So, this door opens outward into another circular room. If you look, this new room is about 20 feet wider in diameter than the 2nd floor. How can this be? The tower, at its top, actually splits into 2 circular towers. THis wasnt visible from outside due to that fog and lightning you saw. So right now, you are fighting in one of two tower-tops. There would be one directly opposite this door, on the other side of the 2nd floor room. (no, there's no secret door in the 2nd floor room).

I dislike giving any of this up, but I think it's necessary because (1) there was unintended confusion and miscommuncation, and (2) I don't want you guys thinking I screwed up and you're suffering for it.

So as I said, post will come today. And as for everyone's "curiousity" questions, I welcome the private post discussions, though I cannot answer specific technical issues until after the fight. I still have a few surprises up my sleeve that I don't want to give away.

Round 4, PC Results  d20+29=37 2d6(1+2)+17=20 d20+23=33
Saturday January 19th, 2008 6:41:13 PM

Monthor screams in rage as his friend is snatched up by the demon. He flies forward, pressing his own attack against the flying Marilith.

[If you want to flank, you only get 1 attack (have to move), and you'd incur an AoO. However, your first attack roll is a hit, so attacking here or moving and only getting that first attack is the same net result.]

His first axe swing connects with the demon, taking a chunk out of her long tail. [the axe connects, but the fire damage appears to be useless]

As her tail loosens involuntarily, Arien chooses that moment to call upon his own powers, transporting himself out of her grasp and into the relative protection of a pair of enormous, furry bears.

Vedik moves to the doorway and sizes up the demon. Raising a hand, firing off a murky, greenish ray that hits the snake-demon square in the chest. [no hero point needed, it hits]

Lumi becomes enraged at seeing his friends beset, and flies forward to return the favor. The Marilith takes a swipe at him with one of her swords as he moves in, hitting AC 37 for 20 damage.

[if you wanted to be on Jova's other side, that's fine I can move you. There would be an AoO either way]

Lumi raises his own sword, taking a swipe at the demon as he moves in. His bastard sword comes crashing down, but gets deflected off of her scaly shoulder at the last moment.

Jova is battered by the assault, but manages to drop his wand and withdraw another one.

[How does that concentration check allow you to finish the summoning? After deductions for stoneskin, I count 68 damage, so the concentration check would be 78, or at least a natural 20. Admittedly, I don't know everything about these checks, so there might be a rule I'm missing. Please specify if there is something I'm not considering]

Jova lets a ray burst forth from the wand, this one again hitting the Marilith square in the midsection and causing her to scream in agony.

[Also, what was cast from the wand? I need to know damage type, etc. I also don't know what spell has a difference in damage that severe based on saving or not saving. Did you really mean 95 or 12?]

[Finally, moving into the room is safe for Jova. The marilith is considered grappling until the start of her next turn (notwithstanding Arien's movement, as all is considered happening at once) so she can't AoO you if you move. Specify if you do so, and I'll change the map as needed]

Draax resists the temptation to press the attack against the demons, and grabs a scroll from Tratain's backpack. He hands it over to Vedik so the Fixer can heal the Knights.

Horvis prepares a second summoning spell, pleased with how his allies have helped the battle thus far.

. . . enemy turn coming soon . . .

Round 5, Enemy Initiative  d20+12=32
Saturday January 19th, 2008 7:01:26 PM

The demons outside by the stairs pause for a moment in silence. With a glance at each other, the chaos resumes.

The Nalfeshnee looks at the Mariith for a moment, apparently deep in concentration. After but a moment, he stops, and re-fixes his eyes on the enemies before him.

[caster level check vs. Vedik's dimensional anchor = 32. Vedik, I believe your CL is 16, correct?]

The Marilith swoops back a few feet, closes her eyes for a brief second, then disappears.

Back inside, a pair of snake-like demons emerge from the fog. While they appear a slightly different than the last one (and they don't have wings), it is clear enough that they are Mariliths as well. They step forward from the fog and eye the bears, wicked grins on their faces.

