Return to the Web (ACDM Nellie) Thursday July 3rd, 2008 12:22:07 AM
Spells are cast and the Order readies themselves for the impending confrontation. Once more the group makes its way through the eerie corridors of the Count's lair, and once more they find themselves in front of the massive doors with the two guards. Silent as ever the armored guards nod when they spot the "prisoner" in the midst of the group and motion the group into the Count's throne room.
There is about a minutes worth of unnerving stillness as every breath and footstep echo in the throne room, and then as sudden as a desert rainstorm a swirling vapor fills the center of the room and the Count and his hussies appear once more in the center of the moat of Woldsblood. The smile on the Count's face is almost congenial as he claps in merriment. "Oh, very good, very good indeed! I knew I could depend on you to remove this thorn from my side..." The two hussies practically glow with excitement. "Now, bring this thing to me so that I can deal with it properly." purrs the Count.
Though his outward appearance is downcast, those nearby Benjamin see his bound fists clench in eager anticipation of what is about to happen.
OOC: We'll say approximately 5 minutes have passed from the time the group was at the cave entrance.
Edmund (HP: 22/22, AC 16) Mage Armour, Message d20+14=27 ; Thursday July 3rd, 2008 1:03:21 AM
Edmund glances up at the Count and smiles politely as he speaks.
"Surely, your grace will understand the desire of my companions to see our own group reunited once again. Ere we hand over this... cretin..." Edmund scowls at Ben, pursing his lips before he turns back to the count. "This cretin who has already proven quite difficult to apprehend--quite painful to apprehend--before we turn him over to you, we should like to see Podo restored to us. We have done the work, now it is time for you to uphold your end of this bargain."
"Let us exchange these two simultaneously, yes? That is the way it is done, I believe."
(Diplomacy=27)
Arm Thursday July 3rd, 2008 5:58:08 AM
Arm stands silent for a moment as he awaits the Count's response. If he is close to Benjamin, he will covertly glance at him to see if he will have an easy opportunity to loose his bonds.
Nellie regarding buff spells Thursday July 3rd, 2008 8:49:00 AM
Feel free to use the minute that you were in the throne room before the Count arrived to cast your buff spells. Just mention in your post what spells you cast. :)
Shadow (AC 22/17 HP 47/47) Thursday July 3rd, 2008 8:51:09 AM
Shadow will remain just watching as the order waits for the Count's decision. He uses his training to relax his breathing and stance as to not show he is ready for the surprise attack to begin.
Edmund (OOC) Thursday July 3rd, 2008 11:43:06 AM
Thanks Nellie.
Edmund has casted Shield and Fox's Cunning on himself prior to entering the room.
Kadaz (HP: 103/103; AC 27, 29 vs evil) Thursday July 3rd, 2008 5:55:34 PM
As the guards at the door step aside Kadaz eyes their weapons very carefully, looking to see exactly what they are wielding and what the weapons are made of.
As the enter the empty throne room Kadaz grips his axe tightly. He first casts bull's strength on himself, then looks around carefully for any threat. At the tension builds wonders if perhaps the count is asleep somewhere else. But he is ready and at the first sign of gas forming he activates his personal protection from evil, hoping this will help protect his mind from any attempts at possessing him.
Active Spells: silversheen, on axe (55 min left) bull's strength (20/30 rounds) protection from evil (10/10 rounds)
Kirsten Thursday July 3rd, 2008 7:04:03 PM
In the moments before they enter the Count's room, Kirsten will cast Bless on herself and the party. The paladin realizes that once their ruse is discovered, and she imagines it will be quite soon, that she will have little time once inside to act.
So she opts to be prepared before heading to her death.
Julian (Small size) AC 22, hp 77/77 (Mage Armour, Bear's Endurance, Expeditious Retreat, Bless, Message) Thursday July 3rd, 2008 8:27:17 PM
Walking towards the cave Julian reflects a little about Podo, "He was wise, and brave. He loved peace, and would die for it, obviously. He taught me, who grew up fighting and will probably die by it, he taught me the value of not outright killing the enemy. He'd want them to live so that understanding could be reached. That's why I now use this Merciful Sword. Podo would want us to reach an understanding with the count. "Is it wrong that I really, really want to kill him and his hussies?"
Julian performs his little prebattle ritual with his badger before moving in to the cavern to face the count.
Cast Bear's Endurance Expeditious Retreat
In the cavern Julian circle round to the left a little, to have a clear view of the count without the big people in his way. Shark stays right on his heels.
Arm Friday July 4th, 2008 6:47:18 AM
Without moving his head, Arm gazes around the throne room as much as he can, taking in all he sees.
Thar d8+6=7 ; Friday July 4th, 2008 4:29:28 PM
As the group enters the outer area, Thar does his best to remain calm and prays under his breath. He knows they won't have a 2nd chance against the Count and they're going to need to do their best to take him out.
1. He'll wait for a brief moment and then cast "Aid" upon Kadaz, bolstering his ability to slug it out with the enemy.
(Gives +1 morale bonus on attack rolls, gives him +7 hit points for 6 minutes.)
2. Then he'll cast Magic Circle vs. Evil, 10'. This gives +2 deflection bonus to AC and a +2 resistance bonus on saves (as well as some other benefits) to those around him. Lasts 6 minutes.
3. He'll then follow everyone into the room, ready for the fun to begin.
Arm Monday July 7th, 2008 6:01:05 AM
Arm puts a hand on Benjamin's back as if to propel him toward the Count. In reality, he positions his hand in order to pull the rope releasing him and then step to the middle of the group where he can begin his audition for Woldian Idol.
Shadow (AC 22/17 HP 47/47) Monday July 7th, 2008 7:28:09 AM
Shadow will remain near the back of the group, and wait for the ruse to end. Once Benjamin is free from the ropes and the group reacts he will draw his bow and take aim at the count.
DM Donna Monday July 7th, 2008 10:17:29 PM
DM OOC: was there not talk about casting Invisibility on a party member? Did your group decide to do that or not?
Edmund (OOC) Tuesday July 8th, 2008 1:12:06 AM
Edmund will cast Greater Invisibility on someone at the beginning of battle, if battle takes place.
Arm Tuesday July 8th, 2008 5:56:40 AM
Once again, Arm takes inventory of his surroundings and wonders where all the guards will be coming in from.
Kadaz (HP: 103/103; AC 27, 29 vs evil) Tuesday July 8th, 2008 10:31:48 AM
(OOC: The last plan was for Edumund to cast Greater Invisibility on Shadow just before battle.)
DM Donna d20+7=8 d20+12=23 2d8(7+3)+8=18 Tuesday July 8th, 2008 10:34:59 PM
OOC: Ah, ha! Thank you...I'll be back with a game post soon...I only just got home from work.
2nd OOC: Back from Real Life errands--now...on with the show...
Surprise!
Edmund very diplomatically suggests that the Count and the Mithril Order exchange "guests".
Kirsten surreptitiously Blesses everyone in the party (please note this on your PC's listed Spell Effects.)
Thar casts Aid on Arm and Kadaz, and also Magic Circle versus Evil on himself.
Kadaz eyes the weapons of the guards, checking out their type & composition (they are still wielding bastard swords that appear to be made of steel).
Arm makes as thorough an assessment of the room as he can without it being glaringly obvious that he's doing so (noting that the Count and his ladies are in more or less the same position that the party had originally met them in) pushing the "prisoner" forward, using the motion to mask his true maneuver: that of freeing Benjamin from his "bonds".
Shadow remains alert and attentive.
"Now, now, my dear mage," Count Darkar says, waving an admonishing finger at Edmund, "I've always been a man of my word...but I'm a magnanimous ally as well, so..." The urbane noble waves a hand and there is a POOF of magically-displaced air as Podo suddenly appears at the feet of the Count, right between the scantily-clad dancers. He is flat on his back, eyes closed and unmoving.
"You will have your friend back as soon as I get what's coming to me." The handsome man's looks are marred by the unmistakable glint of bloodlust and vengeance in his eyes as he looks upon the captive Undead Hunter.
"Oh, you'll get what's coming to you, all right!" Benjamin mutters, his suddenly-freed hands allowing him to cast a spell. Anyone making a Spellcraft check of 15 or more Highlight to display spoiler: {You recognize that Benjamin is casting a spell unique to Undead Hunters: Greater Disrupt Undead.}
A beam of bright white-blue light streaks from Benjamin's hands, striking the Count in the middle of his chest, causing the undead noble to roar in pain and outrage. Even as he does so, Guard #2 suddenly gasps.
"Count Darkar--they have a protection spell up..!" he warns, his hand going to the grip of his sword.
The evildoers in the room are clearly surprised (OOC: you may thank the natural 1 the DM rolled), so this is a Surprise Round that goes to the party.
Shadow (AC 22/17 HP 47/47) d20+14=26 ; d6+2=7 ; Wednesday July 9th, 2008 7:53:03 AM
Shadow will take a step forward (to H7) to make sure he is inside the protection cast by Thar. He will then take aim at the count and release an arrow at him.
Actions: to hit: 26 damage: 7
Julian (Medium size) AC 20, hp 77/77 (Mage Armour, Enlarge Person, Bear's Endurance, Expeditious Retreat, Bless, Message, MCvE) Wednesday July 9th, 2008 7:59:27 AM
Julian quickly moves the 5 or 10 feet to offer Benjamen his flail [F7]. He casts Enlarge Person upon himself, then looks back to Edmund, calling to him in his new, deeper voice. "Eddy, you focus on the count and his daughters, I'll cover you against the gaurds in just a second. Give me some spacing as I'm coming in to take it down."
[OOC: I suppose that is two moves] Julian prepares to charge G1.
Thar Wednesday July 9th, 2008 9:24:30 AM
Seeing that they have a slight advantage due to their surprise, Thar decides to cast a quick spell and help the group further. He quickly casts consecrate on the area around him, hoping to eliminate some of the Count and his minions' advantages. He centers the spell on Space F7.
"Come and get some!" he yells at the Count in an uncharacteristic manner. "You're a stain on the world and it's time to be laid to rest forever!"
Consecrate Description:
This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.
Duration = 12 hrs; radius = 20' Spells in Effect: 1. Magic Circle vs. Evil = 6 hrs 2. Aid for 60 rds 3. Consecrate for 12 hrs
Thar Wednesday July 9th, 2008 9:27:10 AM
(DM = Thar carries a bag of Generic "components" but in the past, I haven't detailed what exactly they are. What I can do however is deduct the cost of those components for this spell from my "purse", if that's OK w/ you.)
Arm d20+8=10 ; d100=14 ; d100=97 ; d100=70 ; d3=2 ; Wednesday July 9th, 2008 9:28:42 AM
Arm smiles as he begins to sing of great deeds of courage, including those done by his friends (inspire courage +2):
Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
As he does so, he pulls out his rod of wonder and points it at the Count, and is surprised to see that his target has turned a somewhat nasty shade of green:
11-15 Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save). 96-97 Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save). d3=2 - green
OOC: I'm not sure if pulling the rod and pointing in conjunction with the singing constitutes more than a full action, so please feel free to adjust accordingly :)
Also, I am off work for the next 3 days, and much to my dismay, the CS I have at home here is almost a year old (thus the reason for the ?s in the AC and HP), so...Nellie...if you would kindly email my CS to sternrulez@hotmail.com, that would be great! I checked the one on our homepage, and it's even OLDER than the one I have, which I'll need to rectify on Monday...thanks! :D
Arm AC (?+1,?) HP (?/?) 2nd illegal post Wednesday July 9th, 2008 9:31:14 AM
I forgot to mention in the previous post:
According to what I read (unless Wold rules override it), Aid was only cast on Kadaz, not on myself.
Kirsten (AC 22, HP 81/81, Bless, MCvE) Wednesday July 9th, 2008 4:18:36 PM
The paladin, seeing that they have managed to momentarily surpise the enemy, casts Divine Favor.
"Be careful of the blood!" she calls to her companions as they move towards the Count. The paladin turns towards the guards, preparing to attack.
DM Info:
Cast: Divine Favor (PHB 224) - Kirsten gains a +1 luck bonus (+1 for every three caster levels) to attack and damage rolls. Duration: 10 Rounds Move: None
Kadaz (HP: 128/128 temporarily; AC31, 33 vs evil, protection from evil) d20+8=27 ; d20+18=24 ; d20+18=35 ; d10+10=19 ; d6=2 ; Wednesday July 9th, 2008 7:28:10 PM
Kadaz takes advantage of the surprise by charging forward to the edge of the woldsblood and then jumps! "DIE YOU SCUM" he shouts as he seems to fly through the air to land next to the Count.
(Woldsblood is 6' wide. Kadaz needs a jump check of 12 since he doesn't have a 20' running start. Gets a 27 on the jump check. Land on C8).
Kadaz swings once, trying for the Count. He can tell his first attempt is relatively feeble, so he instantenously shifts,activates his dwarven defender ability, and swings again. His feet seem to root to the stone and provide him with additional leverage. And as a result his swing is much better! "That's for Podo!"he yells as the axe bites into the vampire. (Hit AC24, burn hero point, hit AC36 [forgot to add extra +1 due to additional strength], do 19 damage + 2 electric).
Active Spells & Effects silversheen on axe: 55 min left (bypasses damage reduction of evil creatures) [note: adamantine properties of axe surpressed by silversheen] bull's strength - 19/30 rounds (+4 str) protection from evil - 9/10 rounds (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) aid - 60/60 (+1 morale bonus, +7 HP) bless - 69/70 (+1 morale bonus doesn't stack with aid) Dwarven defender - 8/8 (+2 to Strength, +4 to Constitution, +2 resistance bonus on all saves, and a +4 dodge bonus to AC)
Kadaz (HP: 128/128 temporarily; AC31, 33 vs evil, 34 vs Count, protection from evil) Wednesday July 9th, 2008 8:18:29 PM
(Forgot 1 thing.)
Kadaz watches for a counterstrike from the count and prepares to avoid it. (Declare dodge bonus vs the Count.)
Edmund (HP: 38/38, AC20/22 vs. Evil) Message, Mage Armour, Fox's Cunning, Shield, Haste, Bless, MCvE, Inspire Courage, Consecration Wednesday July 9th, 2008 10:33:51 PM
Edmund eyes flash with exultation as he beholds the look of surprise on the Count's face.
"Let it never be said," he shouts over the tumult, "that this Wizard ran errands for a low-born wretch, sometime calling himself a Count! Have at you!"
With that, Edmund casts Haste on the party, and then steps out of Julian's way, into Thar's Magic Circle (G7).
Haste - When making a Full Attack, you may make an additional attack with any weapon you are holding. The roll is made using your full Base Attack Bonus plus any modifiers appropriate to the situation. - You gain a +1 bonus on Attack Rolls. - You gain a +1 Dodge bonus to AC and Reflex saves. - All of your modes of movement increase by 30 ft. up to a maximum of double your normal speed.