Map:http://i219.photobucket.com/albums/cc35/carucci3/round5.jpg

Things to answer:
1. Where exactly is Lumi
2. Did Jova want to move since there is no AoO
3. What spell came from that wand that Jova fired
4. How did Jova's concentration check work

Map note 
Saturday January 19th, 2008 7:02:18 PM

The link to that map makes it pretty blurry. I'm trying to find an alternative, and will post it asap.

Edit: I'm just going to email it tonight.

Tratain HP 129/149 AC 28 (25) Tongues; Ring of Counterspells:Greater Dispel Magic;Magic Vestment; Veil; Stoneskin; Endurence; Bead of Karma 
Saturday January 19th, 2008 7:15:45 PM

Tratain lays on the ground some more.

-----------------------------
Stunned round 4 of 4
Stoneskin - 60 Points remaining

Monthor AC 34 (36 vs evil) HP 92/102 (130)  d20+26=40 d10+21=26 d20+20=34 d10+21=31 d20+16=36 d20+16=29 d10+21=31 d10+21=23 d10+21=26
Saturday January 19th, 2008 8:45:43 PM


Monthor continues hacking at the creature in front of him. This time, he chooses to use a bit more finess and a little less anger.

=================================

Two handed Power attack -3 to hit/+6 damage

Attack 1
AC 40 for 28 damage

Attack 2
AC 34 for 33 damage.

Attack 3
AC 36 (Crit threat 29 ) for 33 damage ( 86 damage if crit hits)

** Counted the damage bonuses wrong. It should be +23, not +21.

-----------------
Effect
+2 racial bonus vs spells and spell like effects
Magic Weapon (+4)
Magic Armor (+4)
Stoneskin damage reduction 10/adamantine;60/70 points
Protection from evil ( 13 minutes??) +2 AC and saves vs evil.
Shield of Faith (+4 Deflection).
Necklace of Adaptation
Constitution damage 3= 11/14 Con.
Fly- 5 minutes - The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.

Dodge bonus to the creature being attacked
( AC 37 )


Horvis - (AC 33; HP 152) - Animal Growth, Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance, Spider Climb, Stoneskin, Veil 
Saturday January 19th, 2008 10:10:11 PM

The shifter completes his summoning spell, calling a huge air elemental into form right behind the two mariliths that just appeared from the fog or smoke that conceals most of the room.

Horvis moves 30 feet clockwise to move away from the door and begins another summoning spell (Summon Nature's Ally 6).

Actions
Complete full round spell from last round - summon Huge Air Elemental into squares I9-K11
Move - 30 ft clockwise
Standard - begin casting Summon Nature's Ally 6

Horvis as an Animal Growthed Dire Bear
Huge Animal (15 ft space, 10 ft reach)
HP = 178 (74 base + 65 + 13 from Bear's Endurance + 26 from Animal Growth)
Speed = 50 ft (40 base + 10 Longstrider), 30 ft climb (Spider Climb)
AC = 33 (17 base + 2 armor + 5 enhancement + 2 shield + 1 enhancement + 1 DEX from Ioun Stone + 5 Barkskin - 1 DEX penalty - 1 size penalty + 2 additional natural armor)
Touch AC = 9 (10 base + 1 DEX from Ioun Stone - 1 DEX - 1 size)
Attack = Claw +23 (9 BAB + 15 STR + 1 Gr. Magic Fang - 2 size), 2d6+15 + Tear effect
Full Attack = 2 claws +23, 2d6+15 + Tear & Bite +23, 4d8+7 (19-20,x2) + Tear
Special Attack = Improved Grab
Special Qualities = Scent, Low Light Vision
Saves = Fort +22, Reflex +9, Will +20

Effects
Animal Growth, 13 minutes
Barkskin - +5 natural armor, 130 minutes
Greater Magic Fang - +1 magic bonus to all natural attacks, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON, 13 minutes
Spider Climb - 130 minutes
Stoneskin - DR 10 / adamantine, 130 hps, 130 minutes