DM Sanity Info. Move Action: 5ft to G-7 Standard Action: Cast Haste on the Party
Spells in Effect Bless (from Kirsten) Inspire Courage +2 (from Arm) Magic Circle vs. Evil (from Thar) Consecration (from Thar) Message (on Everyone, 70m) Mage Armour (on Self, 7h) Fox's Cunning (on Self, 7m) Shield (on Self, 7m) Haste (on Everyone, 7r)
Spells Per Day L.0: Detect Magic, Light, Message, Read Magic, Resistance L.1: Mage Armour, Magic Missile x5, Shield L.2: Fox's Cunning, Scorching Ray x3, Web L.3: Haste x2-1, Fireball x2, Fly L.4: Greater Invisibility, Shout, Summon Monster IV
DM Donna d20+10=16 Wednesday July 9th, 2008 11:42:13 PM
SURPRISE ROUND RESOLUTION:
Shadow moves to H7 and then he fires an arrow at the Count, hitting AC26 for 7hpd
Julian moves to F7 and give Ben his flail; he casts Enlarge Person on himself and advises Edmund that he'll be moving to counter the reach of the guards (G1 next round?)
Thar casts Consecrate on the area, centering the AoE on F7. He yells his challenge to the Count.
Arm uses his Bardic Song to Inspire Courage and manages to turn the Count green with the help of his Rod of Wonder. (Please note the effect of the Bardic Song on your PC's rolls.)
Kirsten casts Divine Favor.
Kadaz executes an amazing leap across the moat of Woldsblood and strikes a blow against the Count, hitting AC36 for 19hpd and 2 electric damage--all while anticipating needing to dodge against the Count.
Edmund steps over to G7 (getting to be a bit of a tight squeeze here) and casts Haste on the party (please remember to put this Spell Effect on your PCs.)
Benjamin's perfect white teeth flash in a grateful smile as he takes his flail from the halfling badgermaster.
"Thanks, friend!" he says, then uses his free hand to remove a milky-looking glass sphere from a pouch on his belt. "And another present for you and your minions, Count!" So saying, the Undead Hunter flings the palm-sized sphere into the midst of the noble and his female flunkeys. The glass shatters and those on the tiny island find themselves enveloped in a cloud of swirling white gas that smells of garlic. The gas does not obscure vision in the slightest.
The flatfooted Count and his minions get to react:
The Count shrugs off the arrow that strikes him but definitely gets hurt VERY badly by Kadaz's blow against him. He and his dancers all reel and choke when the smelly gas from Benjamin's sphere envelops the island--Kadaz (other than smelling garlic) is uneffected.
The Count grimaces, then lurches away from Kadaz, retreating in a straight line away from the dwarf. However, his escape is hampered by the fact that he is doing so physically, rather than simply turning into gas--he's had to more or less tumble out of the big, heavy carved throne and then fall into the moat in a decidedly less-than-graceful fashion, ending up in the moat in B6 on the map.
The dancers, too, recoil, but they stay on the island with Kadaz--each of them are fumbling with the daggers that hang from their decorative gold chainlink belts.
The guards spend the round drawing their bastard swords from their scabbards.
Julian (Medium size) AC 17/22, hp 91/63 (Rage, Charging, Mage Armour, Enlarge Person, Haste, Bear's Endurance, Expeditious Retreat, Bless, Message, MCvE, Inspire Courage) d20+9=25 ; d20+15=22 ; 2d6+10=13 ; Thursday July 10th, 2008 2:15:41 AM
The enlarged Halfling charges the guard, G1, dropping his shoulder into the belly of the black armoured figure, not giving him the opportunity to allow to avoid the attack. He prepares to strike the guard with a blow from his two handed falchion, and yells through his rage, "Better that the earth swallows you then you get up now in front of me."
Overrun: The defender's DC is 10 plus Dexterity or Strength bonus (whichever ability score has the higher modifier). The defender's DC is also modified by the size modifier listed above. The defender gains a +4 bonus to the DC if he has more than two legs or is otherwise exceptionally stable.
Julian' Overrun: +4 feat, +5 Str: 25 [OOC +2 Charging? not included] That should knock him down.
Combat Reflexes, 3 AoO, waiting for G1 to try to get up. Will roll 1 AoO Attack +10, +2 rage, +1 Haste, +1 Bless, +2 Inspire Courage: 22 [+4 prone? not included] Damage 2d6 +6, +2 Inspire Courage, +2 rage: 13 [with silversheen]
Julian (Medium size) AC 17/22, hp 91/63 (Rage, Charging, Mage Armour, Enlarge Person, Haste, Bear's Endurance, Expeditious Retreat, Bless, Message, MCvE, Inspire Courage) Thursday July 10th, 2008 2:19:27 AM
OOC: whoops, not MCvE, I'm not in the MCvE circle
Kadaz (HP: 110/110 temporarily; AC28, 29 vs evil, 31 vs Count, protection from evil, haste, ...) d20+18=33 ; d20+13=20 ; d20+18=35 ; d10+11=15 ; d10+11=16 ; d10+11=13 ; d6=3 ; d6=6 ; d6=1 ; Thursday July 10th, 2008 6:44:05 AM
Kadaz grins as his axe bites into the Count. But when the count moves he realizes that he can't follow without losing the benefits of being rooted in place. Kadaz decides that the count is more important than the followers. The dwarf moves to behind the throne and attacks the count who is now standing in the Woldsblood. Thanks to Edmund's haste spell he manages to swing his now-silver axe 3 times at the count, "Here's some more!" he yells. And then adds "Someone flank him!"
move 5' to B7 Hit AC 32, 14 damage + 3 electric Hit AC 19, 15 damage + 6 electric Hit AC 34, 12 damage + 1 electric
Active Spells & Effects silversheen on axe: 55 min left (bypasses damage reduction of evil creatures) [note: adamantine properties of axe surpressed by silversheen] bull's strength - 18/30 rounds (+4 str) protection from evil - 8/10 rounds (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) aid - 59/60 (+1 morale bonus, +7 HP) bless - 68/70 (+1 morale bonus doesn't stack with aid) Dodge bonus vs count Haste (+1 dodge AC, extra attack on a full attack, +20 movement) Inspire courage (+1 morale bonus on attack and damage)
[Note: need to reduce to hit and damage rolls by 1 because I forgot to remove the dwarven defender strength bonus before rolling.]
Shadow (AC 22/17 HP 47/47) d20+16=33 ; d3=2 ; d20+16=21 ; d6+3=5 ; d6+3=8 ; Thursday July 10th, 2008 7:52:31 AM
Spell effects: Inspire +2, bless, and haste
Shadow will snap 2 more arrows off at the count (if he has a clear shot - I think so, but not sure).
actions: (disregard d3 roll miss hit it) to hit: 33, 21 dmg: 5, 8
Arm AC (23,22) HP (33/33) blessed, hasted, bardsong inspire courage +2 d100=17 ; d100=43 ; Thursday July 10th, 2008 8:25:43 AM
Arm moves to f9 while still singing to give himself a better shot at their adversaries, careful to remain clear of the wolfsblood stream. A bit suprised that the Count has returned to normal color, he gestures again with the rod at D2 this time, with MUCH more satisfying results (ignore 2nd roll-browser froze):
16-20 Gust of wind, but at windstorm force (Fortitude DC 14 negates).
Range: 60 ft. Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Windstorm makes all non-seige attacks impossible for 1 round (siege weapons at -4). It extinguishes all unprotected flames and has a 75% chance of extinguishing protected flames, such as lanterns. Creatures of 'small or smaller' size are blown away, while those of medium size are knocked down and large or huge are checked.
OOC: the fort save for windstorm is 18 instead of gust of wind's 14, so I'm not sure which one should be used. ;)
Thar d20+6=9 ; Thursday July 10th, 2008 8:46:47 AM
As he sees the guards draw their weapons, Thar realizes he doesn't have much time to waste. He turns towards the two lady friends of the Count, if you can call them that, and raises his cross.
Attempting to turn them, he yells, at D2 "I command you to return to the depths of the hell you came from. I command you to remove your stain from the world!"
Lastly, to Kirsten, he says, "Can you keep G2 off of my back? I've still got a few spells to use to hit the creeps and want to be free to heal whoever needs it."
Turn Check = Max HD of creature effected = +1 Chr +2 (synergy) + 3 (consecrate) = 4 HD Turn Dmg = 2d6+5 (lev)+1 (Chr) =
Spells in Effect 1. MCvE (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) 2. Consecrate = Undead w/in this get -1 penalty on attack rolls, damage rolls, and saves. 3. Bless (From Kirsten) = +1 morale bonus 4. Haste(From Ed) = +1 dodge AC, extra attack on full attack, more movement 5. Aid on Kadaz 6. Inspire Courage (from Arm) = +1 morale bonus on attack and damage
Turns/Day = 3/4 left
Thar 2d6+6=12 ; Thursday July 10th, 2008 8:50:24 AM
Sorry, hit enter too early
1. Turn Dmg = 12
2. If Thar notices that the count is NOT w/in the bounds of the consecrate spell, then he'll move forward (~5') to F/G 8/9 from his current spot (OOC = Thar looks like he's on the corner of G/H 8/9 but it wasn't clear if the count is within the circle). If the count is within the bounds, then Thar won't move.
Thar (3rd and final post) Thursday July 10th, 2008 8:53:39 AM
AC = 23/24 + 2 (MCve, deflec bonus) + 1 (haste, dodge) = 26/27 vs. G2 hp = 70
Kirsten (AC 23/22, HP 81/81, Bless, MCvE, Haste) d20+16=23 ; d20+10=16 ; d20+16=20 ; d8+7=12 ; d8+7=11 ; d8+7=12 ; Thursday July 10th, 2008 7:54:22 PM
"I'll do what I can," she murmurs in reply to Thar's request and turns towards G1, scowling as she does so. She steps forward and attacks the guard with her warhammer.
The paladin hopes this will be enough to grab the guard's attention.
DM Info:
Attack G2 Hit 1: AC 23 for 12 DMG Hit 2: AC 16 for for 11 DMG Hit 3: AC 20 for 12 DMG
Edmund (HP: 38/38, AC20/22 vs. Evil) Message, Mage Armour, Fox's Cunning, Shield, Haste, Bless, MCvE, Inspire Courage, Consecration, Greater Invisibility Thursday July 10th, 2008 9:25:34 PM
The battle thus begun, Edmund makes a series of complex gestures and pronounces two words. He then turns as if to move to the north east, but instantly, he vanishes from view.
Once invisible, Edmund actually holds his position and gets himself ready to properly contribute to the fight in the next round.
DM Sanity Info. Move Action: None. Standard Action: Cast Greater Invisibility on self.
Spells in Effect Message (on Everyone, 70m) Mage Armour (on Self, 7h) Fox's Cunning (on Self, 7m) Shield (on Self, 7m) Haste (on Everyone, 6r) Greater Invisibility (on Self, 7r)
Spells Per Day L.0: Detect Magic, Light, Message, Read Magic, Resistance L.1: Mage Armour, Magic Missile x5, Shield L.2: Fox's Cunning, Scorching Ray x3, Web L.3: Haste x2-1, Fireball x2, Fly L.4: Greater Invisibility, Shout, Summon Monster IV
DM Donna d20+8=19 d20+10=17 d20+10=27 d10+6=13 d20+6=21 d10+6=7 Friday July 11th, 2008 2:10:19 AM
RESOLUTION OF ROUND 1
Julian successfully overruns G1, knocking the armored guard to the ground and quite able to get in all of his attacks of opportunity on the prone enemy.
Kadaz hesitates for only a fraction of a second and then--moving to B7--goes to town on the Count, all three of his blows striking the nobleman and definitely doing major damage, as bits and pieces of the Count's undead flesh splatter about under the dwarf's concentrated assault.
Shadow fires two more arrows at Count Darkar, both of them sinking deeply into the vampire noble's body.
Arm moves to F9 and manages to activate a very powerful Gust of Wind which he directs at D2. The female vamp staggers but miraculously remains on her feet. OOC: she made her Fort Save with a 19...and the Count is actually still green...I never posted that he reverted to his normal color.
Thar's attempt to Turn D2 nets him a dirty look and a roll of the eyes from the female vamp, who is recovering her stability from Arm's blasting jet of air from his Rod of Wonder.
Kirsten steps towards and targets G2, since G1 has been knocked flat on his back by Julian's attack. Her first and third blows from her warhammer seem to be the most effective.
Benjamin quickly moves around the mini-moat of wolDsblood to C5 on the map in order to help out Kadaz, but even as he does so, the Count grasps at an amulet around his neck and gasps out:
"A...a...avenge me...my...minionsssssssssssss..."
The last syllable of his directive is hissed out as the nobleman sinks into the crimson substance that surrounds his throne-island.
COMBAT ROUND 2
"They've destroyed the Count!" squeals D1, who then aims a blow from her dagger at Kadaz but her agitation at the fate of her master effects her aim and she misses the dwarf.
G1 struggles to get to his feet (Julian, you may roll for your AoOs.)
G2 defends himself against the paladin that has managed to hammer him so hard, striking at Kirsten twice. Only one of the blows lands for 13hp.
D2's eyes flash an ominous red color as her voice takes on an unearthly sort of tone:
"To arms! To arms, kindred! Avenge Count Darkar!"
With this, Podo suddenly rises from the ground and turns his head to look fully upon Arm, the evil smile on his face revealing fanged teeth and a decidedly bloodthirsty look in his glowing red eyes...
Kadaz (HP: 110/110 temporarily; AC28, 30 vs evil, 31 vs D1, protection from evil, haste, ...) d20+18=29 ; d20+13=30 ; d20+18=19 ; d10+11=12 ; d10+11=19 ; d6=2 ; d6=1 ; Friday July 11th, 2008 7:22:51 AM
"YES! That's the way the Mithril Order kicks undead butt!" Kadaz shouts in elation as the Count disappears beneath the Woldsblood. He hopes the count is really destroyed, and not just holding his breath (do vampires breath he wonders) beneath the surface. But the dwarf isn't going fishing under that liquid trying to find the leader.
Kadaz shifts his attention to the floozies next to him. He looks at D1 and says "You <swing> should wear <swing> more clothes <swing>", somewhat irrationally, as he tries to kill her. He catches a glimpse behind her of Podo rising. This isn't going to be good.
Swing 1: Hit AC 29, damage 12 + 2 electric Swing 2: Hit AC 30, damage 19 + 1 electric Swing 3: rolled natural 1
(Declare dodge bonus vs D1.)
Active Spells & Effects silversheen on axe: 55 min left (bypasses damage reduction of evil creatures) [note: adamantine properties of axe surpressed by silversheen] bull's strength - 17/30 rounds (+4 str) protection from evil - 7/10 rounds (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) aid - 58/60 (+1 morale bonus, +7 HP) bless - 67/70 (+1 morale bonus doesn't stack with aid) Dodge bonus vs D1 Haste (+1 dodge AC, extra attack on a full attack, +20' movement) Inspire courage (+1 morale bonus on attack and damage)
Shadow (AC 22/17 HP 47/47) d20+16=31 ; d20+16=35 ; d20+3=10 ; d6+3=5 ; d6+3=6 ; Friday July 11th, 2008 7:41:01 AM
Shadow hears the count and wonders what else is in store for the group. He sees Podo rise and at first is hopeful that their companion is alright, but is taken aback as he notices the undead appearance of him. He will fire two arrors at D1 in hopes to take out another of the undead minions.
Actions: To Hit: 31 & 35 dmg: 5 & 6
Arm AC (23,22) HP (33/33) blessed, hasted, bardsong inspire courage +2 d100=34 ; d100=13 ; Friday July 11th, 2008 9:38:42 AM
Arm's song continues despite his dismay that Podo is now one of the former Count's minions. Shaking his head, he points his rod at Podo and is surprised to find that a Rhino has materialized near him:
34-36 Summon an animal--a rhino (01-25 on d%), elephant (26-50), or mouse (51-100). d100=13-rhino.
OOC: Donna, the green color of the now deceased count was only in Arm's head...the effect was that he was deluded for one round into believing that the rod had that effect, but I suppose that's a moot point now :)
DM OOC: Doh! That will teach me to skim over "flavor" text from my players. ;D
Also, I have 2 questions:
First, since the rod effect doesn't stipulate where the rhino was summoned, can I assume that it appeared at F7 or did it end up in the moat or better yet on top of Podo?
DM OOC: Arm's pointing the rod at Podo (anticipating "firing" something at him,) so I will roll a for a 50/50 chance that the rhino will either appear next to Podo or on top of him.
Also, since I am hasted, does that mean I can use the rod twice per round?
DM OOC: yes, you may use the Rod twice in a round--just don't forget to keep track of the charges you're using.
Thar AC 26/27 vs. G2, hp 70/70 d20+6=16 ; 2d6+6=13 ; Friday July 11th, 2008 10:43:11 AM
"Thank you ma'am" Thar says to their earstwhile Paladin, grateful that he has a moment or two to focus on turning the undead minions.
As Podo rises as an evil creature, Thar's grin turns to a frown and then a sorrowful expression, as he realizes that he's going to need to destroy his new and now ex-friend. He looks at him for a moment, raises his cross and says "Podo, I'm sorry, but by all that is good and mighty and powerful, I command you to return to the depths from which you came. Do no more evil and trouble us not again."
Turn Check = Max HD of creature effected = +1 Chr +2 (synergy) + 3 (consecrate) = 7 HD Turn Dmg = 2d6+5 (lev)+1 (Chr) = 13 hps
Spells in Effect 1. MCvE (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) 2. Consecrate = Undead w/in this get -1 penalty on attack rolls, damage rolls, and saves. 3. Bless (From Kirsten) = +1 morale bonus 4. Haste(From Ed) = +1 dodge AC, extra attack on full attack, more movement 5. Aid on Kadaz 6. Inspire Courage (from Arm) = +1 morale bonus on attack and damage
Turns/Day = 2/4 left
DM Donna Friday July 11th, 2008 10:40:47 PM
Round under construction!
Edmund (HP: 38/38, AC20/22 vs. Evil) Message, Mage Armour, Fox's Cunning, Shield, Haste, Bless, MCvE, Inspire Courage, Consecration, Greater Invisibility, Fly Friday July 11th, 2008 11:46:34 PM
Unable to get a good vantage point, and eager to begin raining destruction on his foes, Edmund makes himself able to fly and sails up to the ceiling, directly over Thar.
From this point, he sees Undead Podo take up arms against the party. "Good heavens," he says into the Message spell. "Podo is..."
Edmund is unable to bring himself to finish the sentence, but grimly faces the task at hand all the same.
DM Sanity Info. Move Action: Fly up to the ceiling of G-9 Standard Action: Cast Fly on Self.
Spells in Effect Bless (from Kirsten) Inspire Courage +2 (from Arm) Magic Circle vs. Evil (from Thar) Consecration (from Thar) Message (on Everyone, 70m) Mage Armour (on Self, 7h) Fly (on Self, 7m) Fox's Cunning (on Self, 7m) Shield (on Self, 7m) Haste (on Everyone, 6r) Greater Invisibility (on Self, 7r)
Spells Per Day L.0: Detect Magic, Light, Message, Read Magic, Resistance L.1: Mage Armour, Magic Missile x5, Shield L.2: Fox's Cunning, Scorching Ray x3, Web L.3: Haste x2-1, Fireball x2, Fly L.4: Greater Invisibility, Shout, Summon Monster IV
Kirsten (AC 23/22, HP 68/81, Bless, MCvE, Haste, Divine Favor) d20+16=33 ; d20+10=15 ; d20+16=20 ; d8+7=14 ; d8+7=13 ; d8+7=14 ; Saturday July 12th, 2008 8:57:38 AM
Kirsten swings her warhammer at the guard again, but upon hearing the exclamations of her comrades and the beasties, she can't help but glance towards them. She winces at seeing Podo in such a state.
DM Info:
Attack G2 Hit 1: AC 33 for 14 DMG Hit 2: AC 15 for 13 DMG Hit 3: AC 20 for 14 DMG
Arm AC (23,22) HP (33/33) blessed, hasted, bardsong inspire courage +2 Monday July 14th, 2008 4:58:48 AM
OOC: I will check later to see the results of this round before I post again..if it's too close to tomorrow's post, I'll just wait until then.
I checked on the 'charges' aspect of the rod of wonder, and I cannot find any reference to charges. This is a direct quote from d20srd.org:
"Rods are scepterlike devices that have unique magical powers and do not usually have charges. Anyone can use a rod.". If Woldian rules override this, please let me know :)
DM OOC: sigh--thanks for the reminder.
DM Donna Monday July 14th, 2008 11:30:23 PM
Julian must resolve his AoO's versus G1. Julian has Combat Reflexes as a feat, and the feat description for that says: You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
So I'm waiting for Julian to make two more attacks on G1, as his Dexterity bonus is +2.
Julian (Medium size) AC 20/22, hp 91/63 (Rage, Mage Armour, Enlarge Person, Haste, Bear's Endurance, Expeditious Retreat, Bless, Message, Inspire Courage) d20+10=16 ; d3=3 ; d20+10=22 ; 2d6+22=28 ; Tuesday July 15th, 2008 2:06:52 AM
OOC: sorry, I read that differently. I figured that G1 is offering only one AOO as he stands, and that Combat Reflexes gives maximum benefit when Julian is threatening 3 enemies each offerring and AoO
otherwise, here's two more, PA is effective for the entire round.
Arm AC (23,22) HP (33/33) blessed, hasted, bardsong inspire courage +2 Tuesday July 15th, 2008 5:26:17 AM
OOC: Sorry to be such a bother, Donna.. :) I just wanted to know for my own gratification.
DM OOC: No bother--I just can't believe that I didn't remember that myself.
Shadow (AC 22/17 HP 47/47) Tuesday July 15th, 2008 7:39:53 AM
Shadow hopes his arrows hit and have an affect on the female vampire crony.
Former Allies and Rhino Butts Don't Mix (ACDM Nellie) d100=57 ; 2d6=3 ; d20+1=21 ; 2d6+9=16 ; d20+10=21 ; d20+10=27 ; d20+10=16 ; d20+6=19 ; d20+10=13 ; d20+6=17 ; Wednesday July 16th, 2008 1:17:28 AM
OOC: Helping out getting this round going for Donna. :)
The battle rages on as things start to heat up.
Julian continues to rage against the guard, determined to take the thing down. His two nasty blows buckle the creature, but it looks like it's got a good deal of fight left. ( OOC: You're right, even with Combat Reflexes, you can only take the one AOO against the guard.)
Kadaz, having taken down the count, turns his attention to Hussy #1 and tries to rip her a new...belly button. His two blows cut into her half naked body ripping nasty, non-bleeding gashes.
Shadow fires his arrows and watches the first one bounce off the Hussy and the second one slice a small gash in her arm.
Arm shakes his magic stick and is pleased to see a 2 ton Rhino land smack on top of Podo. It crushes into his body and he lands on the floor with a grunt. As he stand so close to the glowing red Woldsblood Arm feels the horrifying tug on his soul as the material attempts to pull his soul from his body. (OOC: No real danger currently, but don't get much closer to the stuff. **wink**)
Meanwhile, Thar decides to take evil Podo out of the fight...permanently. Raising his holy symbol at the prone halfling, he commands him to be gone. Somewhere under the rhino hind quarters Thar thinks he hears Podo's voice telling him just where he can stick his cross. (OOC: Turn check failed).
Readying himself to rain chaos from above, Edmund floats up and finds a good spot to strike from next round.
Kirsten works on the other Guard and is happy to see that she continues to do some damage, though as usual, the damage appears to be reduced from what she would usually do.
A savage snarl affixes on Benjamin's normally jovial face as evil Podo rises. Lifting the silver medallion with the eye of Gargul from his chest he thrusts it in Podo's direction...which is a little more difficult now that he's pinned under the rhino's rear! "You will not taint this place with your evil stench! Be gone you foul retch!" Seconds later there is a muffled squeal of pain and a small green cloud begins to form up under the rhino. Startled, the creature shifts slightly and its large mass contacts the Woldsblood. With a roar of pain the creature disappears, returning to the grasslands from whence it was summoned. (OOC: Took a little poetic license. The rhino is a large creature and thus would land partially on the Woldsblood. Just thought it would be more fun this way.)
And the baddies....
Hussy Numero Uno strikes out with her dagger at Kadaz and almost manages to hit the dwarf. Hussy the Second snarls at Kadaz and with a poof of smoke there is a dire bat where she was just standing. The bat wings its way toward the back of the group.
Guard 1 strikes out at Julian but just can't find the energy to get in a good blow.
Guard 2 likewise finds Kirsten a hard target and misses with both of his attacks.
Julian (Medium size) AC 20/22, hp 91/63 (Rage, Mage Armour, Enlarge Person, Haste, Bear's Endurance, Expeditious Retreat, Bless, Message, Inspire Courage) d20+9=18 ; d20+11=12 ; d20+6=12 ; d20+11=22 ; 2d6+21=25 ; Wednesday July 16th, 2008 2:28:31 AM
Julian determines to chop this guard to pieces with his two handed falchion. He swings left, he swings right, he swings up and he swings down. The guard is hit by the steel again and again, though the his armour soaks up most of the damage. "You're starting to bother me, y'know."
First, Hit AC 12 Second, Hit AC 12 Haste, Hit AC 22 => damage 25
OOC: Sorry, that first roll I hit return before I had moved the modifier all the way to 11 (I had my baby in arms!)
Arm AC (23,22) HP (33/33) blessed, hasted, bardsong inspire courage +2 d100=23 ; d4=4 ; Wednesday July 16th, 2008 6:07:50 AM
Arm continues his song as he takes a small step (less than 5') away from the wolfsblood and once again points his rod at the enemies, this time on Hussy #1. Although nothing visible happens, he seems to hear slight voices in his head:
21-25 Wielder learns target's surface thoughts (as with detect thoughts) for 1d4 rounds (no save). 4 rounds duration.
OOC: Will hearing her thoughts interfere with my song? By the way, nice job with the rhino..well done and VERY funny! :D
Kadaz (HP: 110/110 temporarily; AC28, 30 vs evil, 31 vs D1, protection from evil, haste, ...) d20+18=31 ; d20+13=15 ; d20+18=30 ; d10+11=17 ; d10+11=19 ; d6=1 ; d6=6 ; d20+18=20 ; d10+11=20 ; d6=6 ; Wednesday July 16th, 2008 6:41:17 AM
Kadaz is startled by the appearance of a very large creature directly on top of Podo. But it doesn't distract him enough to break the rhythm of his swings. "Join your master!" Kadaz snarls as he applies the fighter's version of dispel undead to the remaining vampire here.
Swing 1 hit AC 31, damage 17 + 1 electric Swing 2 hit AC 15 Swing 3 hit AC 30, damage 19 + 6 electric
(OOC: does Kadaz get an AoO on doxie #2 as she turns into a bat? If so, hit AC 20, damage 11 + 6 electric {note, misrolled damage})
Active Spells & Effects silversheen on axe: 55 min left (bypasses damage reduction of evil creatures) [note: adamantine properties of axe surpressed by silversheen] bull's strength - 16/30 rounds (+4 str) protection from evil - 6/10 rounds (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) aid - 57/60 (+1 morale bonus, +7 HP) bless - 66/70 (+1 morale bonus doesn't stack with aid) Dodge bonus vs D1 Haste (+1 dodge AC, extra attack on a full attack, +20' movement) Inspire courage (+1 morale bonus on attack and damage)
Shadow (AC 22/17 HP 47/47) d20+16=23 ; d3=2 ; d20+16=33 ; d6+2=6 ; d6+2=8 ; Wednesday July 16th, 2008 8:18:03 AM
Shadow will once again fire off two arrows at Hussy #1. Even though he knows this is not the greatest attacks he does not know what else he can do in this fight.
Actions: To hit: 23, 33 dmg: 6, 8
Thar AC 26/27 vs. the bat, hp 70/70 3d8=17 ; 5d6=18 ; 5d8=23 ; d20+13=20 ; Wednesday July 16th, 2008 9:28:48 AM
Thar shakes his head as his 2nd turn attempt fails. "My faith must be weak today. I guess I need to attend mass more often" he mumbles to himself.
Deciding to change tactics, he looks up at the bat (hussy #2) and casts "searing light" at it, hoping the bright rays will damage it enough to make it fall to the ground.
Ranged touch attack = +11 (ranged attack) +1 bless +1 courage = +13 = 20 No saving throw vs. this, but Spell resistance does apply vs. DC 19
Dmg if it is classified as simply a bat = 17 Dmg if it still is considered undead = 18 If it is an undead considered vulnerable to bright light = 23
(Searing Light = creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8).
Spells in Effect 1. MCvE (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) 2. Consecrate = Undead w/in this get -1 penalty on attack rolls, damage rolls, and saves. 3. Bless (From Kirsten) = +1 morale bonus 4. Haste(From Ed) = +1 dodge AC, extra attack on full attack, more movement 5. Aid on Kadaz 6. Inspire Courage (from Arm) = +1 morale bonus on attack and damage
Turns/Day = 2/4 left Spells 0 level = Det Magic 2x, Det Poison, Guidance, Resistance 1 level = Magic Weapon, Bane, Bless, Shield of Faith, Obscuring Mist, Divine Favor 2 level = Silence 20' radius, Hold Person,Less Restoration 3 level = Dispel Magic
Kirsten (AC 23/22, HP 68/81, Bless, MCvE, Haste, Divine Favor) d20+16=31 ; d20+10=18 ; d20+16=34 ; d8+7=8 ; d8+7=12 ; d8+7=8 ; Wednesday July 16th, 2008 12:40:19 PM
Kirsten shakes her head as she realizes once again that her blows are not nearly as effective as she would have otherwise liked. However, she is determined to keep the guard busy and away from her companions as they cast their spells. She swings her warhammer at the guard again.