Spells
0 (DC 16) - Detect Magic*(x2), Guidance, Toros' Taur's Try(x2), Purify Food and Water
1 (DC 17) - Entangle(x4), Longstrider*, Speak with Animals(x2)
2 (DC 18) - Barkskin*(x2), Heat Metal, Soften Earth and Stone(x2), Spider Climb*(x2)
3 (DC 19) - Greater Magic Fang*(x2), Plant Growth, Speak with Plants, Spike Growth
4 (DC 20) - Command Plants*, Myrridan's Blackthorn*, Scrying, Spike Stones(x2)
5 (DC 21) - Animal Growth*(x2), Transmute Mud to Rock, Transmute Rock to Mud
6 (DC 22) - Find the Path, Mass Bear's Endurance*, Mass Bull's Strength*
7 (DC 23) - Wind Walk*
* = cast

The Three Dire Bears - Animal Growth (JohnP)  d20+25=29 2d6(3+4)+14=21 d20+31=34 d20+25=45 d20+25=36 4d6(4+4+2+1)+28=39 d20+31=35 d20+19=29 3d8(1+5+1)+7=14 d20+25=37 2d6(5+3)+14=22 d20+31=49 d20+21=28 d20+15=19
Saturday January 19th, 2008 10:24:29 PM

More Enemies! An Ally! The Dire Bears move in and attack.

Dire Bear 1 (AC 17; 129 HP)
The bear steps 5 feet northwest (O9 - Q11) so that it is flanking with the recently arrived air elemental. It launches into the marilith in front of it (M1). Both claw attacks hit, the second one very accurately, but it cannot come to grips with the demon. It's bite is successful but barely does any damage.
Claw 1 - hits AC 29, 21 damage
Grapple - 34, automatic failure on natural 3
Claw 2 - hits AC 45 (threat), confirmed AC 36, 39 damage
Grapple - 35 vs. DC of 39
Bite - hits AC 29, 14 damage


Dire Bear 2 (AC 17; 75/129 HP)
The bear steps northeast to O15 - Q17 to flank the other marilith. The first claw attack hits and the bear immediately moves to grapple with the demon. It successfully grabs hold and continues to claw and bite but cannot hit the creature.
Claw 1 - hits AC 37, 22 damage
Grapple - 49 vs. DC of 39
Claw 2 - misses AC 28
Bite - misses AC 19


Dire Bear 3
Is still dazed.

Animal Growth Dire Bear
Huge Animal (15 ft space, 10 ft reach)
HP = 129 (base + 24 from increased CON)
Speed = 40 ft (base)
AC = 17 (17 base - 1 DEX - 1 size + 2 natural armor)
Touch AC = 8 (10 base - 1 DEX - 1 size)
Attack = Claw +23, 2d6+14
Full Attack = 2 claws +23, 2d6+14 & Bite +17, 3d8+7
Special Attack = Improved Grab (Grapple = +31)
Special Qualities = Scent, Low Light Vision
Saves = Fort +14, Reflex +8, Will +9



Huge Air Elemental (AC 21; 136 HP)  2d8(4+7)=11
Saturday January 19th, 2008 10:42:28 PM

The huge air elemental appears behind the two mariliths. After the dire bears attack, the elemental shifts into whirlwind form and moves slightly. First, it lifts off the floor and moves to the south slightly to contact the marilith before jogging east to try to grab the other marilith from the dire bear.

After picking up the two mariliths, the elemental reverses direction and flys through the fog or smoke, climbing as it goes.

Actions
Standard - assume Whirlwind form (supernatural, no AoO)
Move - 100 ft, as described

Whirlwind - Reflex Save vs. DC 22 or take 11 damage AND Reflex Save vs. DC 22 or be picked up

Huge Air Elemental
Huge Elemental (15 ft / 15 ft reach)
HP = 136
Speed = Fly 100 ft (perfect)
AC = 21 (Touch 17)
Attack = Slam +19 (2d8+4)
Full Attack = 2 slams +19 (2d8+4)
Special Attack = Whirlwind, Air Mastery
Saves = Fort +9, Reflex +19, Will +5

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