DM Info:
Attack 1: AC 31 for 8 DMG Attack 2: AC 18 for 12 DMG Attack 3: AC 34 for 8 DMG
Edmund (HP: 38/38, AC20/22 vs. Evil) Message, Mage Armour, Fox's Cunning, Shield, Haste, Bless, MCvE, Inspire Courage, Consecration, Greater Invisibility, Fly d20+5=11 ; d3=2 ; d20+5=25 ; d20+5=8 ; 4d6=10 ; 4d6=11 ; 4d6=14 ; Wednesday July 16th, 2008 12:54:38 PM
((Arm, it really is Woldsblood with a D. Wolfsblood never hurt anyone.))
From Above, Edmund has an excellent view of the battle. For once, things seem to be going well and Edmund is keen to not miss out on his chance to participate. Looking down at the Dire Bat which seems to be trying to flank the group, Edmund lets fly with a pair of scorching rays, intent on preventing any such manoeuvre. (I forgot to add my +4 to hit: First ray hits Touch AC 15 for 10 fire damage; Second ray has Critical Threat vs Touch AC 12, 11 fire damage, 25 fire damage if confirmed. -- Edmund has Spell Penetration as a feat if these are capable of resistance.)
Having done this, Edmund will fly ten feet or so to the northwest, intent on changing position but remaining within the area of Thar's magic circle.
DM Sanity Info. Move Action: 10ft northwest? (no map) Standard Action: Cast Scorching Ray on Dancer No. 2. (2 Rays: #1 hits touch AC 15 for 10 fire damage; #2 Critical Threat vs touch AC 12 for 11 fire damage, 25 fire damage if confirmed.)
Spells in Effect Bless (from Kirsten) Inspire Courage +2 (from Arm) Magic Circle vs. Evil (from Thar) Consecration (from Thar) Message (on Everyone, 70m) Mage Armour (on Self, 7h) Fly (on Self, 7m) Fox's Cunning (on Self, 7m) Shield (on Self, 7m) Haste (on Everyone, 6r) Greater Invisibility (on Self, 7r)
Spells Per Day L.0: Detect Magic, Light, Message, Read Magic, Resistance L.1: Mage Armour, Magic Missile x5, Shield L.2: Fox's Cunning, Scorching Ray x3-1, Web L.3: Haste x2-1, Fireball x2, Fly L.4: Greater Invisibility, Shout, Summon Monster IV
DM Donna Wednesday July 16th, 2008 4:49:36 PM
DM OOC: I was supposed to put up the map so that the players could see who was where, but I fell asleep (sorry!)
Light Up the Night (ACDM Nellie) d20+10=22 ; d20+6=16 ; d20+10=24 ; d10+6=14 ; d20+10=24 ; d10+6=10 ; Thursday July 17th, 2008 12:28:34 AM
OOC: Sorry folks, it's really late and I'm really tired so it'll have to be a quickie post tonight.
Confident that this time the confrontation between the Order and the Count's Minions is well under control, the Order strikes out with a vengeance.
Julian downs his opponent, which turns into a cloud of vapor with a poof.
Arm is suddenly attune to the Hussy's inner most thoughts, and though it's distracting, he manages to keep his song up. The thoughts are very lewd indeed, and mostly center around how she got stuck with the ugly looking dwarf when her sister gets to play with that juicy looking half-elf.
Kadaz hacks into the primary hussy, but can't kill her this round. He hits the fleeing hussy #2 before she leaves. Shadow continues with the long range attacks on Hussy 1 and does some more slight damage.
Thar fires off his spell, followed shortly by Edmund's similar one. Rays of bright light flood the darkened room and there is a high pitched wail from the huge bat just before she bursts into flame and disintegrates!
Kirsten continues to carve away at her guard, safeguarding the spellcasters.
Benjamin grins at his success and gives Edmund and Thar a big thumbs up. With no foes immediately available to him, he charges toward the rear and the guards.
The Baddies... Hussy #1 looks highly peeved at Kadaz's continues assault. Arm "hears" several nasty comments about the dwarf's parentage and the thought that perhaps it's time to leave the little meat cleaver behind since she can't take much more. She too poofs and turns into a large bat (AoO from Kadaz) and takes flight toward the rest of the party.
Hussy #2 dies a fiery death.
Guard #1 is floating toward the Woldsblood moat...slowly but surely.
Guard #2 presses his attack on Kirsten but doesn't get a blow past her armor.
And from the hallway there is a loud clank as two more guards burst into the room. The rush forward and move to attack Julian and Kirsten. They both connect. (Julian takes 14, Kirsten takes 10).
Arm AC (23,22) HP (33/33) blessed, hasted, bardsong inspire courage +2 d100=92 ; d6=5 ; Thursday July 17th, 2008 5:19:53 AM
Spurred on by his friend's success, Arm continues his song but waits for a moment to see if Kadaz can finish off hussy #1 before he tries any more attacks. He DOES take another small step to the left away from the woldsblood (OOC: funny, I thought we called it wolFsblood the last time we were here) however.
Should Kadaz be successful, Arm incorporates the words "spread out" into his song so that he can get a better shot at the remaining guards. If not he will concentrate his rod's power once again on the remaining airborne hussy:
91-95 Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates). 5 rounds
Kadaz (HP: 110/110 temporarily; AC28, 30 vs evil, 31 vs D1, protection from evil, haste, ...) d20+18=22 ; d10+11=17 ; d6=2 ; d10+10=14 ; Thursday July 17th, 2008 6:36:10 AM
Kadaz should have been ready for it, but it still somewhat startled as his target turns into a bat and starts to fly away. He takes a swing at the departing enemy, but it isn't a very good one. "Come back here, you coward!" he yells at the departing creature.
(Hit AC 22, damage 17 + 2 electric)
Kadaz looks around and decides to follow the fight. He takes a few steps towards the party and again jumps over the woldsblood, this time just barely making it. He totters briefly on the edge but manages to regains his balance. He runs after the bat, axe high in the air, trying to get a swing.
(need jump check of 12 to get over the Woldsblood, roll 14)
Active Spells & Effects silversheen on axe: 55 min left (bypasses damage reduction of evil creatures) [note: adamantine properties of axe surpressed by silversheen] bull's strength - 15/30 rounds (+4 str) protection from evil - 5/10 rounds (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) aid - 56/60 (+1 morale bonus, +7 HP) bless - 65/70 (+1 morale bonus doesn't stack with aid) Dodge bonus vs D1 Haste (+1 dodge AC, extra attack on a full attack, +20' movement) Inspire courage (+1 morale bonus on attack and damage)
Shadow (AC 22/17 HP 47/47) d20+16=22 ; d20+16=26 ; d6+2=6 ; d6+2=7 ; Thursday July 17th, 2008 6:51:10 AM
Shadow will fire two more arrows at the now large bat (Hussy #1).
Actions: To hit: 22, 26 dmg: 6, 7
Thar AC 26/27 vs. nearest enemy guard, hp 70/70 2d8+5=17 ; Thursday July 17th, 2008 10:48:39 AM
"Take that wench" yells Thar at the hussy's disintegrating form. "Good shot Ed!" he adds, glad that their combined efforts eliminated her threat.
Seeing that Kirsten and Julian both took some damage, Thar decides to help heal some of their damage. Moving up behind Kirsten, he'll cast CMW's on her, healing 17 pts of dmg. erasing some of her previous injury.
Spells in Effect 1. MCvE (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) 2. Consecrate = Undead w/in this get -1 penalty on attack rolls, damage rolls, and saves. 3. Bless (From Kirsten) = +1 morale bonus 4. Haste(From Ed) = +1 dodge AC, extra attack on full attack, more movement 5. Aid on Kadaz 6. Inspire Courage (from Arm) = +1 morale bonus on attack and damage
Turns/Day = 2/4 left Spells 0 level = Det Magic 2x, Det Poison, Guidance, Resistance 1 level = Magic Weapon, Bane, Bless, Shield of Faith, Obscuring Mist, Divine Favor 2 level = Hold Person,Less Restoration 3 level = Dispel Magic
Edmund (HP: 38/38, AC 21/23 vs. Evil) Message, Mage Armour, Fox's Cunning, Shield, Haste, Bless, MCvE, Inspire Courage, Consecration, Greater Invisibility, Fly d20+6=16 ; d20+6=13 ; 4d6=8 ; 4d6=20 ; Thursday July 17th, 2008 4:54:15 PM
((Hehe, nope. It was Woldsblood then, too. ;) ))
As the first bat disintegrates into dust and ash, Edmund turns his attention to the next dancer, just in time to see it try to adopt a similar method of escape. Realising that Arm and Shadow can easily finish it off, Edmund instead tries to relieve the pressure on his childhood friend. Aiming at Guard 2, Edmund lets fly with a few more Scorching Rays ((Botched it again. The modifier should be +11, not +6. I forgot to add my +5 Ranged Attack Bonus this time.))
Scorching Ray 1 hits Touch AC (w/o DEX bonus) 21 for 8 fire damage; Scorching Ray 2 hits Touch AC (w/o DEX bonus) 18 for 20 fire damage. ((Edmund is invisible and so his targets lose their DEX bonus to AC. Additionally, the Ray is an attack against Touch AC.))
After this, Edmund swoops back towards his original position above Thar, preventing the enemies from getting a fix on his location.
DM Sanity Info. Standard Action: Cast Scorching Ray on Guard No. 2. (2 Rays: #1 hits Touch AC (w/no DEX bonus) 21 for 8 fire damage; #2 hits Touch AC (w/no DEX bonus) 18 for 20 fire damage.) Move Action: 10ft southeast along ceiling to be over Thar again.
Spells/Durations/Effects Bless (from Kirsten) -- +1 to Attack/Saves vs. Fear Inspire Courage +2 (from Arm) -- +2 to Attack/Wpn. Damage/Saves vs. Charm/Fear Magic Circle vs. Evil (from Thar) -- +2 to AC/Saves vs. Evil Creatures' Attacks/Spells Consecration (from Thar) -- Undead get -1 on Attack/Damage/Saves Message (on Everyone, 70m) -- Talk with others using Message Mage Armour (on Self, 7h) -- +4 to AC Fly (on Self, 7m) -- Fly through air at full speed Fox's Cunning (on Self, 7m) -- +4 to INT Shield (on Self, 7m) -- +4 to AC, Negates Magic Missiles Haste (on Everyone, 4r) -- +1 to Attack/AC/Reflex, +30ft Speed, extra attack during Full Attack Greater Invisibility (on Self, 5r) -- Invisible, +2 to Attack, Targets lose DEX bonus to AC
Kirsten (AC 23/22, HP 68/81, Bless, MCvE, Haste, Divine Favor) d20+16=24 ; d20+10=20 ; d20+16=22 ; d8+7=13 ; d8+7=11 ; d8+7=9 ; Thursday July 17th, 2008 6:09:09 PM
"Thanks, Thar," the paladin mutters, still planted firmly in place before the guard.
She shakes her head at the arrival of 'new' guards, wondering vaguely how many minions the Count kept hidden in this place. She swings her warhammer at the guard once more, hoping she finds luck to be on her side.
DM Info:
Attack 1: AC 24 for 13 DMG Attack 2: AC 20 for 11 DMG Attack 3: AC 22 for 9 DMG
Julian (Medium size) AC 20/22, hp 91(-14)/63 (Rage, Mage Armour, Enlarge Person, Haste, Bear's Endurance, Expeditious Retreat, Bless, Message, Inspire Courage) d20+9=13 ; d3=3 ; d20+1=20 ; d20+11=22 ; d20+11=31 ; d20+11=18 ; 2d6+21=31 ; 2d6+21=31 ; 2d6+21=28 ; Thursday July 17th, 2008 8:39:05 PM
Julian reels around when he is hit from behind, and now faces two guards. He feigns right then attempts to push through on the left...?
OOC Julian attempts to overrun the guard, to get past him for flanking next round, looking for AoO as he stands.
Julian' Overrun: +4 feat, +5 Str: 13 = maybe? Overrun: The defender's DC is 10 plus Dexterity or Strength bonus (whichever ability score has the higher modifier). The defender's DC is also modified by the size modifier listed above. The defender gains a +4 bonus to the DC if he has more than two legs or is otherwise exceptionally stable. If you lose, make a Reflex save vs. the defender's overrun DC. If you fail the save, you have to move 5 feet back the way you came and fall prone, ending your movement there. If your overrun fails but you are not knocked prone (because you made the reflex save), you have to move 5 feet back the way you came, ending your movement there. If that square is occupied, you fall prone in that square. I'm not sure if the 13 makes it, it is borderline. Just in case: Reflex Save: 20 (phewwww!)
Otherwise, as the guard gets to his feet AoO: PA 5 / +11 Hit AC: 22 Damage: 31
and maybe an AoO from the other guard Hit AC: 31 (nat 20, crit check 18) damage: 31 (+28 if it is a crit)
with another AoO possible Rage round 3 of 12
Look at the Pretty Colors (ACDM Nellie) d20+8=10 ; d20+12=19 ; d20+10=13 ; d20+6=24 ; d10+6=7 ; d20+10=14 ; d20+6=17 ; d20+10=14 ; d20+6=14 ; Friday July 18th, 2008 1:18:19 AM
The fight continues as the Count's Minions are dropping like flies.
Kadaz lashes out at the fleeing bat and cuts her deep, but can't drop her. Shadow follows up with a couple of shots but he too is unable to bring her down. In his mind, Arm feels a sense of panic arising in the sole remaining Hussy as she realizes that she is not far from falling.
Arm points his rod at the retreating dire bat and a cone of color sprays forth. Luckily she is up above the ground, otherwise he would have risked blinding Kadaz as well! Once more there is a high pitched wail, and Arm can sense from his psychic abilities that the Hussy has indeed lost her sight.
Thar gives some much needed healing to Kirsten.
Edmund fires off another Scorching Ray, this time at Guard #2 and is rewarded by a howl of pain.
Kirsten lashes into her Guard (#2) and hits him twice. She smiles as she sees the creature's knees buckle, though it doesn't go down yet.
Julian pushes into the big Guard that just attacked him and tries to knock him down but just can't manage it. Julian is pushed slightly backward by the action (5 ft. like in the description).
Having charged into the fry, Benjamin squeezes past Shadow and Kirsten and lets loose on the nearest Guard (#2). Unfortunately, his blow pings harmlessly off the Guard's armor.
Dem dere villains....
Blinded by the pretty colors, Hussy #2 none the less flies toward the rear of the cavern, ending up just south of where Guard #1 previously held his ground. Arm's link lets him know that her foremost thought is to pull out and heal up before returning to the fight.
Guard #2 brings its sword down hard on Kirsten, hitting her once for a small amount of damage (7hp).
Guard #3 pings a couple of sad shots off Julian's armor (Just consider him in dead G1's spot for now).
Guard #4 also whiffs a couple of times as he helps his buddy press Kirsten.
DM Donna OOC: hmmmm...I know I put together the map for last round and yet it isn't on the previous post by DM Nellie. I shall have to go get myself tested--meanwhile, This is the map for the next round.
Julian (Medium size) AC 20/22, hp 91(-14)/63 (Rage, Mage Armour, Enlarge Person, Haste, Bear's Endurance, Expeditious Retreat, Bless, Message, Inspire Courage) d20+9=26 ; d20+11=15 ; d20+11=15 ; d20+11=28 ; 2d6+21=26 ; 2d6+21=29 ; Friday July 18th, 2008 2:29:08 AM
The raging seven foot tall halfling digs in his heels and shoves past G3, knocking him to the ground. He swings his falchion hard at the guard as he tries to regain his feet, but is distracted by G2 and G4. "Kirsten, let's wipe the floor with this guard together!"
Shark the badger is confused by seeing his friend Podo rise from the dead and flees, to square G4. Move from I6 (or J6?) to I8, knocking G3 down with an Overrun. Now flanking G2 and G4.
Overrun attempt: 26 PA 5 / +11 to hit AoO against G3 rising from prone: Hit AC 15 (darn)
AoO 2, Hit AC 15 AoO 3, Hit AC 28, damage 26 (ignore second roll)
Rage round 4 of 12
Arm AC (23,22) HP (33/33) blessed, hasted, bardsong inspire courage +2 Friday July 18th, 2008 6:06:53 AM
Dismayed a bit that he cannot use his wand and risk harming his friends and that the fight is too tightly packed for him to move in and assist, he resorts to moving 5' SW and continuing his song.
Kadaz (HP: 110/110 temporarily; AC28, 30 vs evil, 31 vs G3, protection from evil, haste, ...) d20+18=26 ; d20+13=32 ; d20+18=27 ; d10+11=19 ; d10+11=16 ; d10+11=21 ; d6=3 ; d6=3 ; d6=1 ; d20+18=31 ; d10+11=16 ; d6=2 ; Friday July 18th, 2008 6:21:24 AM
Kadaz looks up in admiration at the giant halfling (!) as Julian rushes a guard and knocks it down. Kadaz takes this opportunity to step forward into the place Julian moved away in order to get a better angle on the guard. He swings at at the downed guard hoping, to make it stop moving.
(5' step to I6, 3 attacks on G3 hit AC 26, damage 19 + 3 electric hit AC 31, damage 16 + 3 electric hit AC 27, damage 21 + 1 electric
If one of Kadaz's attacks destroys the guard, he will use cleave to hit at another enemy within range. (Hit AC 31, damage 16 + 2 electric)
Active Spells & Effects silversheen on axe: 55 min left (bypasses damage reduction of evil creatures) [note: adamantine properties of axe surpressed by silversheen] bull's strength - 14/30 rounds (+4 str) protection from evil - 4/10 rounds (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) aid - 55/60 (+1 morale bonus, +7 HP) bless - 64/70 (+1 morale bonus doesn't stack with aid) Dodge bonus vs G3 Haste (+1 dodge AC, extra attack on a full attack, +20' movement) Inspire courage (+1 morale bonus on attack and damage)
Shadow (AC 22/17 HP 47/47) d20+16=26 ; d20+16=36 ; d20+16=35 ; d6+2=7 ; d6+2=5 ; Friday July 18th, 2008 6:39:14 AM
Shadow will follow the flight of the last Hussy and take aim, and fire a couple more arrows at her. He hopes they can take their foes down soon or they might lose out on all the beneficial spells everyone has cast.
To hit=26, 36 (nat. 20 - 35 roll for crit - which is a 19) dmg=7, 5
Thar AC 26/27 vs. nearest enemy guard, hp 70/70 2d8+5=11 ; Friday July 18th, 2008 9:36:39 AM
As the fun continues in front of him, Thar notes that Kirsten is the target of multiple foes. He decides to help her stay in the fight and heals her again.
Heal CMW = 11 hps
Spells in Effect 1. MCvE (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) 2. Consecrate = Undead w/in this get -1 penalty on attack rolls, damage rolls, and saves. 3. Bless (From Kirsten) = +1 morale bonus 4. Haste(From Ed) = +1 dodge AC, extra attack on full attack, more movement 5. Aid on Kadaz 6. Inspire Courage (from Arm) = +1 morale bonus on attack and damage
Turns/Day = 2/4 left Spells 0 level = Det Magic 2x, Det Poison, Guidance, Resistance 1 level = Magic Weapon, Bane, Bless, Shield of Faith, Obscuring Mist, Divine Favor 2 level = Hold Person 3 level = Dispel Magic
Edmund (HP: 38/38, AC 21/23 vs. Evil) Message, Mage Armour, Fox's Cunning, Shield, Haste, Bless, MCvE, Inspire Courage, Consecration, Greater Invisibility, Fly d20+11=29 ; d20+11=17 ; 4d6=17 ; 4d6=19 ; Friday July 18th, 2008 10:38:20 PM
Above Thar, Edmund scowls at Guard G2 which does not seem to be going down. Another barrage of Scorching Rays are in order. They quickly originate, seemingly from nowhere, and burn into G2, hopefully ending its life--or unlife. ((If G2 hits the deck after the first ray, the second one will be targetted at the next nearest opponent.))
Scorching Ray -- 2 Rays: #1 hits Touch AC (w/no DEX bonus) 29 for 17 fire damage; #2 hits Touch AC (w/no DEX bonus) 17 for 19 fire damage.
Delighted with his performance, Edmund is thrilled that he actually seems to be truly helping to overcome the foes, rather than proving a hindrance to his friends. "Ha ha!" the invisible fellow shouts down from above, before he flies off again (to the ceiling of G-7), intent on making sure the foes below can never figure out where he is.
DM Sanity Info. Standard Action: Cast Scorching Ray on Guard No. 2. (2 Rays: #1 hits Touch AC (w/no DEX bonus) 29 for 17 fire damage; #2 hits Touch AC (w/no DEX bonus) 17 for 19 fire damage.) Move Action: 10ft east along ceiling to G-7.
Spells/Durations/Effects Bless (from Kirsten) -- +1 to Attack/Saves vs. Fear Inspire Courage +2 (from Arm) -- +2 to Attack/Wpn. Damage/Saves vs. Charm/Fear Magic Circle vs. Evil (from Thar) -- +2 to AC/Saves vs. Evil Creatures' Attacks/Spells Consecration (from Thar) -- Undead get -1 on Attack/Damage/Saves Message (on Everyone, 70m) -- Talk with others using Message Mage Armour (on Self, 7h) -- +4 to AC Fly (on Self, 7m) -- Fly through air at full speed Fox's Cunning (on Self, 7m) -- +4 to INT Shield (on Self, 7m) -- +4 to AC, Negates Magic Missiles Haste (on Everyone, 3r) -- +1 to Attack/AC/Reflex, +30ft Speed, extra attack during Full Attack Greater Invisibility (on Self, 4r) -- Invisible, +2 to Attack, Targets lose DEX bonus to AC
Kirsten (AC 23/22, HP 72/81, Bless, MCvE, Haste, Divine Favor) d20+16=27 ; d20+10=24 ; d20+16=24 ; d8+7=12 ; d8+7=9 ; d8+7=9 ; Friday July 18th, 2008 10:49:55 PM
The paladin will once again focus her attacks upon the guard before her (G2), if he has already fallen, however, she will attack the next guard (G4 I think?).
DM Info:
Attack G2, if G2 is dead will attack G4.
Attack 1: AC 27 for 12 DMG Attack 2: AC 24 for 9 DMG Attack 3: AC 24 for 9 DMG
And then there were 3 (ACDM Nellie) d20+12=18 ; d20+7=22 ; d8+12=13 ; d20+10=15 ; d20+10=25 ; d20+6=17 ; d10+6=14 ; Saturday July 19th, 2008 12:35:49 PM
Julian braces himself and BAM smacks the Guard down to his keester!
Arm keeps up his song, determined to help keep the fight going in the right direction.
Like a living meat clever, Kadaz hacks into Guard #3. Though he does a massive amount of damage, the Guard does not drop.
Shadow continues his assault and finds that only one of his arrows seems to cause the Hussy any damage.
Thar channels more healing energy toward Kirsten.
The invisible Edmund continues his reign of terror from on high. This time as his second ray strikes the guard he goes POOF. The sickly green vapor begins floating toward the Woldsblood moat.
With her former tormentor now downed thanks to Edmund, Kirsten turns her attention to the new guard. Her three strikes prove true though as always they seem less able to harm the guard than normal.
Benjamin give a whoop as Edmund finishes up one of the guards. With an ever present smile, his flail swoops down toward Guard #4 two times. The first strike goes wide, but the second one smashes down hard on the vampire's head.
As for the Vamps...
The sole remaining Hussy/Bat continues to swoop further down the corridor. Arm senses that she still feels very weak and is attempting to buy time. There is also a thought about a shipment that needs to be protected at all costs.
Guard #3 looks up at Julian with red eyes as it rises back up. Swiping out with hand it tries to smash the giant Halfling with its fist, but it misses by a mile.
Guard #4 hacks at Kirsten once more and slashes her again. (AC25 for 14)
OOC: I would like to get another post in this weekend to make up for the missed one on Monday. I'll plan on making the post Sunday night.
Kadaz (HP: 110/110 temporarily; AC28, 30 vs evil, 31 vs G3, protection from evil, haste, ...) d20+18=21 ; d20+13=25 ; d20+18=28 ; d10+11=14 ; d10+11=12 ; d10+11=12 ; d6=3 ; d6=4 ; d6=1 ; Saturday July 19th, 2008 9:12:07 PM
"Not dead yet? How about now?" Kadaz asks the guard he is attacking between swings. It's about time to finish this one off and move on to the next.
Swing 1 hit AC 21 damage 14 + 3 electric Swing 2 hit AC 25 damage 12 + 4 electric Swing 3 hit AC 28 damage 12 + 1 electric
Active Spells & Effects silversheen on axe: 55 min left (bypasses damage reduction of evil creatures) [note: adamantine properties of axe surpressed by silversheen] bull's strength - 13/30 rounds (+4 str) protection from evil - 3/10 rounds (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) aid - 54/60 (+1 morale bonus, +7 HP) bless - 63/70 (+1 morale bonus doesn't stack with aid) Dodge bonus vs G3 Haste (+1 dodge AC, extra attack on a full attack, +20' movement) Inspire courage (+1 morale bonus on attack and damage)
Thar AC 26/27 vs. nearest enemy guard, hp 70/70 Saturday July 19th, 2008 10:21:01 PM
Thar, seeing that they have the enemy on the run, looks around but still can't find a better way to get in the fight...
(OOC = Can I get to either guard 3 or 4 (the nearest one) and attack him? I can't see the map so I'm not sure...)
If Thar can get a hit in, he'll draw both swords while moving and attack it: Attack 1 = 1d20+12+2 =
Thar AC 26/27 vs. nearest enemy guard, hp 70/70 Saturday July 19th, 2008 10:21:29 PM
(Sorry. My son was talking to me when i was doing the post and hit the wrong button ;-) )
Attack 1 =
Final post for today... Thar AC 26/27 vs. nearest enemy guard, hp 70/70 d20+14=20 ; d6+3=9 ; d6=4 ; d20+14=17 ; d6+3=4 ; d8+5=13 ; Saturday July 19th, 2008 10:24:11 PM
Attack 1 = Hit AC 20 for 9 dmg +4 fire dmg Attack 2 = Hit AC 17 (miss?) for 4 pts dmg
If Thar can NOT get in an attack, then he'll heal Kirsten again and use a CLW this time... for 13 pts heal
Spells in Effect 1. MCvE (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) 2. Consecrate = Undead w/in this get -1 penalty on attack rolls, damage rolls, and saves. 3. Bless (From Kirsten) = +1 morale bonus 4. Haste(From Ed) = +1 dodge AC, extra attack on full attack, more movement 5. Aid on Kadaz 6. Inspire Courage (from Arm) = +1 morale bonus on attack and damage
Turns/Day = 2/4 left Spells 0 level = Det Magic 2x, Det Poison, Guidance, Resistance 1 level = Magic Weapon, Bane, Shield of Faith, Obscuring Mist, Divine Favor 2 level = Hold Person 3 level = Dispel Magic
Julian (Medium size) AC 20/22, hp 91(-14)/63 (Rage, Mage Armour, Enlarge Person, Haste, Bear's Endurance, Expeditious Retreat, Bless, Message, Inspire Courage) d20+11=30 ; d20+11=30 ; d20+11=18 ; d20+6=8 ; 2d6+21=27 ; 2d6+21=30 ; 2d6+21=28 ; Sunday July 20th, 2008 12:15:25 AM
Julian focuses his attacks on the guard (G3), delivering two great blows to the head and torso.
Power Attack 5 = +11/+11/+6
Hit: 30 damage: 27
Hit: 30 damage: 30
Hit: 8
AoO as G3 gets up? or was that already done. Hit: 18 (miss I think) damage: 28 ?
Kirsten (AC 23/22, HP 58/81, Bless, MCvE, Haste, Divine Favor) d20+16=19 ; d20+10=30 ; d20+10=30 ; d20+16=30 ; d8+7=8 ; d8+7=8 ; d8+7=13 ; d8+7=8 ; 2d8=6 ; d8+7=9 ; Sunday July 20th, 2008 11:48:39 AM
Kirsten continues to concentrate on guard 4 in an attempt to finish this battle as quickly as possible. Despite her attacks not doing much damage, she continues to swing her warhammer at the guard.
DM Info:
Attack G4.
Attack 1: AC 19 for 8 DMG Attack 2: AC 30* Critical Threat Confirms AC 30 for 29 DMG + 6 Sonic DMG (Target must make a DC 14 Will Save or be deafened) Attack 3: AC 30 for 9 DMG
Edmund (HP: 38/38, AC 21/23 vs. Evil) Message, Mage Armour, Fox's Cunning, Shield, Haste, Bless, MCvE, Inspire Courage, Consecration, Greater Invisibility, Fly 4d4+4=10 ; Sunday July 20th, 2008 8:54:12 PM
Edmund isn't about to let the dancer escape. A few Magic Missiles should do the trick, he thinks. (10 force damage)
Having let fly with the bolts of force, he moves to a position just North of Thar, still up in the air, still invisible.
(Sorry
DM Sanity Info. Standard Action: Cast Magic Missile on remaining Dancer for 10 damage Move Action: Move to a position 5 ft North of Thar
Spells/Durations/Effects Bless (from Kirsten) -- +1 to Attack/Saves vs. Fear Inspire Courage +2 (from Arm) -- +2 to Attack/Wpn. Damage/Saves vs. Charm/Fear Magic Circle vs. Evil (from Thar) -- +2 to AC/Saves vs. Evil Creatures' Attacks/Spells Consecration (from Thar) -- Undead get -1 on Attack/Damage/Saves Message (on Everyone, 70m) -- Talk with others using Message Mage Armour (on Self, 7h) -- +4 to AC Fly (on Self, 7m) -- Fly through air at full speed Fox's Cunning (on Self, 7m) -- +4 to INT Shield (on Self, 7m) -- +4 to AC, Negates Magic Missiles Haste (on Everyone, 2r) -- +1 to Attack/AC/Reflex, +30ft Speed, extra attack during Full Attack Greater Invisibility (on Self, 3r) -- Invisible, +2 to Attack, Targets lose DEX bonus to AC
Edmund (HP: 38/38, AC 21/23 vs. Evil) Message, Mage Armour, Fox's Cunning, Shield, Haste, Bless, MCvE, Inspire Courage, Consecration, Greater Invisibility, Fly Sunday July 20th, 2008 8:55:00 PM
((Meant to say sorry that I don't have the formatting and stuff for the sanity info and memorised spells.; I'm on a different computer than usual for the night.))
(ACDM Nellie) Monday July 21st, 2008 12:07:01 AM
Waiting for Arm and Shadow's posts. Will try again in the morning for the post.
Arm AC (23,22) HP (33/33) blessed, hasted, bardsong inspire courage +2 Monday July 21st, 2008 6:01:06 AM
Unsure if he would yet have a clear shot, Arm simply continues his song..feeling quite good about this battle.
OOC: Thar & Nellie, my inspire courage is +2, but Thar only added +1..feel free to make whatever adjustments are appropriate. :)
Shadow (AC 22/17 HP 47/47) d20+16=28 ; d20+16=36 ; d6+2=5 ; d6+2=5 ; Monday July 21st, 2008 7:40:40 AM
Shadow, knowing that his arrows are doing very little, but unsure of what else to do, will fire two more off at the fleeing Hussy.
Actions: to hit: 28, 36 dmg: 5, 5
Of Gases and Hussies (ACDM Nellie) d20+12=21 ; d8+12=18 ; d20+7=19 ; Monday July 21st, 2008 9:59:07 AM
Kadaz whacks away at Guard #3, determined to take him down. Between his mighty blows and Thar's well placed attack, the creature's knees buckle and it too goes POOF. The sickly green gas starts floating toward the back of the cavern with the Woldsblood moat.
Seeing this his opponent is now dead, Julian switches to the sole remaining Guard #4 and opens a bottle of whooping. The sight of a gargantuan Halfling smashing into the massive creature is a sight to behold, especially seeing as the guard looks about to fall any moment. Kirsten steps forward and rains blows down on him, but somehow after the combined onslaught the guard still keeps his feet, though he is tottering.
Edmund and Arm team up to try and take the Hussy down and though the giant bat screeches in pain after the blows, she still continues to flee down the corridor. She quickly disappears down the hallway. As the link between Arm and the Hussy fades, Arm senses that she absolutely must protect the shipment at all costs. He also "feels" her strength returning to her as she continues to heal.
Knowing that the fight is drawing to an end, Benjamin moves in and takes a mighty swing at the last remaining Guard. It's too much and the guard disappears with a POOF. Seeing that there are no "living" creatures, Benjamin chases after the retreating gases. "Hurry!" he shouts. "We have to destroy them in their coffins or they'll just come back again!"
And so the group is faced with a decision...follow the gases to their coffins, or find out what that Hussy is really up to.
Final post for today... Thar AC 26/27 vs. nearest enemy guard, hp 70/70 d20+8=20 ; d20+6=12 ; Monday July 21st, 2008 10:26:49 AM
"We've got to finish this group off and destroy their coffins! That said, a few of us need to follow the Hussy!!! I'll go and help destroy the coffins, but we can't let that hussy get away!!!"
Moving quickly, he'll begin searching around for any secret exits from the room or clues to where the gas was going. he assumes the gas was going towards their coffins, so he'll move in that direction. HOWEVER, he'll make sure he stays away from the Woldsblood, having seen it's affects on living matter.
Search = 20 Know (relig) for clues on where they may have hid their coffins = 12
Kadaz (HP: 110/110 temporarily; AC28, 30 vs evil, 31 vs flying hussy, protection from evil, haste, ...) Monday July 21st, 2008 4:33:00 PM
Kadaz makes some decisions on the fly. He uses the active message spell to quickly send suggestions to the entire group. "Thar, good idea. You and Benjamin destroy the coffins. Shadow, help them. Edmund, where are you? Chase that bat and blast her! I'm with you. Everyone else, pick a group!"
Kadaz takes off running down the hall, trying to catch the bat. He hopes Edmund, where ever he is, will manage to slow her up a bit.
(Haste increases Kadaz's speed to 40, He runs as far as he can after the flying bat.)
Active Spells & Effects silversheen on axe: 55 min left (bypasses damage reduction of evil creatures) [note: adamantine properties of axe surpressed by silversheen] bull's strength - 12/30 rounds (+4 str) protection from evil - 2/10 rounds (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) aid - 53/60 (+1 morale bonus, +7 HP) bless - 62/70 (+1 morale bonus doesn't stack with aid) Dodge bonus vs flying hussy Haste (+1 dodge AC, extra attack on a full attack, +20' movement) Inspire courage (+2 morale bonus on attack and damage)
Edmund (HP: 38/38, AC 21) Message, Mage Armour, Fox's Cunning, Shield, Haste, Bless, Inspire Courage, Greater Invisibility, Fly 4d4+4=16 ; Monday July 21st, 2008 4:58:56 PM
Edmund speaks into the Message spell.
"I'm up here, invisible," he says. "No worries, I can fly too. Batwoman won't get far!"
With that, he speeds after her down the tunnel (Edmund is hasted and can move 60ft. per turn, which should be faster than Ms. Bat can, I hope.)
As soon as he has got her in range, he'll blast her again with Magic Missile for another 16 points of force damage.
DM Sanity Info. Move Action: Fly after Bat-Dancer up to 60 ft. Standard Action: Cast Magic Missile on Bat-Dancer for 16 force damage.
Spells/Durations/Effects Bless (from Kirsten) -- +1 to Attack/Saves vs. Fear Inspire Courage +2 (from Arm) -- +2 to Attack/Wpn. Damage/Saves vs. Charm/Fear Message (on Everyone, 70m) -- Talk with others using Message Mage Armour (on Self, 7h) -- +4 to AC Fly (on Self, 7m) -- Fly through air at full speed Fox's Cunning (on Self, 7m) -- +4 to INT Shield (on Self, 7m) -- +4 to AC, Negates Magic Missiles Haste (on Everyone, 1r) -- +1 to Attack/AC/Reflex, +30ft Speed, extra attack during Full Attack Greater Invisibility (on Self, 2r) -- Invisible, +2 to Attack, Targets lose DEX bonus to AC
Julian (Medium size) AC 20/22, hp 91(-14)/63 (Rage, Mage Armour, Enlarge Person, Haste, Bear's Endurance, Expeditious Retreat, Bless, Message, Inspire Courage) Monday July 21st, 2008 9:07:17 PM
Julian thinks out loud, "Kadaz seems to like a fight. Julian good at fight. Follow Kadaz."
"Where are we going, Kadaz?" asks Julian as he quickly overtakes him. Noticing the bat (?) Julian strides ahead of the dwarf anticipating another combat.
OOC Julian has Exp Retreat and Haste and Barbarian fast movement = speed 60'
Kirsten (AC 23/22, HP 58/81, Bless, MCvE, Haste, Divine Favor) Monday July 21st, 2008 9:28:32 PM
Kirsten hestitates, not sure who she should follow, before moving to race after Thar and Benjamin to help dispose of the creatures within the coffins. Better they manage to kill them before they run into more trouble. Anyway, she thinks Edmund might be able to manage... maybe...
Edmund (OOC) Monday July 21st, 2008 10:22:37 PM
OOC: Forgot to mention that Edmund's range with Magic Missile is 180ft.
Should be easy to get within range of Batty.
Arm AC (23,22) HP (33/33) blessed, hasted, bardsong inspire courage +2 Tuesday July 22nd, 2008 6:04:48 AM
Arm leaves the hussy to the rest for now and follows Benjamin and the rest to find the coffins, continuing his song as he goes. He figures that the multiple threat from those rising would be a better use of his talents.
Shadow (AC 22/17 HP 47/47) d20+10=29 ; Tuesday July 22nd, 2008 6:10:13 AM
"Agreed." Shadow responds to Kadaz, and he will move off with Thar and Benjamin. He will begin searching for secret doors. He will follow Kadaz's example and keep away from the woldsblood not wanting to have it affect him.
Search=29
Surprise, Surprise, Surprise! (ACDM Nellie) Wednesday July 23rd, 2008 12:31:21 AM
And so the party splits....
Thar, Kirsten, Arm and Shadow take off after Benjamin. Arm easily spots the shimmering outline of the Illusion that hides the tunnel to the quarters that they previously occupied. After that, it's a bit tricky...the area is a veritable maze with tunnels winding left and right, but after a small amount of floundering, Benjamin picks up the trail of one of the gas clouds. Following it, the small party finds a small, simple room. There is no furnishings, save for four coffins lined up neatly in a row. The cloud hovers toward the last coffin and slides neatly through the closed lid...and nothing happens. With an almost disturbing look of glee, Benjamin roots around in his backpack. "Don't suppose any of you have had the pleasure of dispatching a vamp before? First order of business is to stake them. Then we cut off the head and fill it with holy wafers...just to make sure they don't ever come back again." The Hunter's nonchalance toward the subject of vampire slaying is almost disturbing.
Meanwhile, Edmund, Kadaz, Julian give chase with the Hussy. Down and around they follow her...down a completely different corridor than the one leading toward the Count's throne room. As Edmund rounds the corner he catches sight of several patches of movement out of the corner of his eye as his magic missiles slam into the bat's body. There is once more a squeal of pain from the bat, and then another, perhaps more disturbing noise...shuffle, slurp, shuffle, slurp. The room is virtually filled with streams of Woldsblood that illuminate the 11 poorly dressed (mostly rags) humanoids in various positions around the cavern (both on the ground and hanging from the roof!). One after another, heads lift from out of the glowing red substance and small drips of the lethal liquid dribble from the creatures lips as dumb gazes cast first at the squealing dire bat and then toward Kadaz and Julian. Surprise round goes to party...if they desire to engage.
Edmund (HP: 38/38, AC 21) Message, Mage Armour, Fox's Cunning, Shield, Haste, Bless, Inspire Courage, Greater Invisibility, Fly 7d6=24 ; Wednesday July 23rd, 2008 2:06:18 AM
Edmund screeches to a halt upon entering the room when he sees what lies in wait there. Acting quickly, before his friends can get in the way, he immediately lets fly with a Fireball into the centre of the mass of creatures (20ft radius spread centred on lower right corner of I-4 -- deals 24 fire damage, DC 22 Reflex save for half). The explosion is so intense and comes so close that Edmund can practically feel his eyebrows being singed.
Having done this, Edmund swings around and flies off back down the tunnel getting behind Julian and Kadaz. In the meantime, he shouts into the Message spell. "There's a whole ROOM full of vampire-zombie-ghoul-things! At least ten of them, maybe twenty! And woldsblood everywhere! And now they are on fire and probably very mad about it! Definitely could use some help! Help!"
DM Sanity Info. Standard Action: Cast Fireball (20ft. radius spread targetted on Lower Right corner of I-4) for 24 fire damage (DC 22 Reflex save for half). Move Action: Fly 30ft to B-3.
Spells/Durations/Effects Bless (from Kirsten) -- +1 to Attack/Saves vs. Fear Inspire Courage +2 (from Arm) -- +2 to Attack/Wpn. Damage/Saves vs. Charm/Fear Magic Circle vs. Evil (from Thar) -- +2 to AC/Saves vs. Evil Creatures' Attacks/Spells Consecration (from Thar) -- Undead get -1 on Attack/Damage/Saves Message (on Everyone, 70m) -- Talk with others using Message Mage Armour (on Self, 7h) -- +4 to AC Fly (on Self, 7m) -- Fly through air at full speed Fox's Cunning (on Self, 7m) -- +4 to INT Shield (on Self, 7m) -- +4 to AC, Negates Magic Missiles Haste (on Everyone, 0r) -- +1 to Attack/AC/Reflex, +30ft Speed, extra attack during Full Attack -- Final Round Greater Invisibility (on Self, 1r) -- Invisible, +2 to Attack, Targets lose DEX bonus to AC
Arm AC (23,22) HP (33/33) blessed, hasted, bardsong inspire courage +2 Wednesday July 23rd, 2008 6:03:01 AM
Gasping a bit while continuing his song, he messages back, "On my way!" (OOC: I assume I can do this without disrupting my song), and immediately heads back the other way towards his friends, gripping his rod of wonder tightly as he does so.
Kadaz (HP: 110/110 temporarily; AC27, 29 vs evil, 30 vs flying hussy, protection from evil, ...) d20+18=35 ; d20+13=21 ; d20+18=37 ; d10+11=13 ; d10+11=17 ; d10+11=15 ; d6=4 ; d6=1 ; d6=2 ; Wednesday July 23rd, 2008 7:08:43 AM
Kadaz hears Ed muttering some magical words in the air above him but is still surprised by the blast of fire that seems to fill the room. Luckily, the explosion back lights the flying bat hussy and makes her a much easier target. .
Kadaz takes one short step and the hussy/bat is within reach! He swings, hoping to take that thing down this turn. (5' step to E6, full attack)
swing 1: hit AC 35 damage 13 + 4 electric swing 2 hit AC 21 damage 17 + 1 electric swing 3 hit AC 37 damage 15 + 2 electric
"Julian, step up here beside me" Kadaz asks. "If we go into the room they'll surround us. Here at the entrance they can come at us only 2 at a time. And Ed, can you do that again?"
As he asks these questions Kadaz feels the quickness leave his body. He's slow again. This is bad. And his protection from evil will be gone soon. This is very bad.
Active Spells & Effects silversheen on axe: 55 min left (bypasses damage reduction of evil creatures) [note: adamantine properties of axe surpressed by silversheen] bull's strength - 11/30 rounds (+4 str) protection from evil - 1/10 rounds (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) aid - 52/60 (+1 morale bonus, +7 HP) bless - 61/70 (+1 morale bonus doesn't stack with aid) Dodge bonus vs flying hussy
Inspire courage (+2 morale bonus on attack and damage)
Final post for today... Thar AC 26/27 vs. nearest enemy guard, hp 70/70 Wednesday July 23rd, 2008 9:55:40 AM
To Benjamin, Thar responds "No, I've never had the chance to stake some undead goons, but now is a great time to learn."
He takes a handful of wafers and some stakes, and waits for everyone else to be ready.
Looking around, he asks "Um, Shadow. Could you check for any unfriendly tricks they may have up their sleeve (i.e. traps) before we start poking around in coffins?"
Assuming nothing is found, he'll start with the nearest coffin and begin the disgusting, yet necessary work.
Julian (Medium size) AC 20/22, hp 91(-14)/63 (Rage, Mage Armour, Enlarge Person, Haste, Bear's Endurance, Expeditious Retreat, Bless, Message, Inspire Courage) d20+16=23 ; d20+16=36 ; d20+16=33 ; d20+11=31 ; 2d6+8=18 ; 2d6+8=15 ; 2d6+8=13 ; 2d6+8=15 ; Wednesday July 23rd, 2008 6:21:40 PM
"You bet, Kadaz, just give me room."
Julian steps beside Kadaz to block the entrance, careful to avoid the Wold'sblood. If D1 is within reach he will unleash a full attack upon her
Full Attack Hit AC 23, damage 18 Hit AC 36 (nat 20, crit confirmed 33), damage 15+13= 28 Hit AC 31, damage 15 TOTAL DAMAGE: 48
Julian (Medium size) AC 20/22, hp 91(-14)/63 (Rage, Mage Armour, Enlarge Person, Haste, Bear's Endurance, Expeditious Retreat, Bless, Message, Inspire Courage) Wednesday July 23rd, 2008 7:24:19 PM
Whoops, TOTAL DAMAGE: 61
Kirsten (AC 23/22, HP 58/81, Bless, Haste, Divine Favor) Wednesday July 23rd, 2008 8:37:44 PM
Kirsten shakes her head, "No, I've never had the... pleasure... of dealing with such creatures before."
Upon hearing Edmund's plea for help over the message spell, the paladin can't help but wince. "Let's just get this over with as quickly as possible, so we can go and assist the others."
She moves forward and gathers the proper "equipment" for vampire slaying. She will then follow Benjamin's lead and set about their work there.
Talk about Lack of Oral Hygene!! (ACDM Nellie) d20+5=18 ; d20+5=14 ; d20+5=20 ; d20+5=18 ; d20+5=20 ; d20+5=10 ; d20+5=7 ; d20+5=13 ; d20+5=21 ; d20+5=14 ; d20+5=7 ; d20+12=21 ; d20+2=14 ; d20+2=12 ; d20+2=8 ; d20+2=14 ; d20+2=19 ; Thursday July 24th, 2008 12:39:03 AM
In the crypt....
Shadow takes a look at the coffins, but doesn't find any traps. Arm bolts from the room and Benjamin shrugs. "Don't know if we could get there in time, and we might as well finish up here." OOC: It will take at least 3 rounds of combat before Arm can get to where the others are in the Bat cave.
Stakes in hand, Benjamin opens the first coffin and stake in hand slams it into the heart of the prone humanoid within. The creature shudders in the pains of a second death and then is still. Smiling throughout the procedure, Benjamin hands a bag of wafers to Kirsten as he pulls a small dagger out of his belt. "Alright then. I'll cut the head off and you stuff, sound good?" Looking over his shoulder at Thar, Benjamin nods encouragingly. "Good enough. You let me know if you need any help staking them suckers."
In the Bat Cave... Ever the quick thinker, Ed fires off his spell and is pleased to see all of the vampires, including the Hussy get hit hard by the fireball. The large bat POOFS into gas and begins to hover toward a crack in the wall. With howls of pain, the now naked vampires in the cavern turn their sights toward the two visible characters in the room (Kadaz and Julian). Several of the ones toward the rear of the cavern shuffle forward with amazing dexterity. But perhaps more frightening is the actions of those nearer to the entrance. Red eyes glinting, then open their mouths and spew fountains of red liquid toward Kadaz and Julian. Though none of the streams hit their mark, the approaching jets of Woldsblood sends a shiver of shear terror up our hero's spines. One only has to remember poor Podo's death in the chamber to realize the seriousness of the current situation.
Arm AC (23,22) HP (33/33) blessed, hasted, bardsong inspire courage +2 Thursday July 24th, 2008 5:59:44 AM
Still singing and running, Arm makes his way closer to his friends.
Shadow (AC 22/17 HP 47/47) Thursday July 24th, 2008 9:21:43 AM
Shadow will help Thar with the other coffins and the undead within. He will either stake and cut off the head (which in most circumstances would repel the rogue, but not after what he has seen in the recent past). "Lets get this done quickly so we can help our comrades." Shadow says to the group.
Thar AC 23/24 Thursday July 24th, 2008 11:14:45 AM
Thar continues the gruesome work and says "I'll do the stakes and heads, and you stuff em, OK?" He hates to dirty up his swords this way, but it has to happen.
As he works, he keeps an eye out for any other mist that might creep into the room, especially from dead vampires from the other battle.
Kadaz (HP: 110/110 temporarily; AC27, 29 vs evil, 30 vs first vampire, protection from evil, ...) Thursday July 24th, 2008 5:11:16 PM
Kadaz looks at the flying Woldsblood and has 2nd thoughts about staying where he is. He uses the message spell to call to the others "Flying doxy bat just poofed and heading your way. Vampires vomiting Woldsblood here. Need someone who can turn them." Then, out load, he adds "Julian, let's move back a bit. I don't want to be on the receiving end of this. And Ed, please say you can do that again."
The fighter carefully moves back in the hallway, trying to get just a bit around the corner. As he moves, he activates his protection from evil tattoo, figuring he will need the additional protection. (move to B5).
Active Spells & Effects silversheen on axe: 55 min left (bypasses damage reduction of evil creatures) [note: adamantine properties of axe surpressed by silversheen] bull's strength - 10/30 rounds (+4 str) protection from evil - 10/10 rounds (+2 AC vs evil, +2 resistance bonus, blocks mental control by evil) aid - 51/60 (+1 morale bonus, +7 HP) bless - 60/70 (+1 morale bonus doesn't stack with aid) Dodge bonus vs 1st vampire that comes up the corridor Inspire courage (+2 morale bonus on attack and damage)
Julian (Medium size) AC 20/22, hp 91(-14)/63 (Rage, Mage Armour, Enlarge Person, Haste, Bear's Endurance, Expeditious Retreat, Bless, Message, Inspire Courage) d20+2=6 ; Thursday July 24th, 2008 8:18:24 PM
"Well I've never tried this before, but the Priests of Domi taught me what to do. I think it goes..." Julian pauses, takes a deep breath and commands, [OOC: Turning Check 6 = 0HD undead] "Through me from Domi," he pauses, mumbling, "No that's not right. "From all that is good and... no, no. Where's my holy symbol? Here, good. Okay. Oh, I don't know. Try again. "By the Power of Greyskull... "
Julian skulks back to B4. "Kadaz, let's not tell anyone about that, okay? Stick to what we're good at, hey."
Edmund (HP: 38/38, AC 20) Message, Mage Armour, Fox's Cunning, Shield, Bless, Inspire Courage, Greater Invisibility, Fly 7d6=22 ; Thursday July 24th, 2008 8:55:29 PM * Haste is no longer in effect. *
Eyes widening in horror at the spewing blood, everything seems to slow down for Edmund, and events move as if in slow-motion. Yet the strange effect doesn't go away, however, and it takes him a moment to realise that Haste has worn off.
As Kadaz and Julian retreat, Edmund speaks into the Message spell: "I can do it again. Once." And thus, still invisible and still flying, Edmund gestures at the centre of the woldsblood-spewing baddies. A little bright pellet originating from nowhere in particular speeds towards the centre of the group of vampiric creatures and, once again, detonates with a concussive blast. The force is close enough that, had Julian not moved, he would have been caught in fire.
(Fireball targetted on lower right corner of H-6 (20ft. radius spread) for 22 Fire damage, DC 22 Reflex save for half -- I think every monster is no more than 20 ft. from this, so they should all be in it. Feel free to adjust if I'm wrong; it's hard to tell exact locations in the squares on the map as some are on the lines.)
With that, Edmund decides that discretion is the better part of valour or, as he says, "Running away time! Running away!"
And off he flies down the hall towards the rest of the group, as fast as he can. (Move 30ft. (Fly) back towards the rest of the group and away from the room of burning baddies.)
DM Sanity Info. Standard Action: Cast Fireball (20ft. radius spread targetted on Lower Right corner of H-6) for 22 Fire damage (DC 22 Reflex save for half). Move Action: Fly 30ft. towards the other group.
Spells/Durations/Effects Bless (from Kirsten) -- +1 to Attack/Saves vs. Fear Inspire Courage +2 (from Arm) -- +2 to Attack/Wpn. Damage/Saves vs. Charm/Fear Magic Circle vs. Evil (from Thar) -- +2 to AC/Saves vs. Evil Creatures' Attacks/Spells Consecration (from Thar) -- Undead get -1 on Attack/Damage/Saves Message (on Everyone, 70m) -- Talk with others using Message Mage Armour (on Self, 7h) -- +4 to AC Fly (on Self, 7m) -- Fly through air at full speed Fox's Cunning (on Self, 7m) -- +4 to INT Shield (on Self, 7m) -- +4 to AC, Negates Magic Missiles Greater Invisibility (on Self, 0r) -- Invisible, +2 to Attack, Targets lose DEX bonus to AC - Final Round
Kirsten (AC 23/22, HP 58/81, Bless) Thursday July 24th, 2008 9:10:29 PM
As she feels Haste leave her and she listens to her companions calling for help through the message spell, the paladin cannot help but become subtly agitated.
She nods at Benjamin's instructions, and goes about the dirty deed in helping him stuff the creature full of wafers.
"Quickly, please," she mutters. "I do not want to see our numbers thinned anymore than they already are."
Wrapping it Up (ACDM Nellie) d100=33 ; d100=31 ; d100=92 ; d3=2 ; Friday July 25th, 2008 12:40:19 AM
In the crypt.... With the combined efforts of Benjamin, Thar, Kirsten and Shadow, the four vampires in the room are easily dispatched. Wiping the vampire goo of his dagger with a clean rag, Benjamin turns to Kirsten. "We are done here. Though I am hesitant to leave without dispatching the Count, we can go help your friends if you wish."
In the Bat Cave... Julian gives turning a try, but it's tougher than it looks. (Snicker...very, very funny post!!) Kadaz, on the other hand, thinks maybe it's time to get some reinforcements. Edmund fires off another fireball before issuing a retreat. However, he is able to watching in satisfaction as one after another all the burning vampires go POOF and the gaseous forms begin to float slowly toward himself and the others.
OOC: Very well played combat everyone! Fantastic posts by everyone!
Arm AC (23,22) HP (33/33) blessed, message, Bardsong inspire courage +2 Friday July 25th, 2008 6:04:30 AM
Arm skids to a stop as he meets up with his friends. Seeing the threat is no longer present, his song, like to vampires, dies on his lips. As he notices the green mists floating away, he says through the message, "More vampire mist coming...our job's not done yet.". He then follows the mists back to their lair so that he may dispatch them. Once he learns of the count's remains yet untouched, he says, "We NEED to get rid of him as well...leave no vampire unturned, as it were.".
OOC: I agree..this was the best combat I've seen since I played a live game MANY years ago...well done everyone! :D
Kadaz (HP: 110/110 temporarily; AC27, 29 vs evil, protection from evil, ...) Friday July 25th, 2008 10:02:38 AM
As the smoke clears Kadaz looks into the room searching for the undead. "They're gone!" he shouts in amazement, both to Julian next to him and to the others over the message spell.
"Ed and Julian, that was great. You two destroyed all of the ones in this room. I'm buying you drinks when we get back."
Kadaz sets is axe down and leans on the handle as watches the gaseous vampires float around. He adds to Arm's warning. "Lots more vampire gas coming. We'll follow it." He carefully follows the gas clouds, watching his footing not wanting to slip into any Woldsblood now that the battle is almost won.
(Great combat. Thanks everyone.)
Thar AC 23/24 d20+13=19 ; d20+8=23 ; Friday July 25th, 2008 10:21:04 AM
Thar relaxes a bit once all the vampires are dispatched in the crypt, but he still is uneasy about the ongoing battle that is occurring in another room. As he hears another "BOOM", he says, with a smile, to no one in particular "Sounds like Ed is blowing something up again. Hope that took care of them"
When he hears (via message) that more gas is coming, he looks around and tries to keep a sharp look out for it.
"Hey, we haven't killed the Count yet, have we? He still has a hideout somewhere and we need to find it quickly b/f he regenerates."
He begins searching this room for any exits or clues to where the count or the 2 hussies may have their abodes.
Search = 23 Spot = 19
Julian (small size) Friday July 25th, 2008 6:47:03 PM
"Hey, Eddy, you didn't leave us any! Are you even still here? Where are you? Gone for a bath I suppose... "Kidding! Nice work, thanks." With a big sigh of relief Julian returns to his normal size, and follows the green mists with Kadaz.
Edmund Friday July 25th, 2008 9:00:23 PM
Edmund's invisibility wears off in the hallway soon after the remaining vampires melt into gas. Flying down to meet Kadaz and Julian near the ground, Edmund peers about the room suspiciously as Arm arrives.
"They're really gone?" he asks them. "All of them?"
Hardly able to believe his fireball did the job, Edmund nevertheless shakes his head and speaks into the Message spell. "Yup, apparently they're done for over here, but they're turning into gas and what. We definitely need to find the Count and put him to a more permanent rest, too!"
That said, Edmund will head back to meet up with the others and begin the hunt for the remaining hideaways.
Kirsten (AC 23/22, HP 58/81, Bless) Saturday July 26th, 2008 11:04:08 AM
"Let's find the count and dispatch of him before he causes us anymore trouble," she agrees quickly, relieved still to hear that the others had managed to come out well on their end.
The paladin looks around with the others, though she was never really good at finding things.
Things that go Poof in the Night (ACDM Nellie) Saturday July 26th, 2008 1:26:59 PM
With all known foes vanquished, the Bat Cave group follows the crowd of vapors to a squalid room stuffed with coffin after coffin.
OOC: Does Thar's group join up with Edmund's, or do the two groups which to remain separate slaying groups for now?
OOC Part 2: It's been an honor DMing ya'll. I'm turning you over to Donna's very capable hands while I work on the next module. Enjoy!!
Thar AC 23/24 Saturday July 26th, 2008 8:31:07 PM
(OOC = Nellie, Thanks for all of your help and it's been a blast!)
As the group returns, Thar welcomes them back and shows them what he's been working on and searching for.
(OOC = I would think we'd reunite, unless otherwise needed...)
Kadaz (HP: 110/110 temporarily; AC27, 29 vs evil, protection from evil, ...) Sunday July 27th, 2008 11:00:43 AM
Kadaz is amazed at the sheer number of coffins here. "How do we kill vampires again" he asks over the message spell. When he gets the answer back he replies "We'll start the process but I don't think we have any holy wafers here. Can we get some?" He picks a coffin and makes sure it doesn't contain the flying hussy. He shatters it with his axe and instantly creates stakes. "Julian and Ed, you stake them and I'll behead them. Deal?"
Julian (small size) Sunday July 27th, 2008 9:06:35 PM
"Good idea, Kadaz. Let's get busy."
DM Donna Monday July 28th, 2008 1:38:55 AM
Stake & Wafers Night
Assuming that Kadaz's very logical question is passed along to the bizarrely-cheerful Benjamin, the Undead Hunter is happy to let the other group know that he had PLENTY of wafers--and even if they run out, cutting the head off the vampire and then burning said head in a fire that has at least one blessed component (holy oil, blessed torch/flaming weapon, etc.) would do the job just as well.
Arm AC (23,22) HP (33/33) blessed, message, Bardsong inspire courage +2 Monday July 28th, 2008 6:04:13 AM
Arm contents himself with his own style of beheading, finding it odd that he never drew his sword during the battle but thankful for the good fortune provided by his wand, "Shame about Podo," he mentions aloud.
Shadow (AC 22/17 HP 47/47) Monday July 28th, 2008 6:12:07 AM
Shadow follows the small group tand then they join the other group to all be back together. "More of this gruesome work?" Shadow says as the group enters the room lined by coffins. He shakes his head and mumbles, "I hope never to see another vampire in my whole life, this is by far the worse job I have ever been on." He looks over at Benjamin and wonders how the hunter can do this all the time.
Julian (small size) Monday July 28th, 2008 7:15:33 AM
At the mention of Podo, Julian puts his head down, and goes about the grizzly task of staking and beheading. "I'd rather not think about it. One of Cousin Kendry's friends came back to us as a zombie."
Thar AC 23/24 Monday July 28th, 2008 10:15:26 AM
Thar continues searching the room while his companions eliminate the rest of the vampires. He's looking for anything to help him determine where the Count or Hussies might have their lair...
Kadaz Monday July 28th, 2008 10:20:45 AM
Kadaz continues beheading vampires, somewhat cheerfully. As he does he relays a message to the vampire hunter. "Benjamin, we hit the Count very hard and he fell into the Woldsblood moat in the throne room. Would that have destroyed him? Or do we have to find his body also? I don't believe we've come across him yet."
Edmund d20+18=19 ; d20+18=38 ; d20+18=25 ; Monday July 28th, 2008 1:24:58 PM
Edmund doesn't much want to stake or behead vampires. To avoid this as much as possible, he takes a very, very long time to do anything. Examining each body very carefully, he measures them, checks them from multiple angles, and calculates the prime trajectory that the stake will need to pass through the heart with the most efficacy.
Having done this, he begins to double-check his equations. After some time, he has successfully staked as many as no vampires at all. His comrades have, on the other hand, nearly done the job without the assistance of Edmund's observations.
Not all is lost though. In the meantime, he has also been looking for secret passages and magical effects. In the throne room, Edmund uses Detect Magic to see if he can find something that might lead him to the Count's hidden chamber.
(Spellcraft checks (if needed) are 19, 38, & 25.)
Kirsten (AC 23/22, HP 58/81, Bless) Monday July 28th, 2008 1:27:56 PM
The paladin continues to go about the rather unpleasant duty of dispatching with the vampires. It's quite clear that she wants to get this done as quickly as possible, grumbling to herself as she works.
DM Donna Tuesday July 29th, 2008 1:01:23 AM
You Want Fries with that Stake..?
No doubt about it--beheading solid vampires and stuffing their mouths with holy wafers is disgusting work.
Between Edmund and Thar, there is a chamber discovered that appears to have been the personal quarters for Count Darkar. Within this chamber is found an ornately-carved box.
Excuse me...an ornately-carved LOCKED box. It's about the size of an average-sized ladies' jewelry box.
Meanwhile, the question Kadaz has posed about the Count makes Benjamin actually frown, albeit thoughtfully.
"That Count was far too crafty for my liking," he admits to the dwarf. "Technically, the Woldsblood cannot harm him or any of his minions because they have no soul for the stuff to effect. We have to think of some way to fish his body out of the moat in order to permanently dispatch Darkar."
Arm AC (23,22) HP (33/33) blessed Tuesday July 29th, 2008 5:59:22 AM
Arm speaks up at this time, "Benjamin, what if the locked box contains his phylactery? I've heard somewhere that a strong vampire's soul is kept in one...secure and hidden for obvious purposes.".
Thar AC 23/24 d20+6=20 ; d20+4=8 ; Tuesday July 29th, 2008 10:07:04 AM
Thar listens to Arm's query and tries to remember if he can remember much more about Vampires, etc. He does reply "I know that lich's use phylacteries, but I'm trying to recall if vampires do that too..."
To Shadow, he'll say "Hey, can you check this box out for traps? I'm not about to mess with it if it is trapped."
He will, however, use Detect Magic upon it and see what he can detect.
Know (planes) = 8 Religion = 20
Shadow (AC 22/17 HP 47/47) d20+10=28 ; d20+10=25 ; d20+15=33 ; Tuesday July 29th, 2008 10:44:19 AM
Shadow looks around the room, and when the locked box is found he moves quickly over to it. "Let me check it out." he says to Thar and the others. He will first search for mechanical traps by studying it, and then will move to feeling around the outside for inconsistencies. If he does not find anything he will then ask, "Do you want me to try and open it?" If the group says yes, then he will proceed to use his lockpicks to open the box.
Actions: Search=28 Disable device (if necessary)=25 Open Lock=33
Edmund Tuesday July 29th, 2008 3:41:52 PM
Edmund raises his eyebrows at Benjamin, for he considers that part of the job easy enough.
"A way to fish him out? Piece of cake, and I won't even have to touch him. In fact, I can probably stake him too--but as for cutting his head off, I'm not certain I can handle that."
"Of course," Edmund adds, "I'll need a few minutes to get ready."
Kadaz Tuesday July 29th, 2008 5:20:14 PM
Kadaz looks at the talented ones gathered around the locked box. "My axe can open it in seconds" he offers. "Just mentioning this as a backup plan."
When Edmund says he has a way to get the count out of the Woldsblood Kadaz is all ears. "Way to go Ed. I want to see this." If Edmund follows through on a plan Kadaz will watch from a very, very safe distance.
Julian (small size) Tuesday July 29th, 2008 6:20:39 PM
Julian has nothing to add to the group at this point. He stands around soberly thinking of Podo and the fun they had together.
DM Donna Wednesday July 30th, 2008 2:35:01 AM
What's At Stake Here..?
Arm's concern about Count Darkar using a phylactery gives Ben pause, although Thar is quick to point out that it is liches who are known to rely on such devices.
"Still, as I said before--the Count has shown himself to be too clever for my liking...so we should proceed with all due caution." Benjamin concedes. Thar's spell reveals no magic on the box.
Shadow's expertise when it comes to finding and disabling traps comes in very handy as he spots and disables some sort of trap that looks like it would have sprung strategically-placed spikes out from around the outside of the box. Shadow's ability to pick locks is fortuitous as well, for there is a very audible "click" from the case as he opens the high-quality lock on it.
Meanwhile Edmund offers to retrieve the body of the Count from the Woldsblood moat...after a moment of preparation, of course. Kadaz is very interested in how the mage is going to accomplish this.
Julian contemplates the life of Podo as his badgers snuffle about his feet, nudging at him in a comforting way. Well...Julian believes it's a comforting way--they might be trying to hint that they're hungry and could use some badger chow or the like--but he'd like to think they are comforting him at the moment.
Now..WHO is going to open the box...HOW will they do so (the box looks like all you have to do [now that the lock is picked] is lift up an ornate hasp and flip open the lid...and WHERE is everyone else in conjunction to whomever opens the box..?
Arm Wednesday July 30th, 2008 5:58:22 AM
At Ed's suggestion to fish the Count from the Woldsblood, Arm says to him, "You go right ahead..we'll all watch. Dive right in, why don't you?".
Turning his attention to the box, he draws his silver sword, as he can use it quickly if necessary, and says, "Here goes nothing". He extends his arm fully and tips the lid of the box open with the sword.
OOC: Not quite sure where my positioning will be..I'd guess about 5' from the box.
Kadaz Wednesday July 30th, 2008 6:43:29 AM
As the box opens Kadaz is standing about 15 feet away from it, looking outward and watching for trouble. With everyone's attention focused on the box it seems like an opportune time for a bat or wisp of gas to come flittering down the hallway, catching everyone by surprise.
Julian (small size) Wednesday July 30th, 2008 7:17:45 AM
Julian, still moping with thoughts of Podo, inadvertently finds himself about 10 feet from the box.
Shadow (AC 22/17 HP 47/47) Wednesday July 30th, 2008 8:03:26 AM
Once Shadow unlocks it he will move around behind since Arm says he will open it. He gets about 5' behind the box as it is opened. He wonders if there were any traps inside that he could not detect.
Thar AC 23/24 Wednesday July 30th, 2008 9:45:18 AM
Thar was standing behind Shadow as he was checking it, ready to heal him if needed. Luckily, he finds the trap and seems to have disabled it.
Before Arm moves up and opens it, Thar will move back ~ 10-15' from him, again ready to heal him if needed. However, he'll also take his cross in one hand, hoping he won't need to turn whatever comes out, if anything.
Kirsten (AC 23/22, HP 58/81) Wednesday July 30th, 2008 12:49:35 PM
Not wanting to be anywhere near the box when it is opened, the Paladin will remain near the back of the group with her eyes averted. Much like Kadaz, she doesn't want anyone sneaking up on them while they are preoccupied with other things. She'll take a position about 10-15 feet away from the box, absently wondering how Edmund plans to go count-fishing without getting woldsblood on himself.
Edmund Wednesday July 30th, 2008 1:04:31 PM
Edmund takes out his spellbook and flips through it for a moment before uttering, "Ah ha!" in a most delighted way.
"Mage Hand," he says. I can use it to fasten a rope around the count, even in the woldsblood--but we have to pull him out of course, making sure not to touch the stuff. What's more, I could then possibly drive the stake into him, or hold the stake, with the same spell."
"Of course," Edmund adds, "Any rope so used is effectively destroyed as we'll not want to take it with us or even touch it. And there's one more problem. I didn't bother studying this today, and I'm very tired, so I'm going to need a little while to rest--uninterrupted, mind--before I can review it and prepare it."
Glancing at the others he continues, "No worries, of course. Not a long time. Only about... oh... eight hours or so. A little while to be sure, but much better than risking death now. My way is a fairly certain, fairly safe."
((Question for DM: If I understand the PH correctly, because this is a spell Edmund had [i]not prepared for the day--and because technically all his spell slots are in use already--he has to rest a full eight hours before preparing Mage Hand, which itself will take at least 15m of study, yes?))[/i]
DM Donna Thursday July 31st, 2008 4:24:33 AM
The Advantages of Caution
"Say, that's actually a VERY good idea, Edmund!" Benjamin agrees with a nod. DM OOC: the information is correct about the cantrip.
Arm takes a chance and bravely opens the ornate box from five feet away with most of the Mithril Order ranged about the area.
Nothing happens. Phew!
Peeking into the box, it is easy to see that the interior is lined with rich red velvet. The box has eight segmented compartments in it, and inside each compartment is a single tiny bottle. Each bottle cannot be more than perhaps an inch high. They appear to be made of see-through material that is carved to have many facets on the surface--facets that catch the light and make each of the bottles glitter appealingly in the light...
Everyone present at the opening of the box can roll to Appraise the value of the bottles. Those who have Knowledge of Gems/Jewelry or Mining may add that bonus to their roll. If your PC beats DC18 with their roll, then Highlight to display spoiler: { they can tell that each of the eight tiny bottles are actually carved from a single flawless diamond! They are very easily worth 10,000gp EACH.}
Three of the bottles seem to hold a substance within them of a disturbingly familiar brilliant red hue.
Arm d20=19 ; Thursday July 31st, 2008 6:33:37 AM
"BEHOLD!" Arm cries as his attempt opens the box and he sees what is inside. He can see the bottles for what they are and relates it to the rest of the group (Appraise=19). He then pales a bit when he sees the contents of the three bottles and manages to stammer, "W....Woldsblood". His mind rages for a bit..both at their new-found fortune and the dangers that some of the bottles contain. He wonders how they could use the contents without getting it on themselves, as the diamond bottles will surely not shatter on impact. "I wonder if these will fetch a higher price considering their contents..." he muses aloud.
Caution once again takes over as he closes the box with his sword, then nudges the box slightly with it to see if anything happens when the box is moved. (OOC: think the first Indiana Jones movie here, people... :) )
Shadow (AC 22/17 HP 47/47) d20=10 ; Thursday July 31st, 2008 10:16:41 AM
Shadow sighs relief that nothing happens when the box is opened. He has no clue what crystal is, although he imagines they will be worth something to the right people, but he is unsure of what they should do with the 3 that have the woldsblood in them.
He agrees that the group needs to take care of the count, but is unsure of what Edmund talks about.
Thar AC 23/24 Thursday July 31st, 2008 11:17:41 AM
Thar relaxes slightly as the box doesn't explode upon opening and he's glad that his healing abilities aren't going to be called upon.
However, he tenses up again when Arm explains what is in the bottles. "Great... we've got valuable bottles with deadly contents. That's typical of how this adventure is going ... "
After a moment, he remembers their primary mission and says "Ed, I've got some rope if you need it and I can buy some more when we get home. That's a terrific plan and good luck." He finishes with a quick prayer for Ed's safety, knowing that sometimes their earstwhile mage's plans can (or may) go in an undesired direction...
To the rest of the group, he says "Hey, we still haven't found the hussie's hiding place and remember that they were thinking of something valuable that had to be protected. I don't think this box is it, since they were heading in a different direction. While Ed is studying, we need to find the hussie's place AND figure out what she was worried about protecting."
Edmund Thursday July 31st, 2008 12:20:11 PM
"Alright, then. Keep an eye on things, stand watch or what, and if the Count comes back in the meanwhile, hit him with your swords a bit."
Edmund, who is looking very tired already, manages to find a quiet corner of the Count's chamber where he sits down, propped up against the wall. Shortly thereafter, he is asleep.
If left alone and uninterrupted, he will sleep for a full eight hours, waking to prepare his spells.
Kadaz Thursday July 31st, 2008 5:19:37 PM
The dwarf takes a moment to move over to the box and glance i nit. "Good think I didn't hit it with my axe, isn't it?" he asks with a grin.
On a more serious note. "So there is Woldsblood in some of them. I don;t think we should take that back with us. Is thare any use of that stuff which isn't evil?"
Julian (small size) Thursday July 31st, 2008 8:53:00 PM
"S'pose that depends, Kadaz. I don't think killing evil thing with my sword is evil. I think it is good, even. Wouldn't matter what you used really, would it? "That being said though, Podo more or less convinced me to change my methods a little. Now my falchion here is a Merciful Sword, so I just knock the baddies out, so that others can talk to them."
DM Donna Friday August 1st, 2008 1:19:55 AM
Evil Is As Evil Does
Benjamin is on hand to aid Edmund in his plan, and is more than willing to stand watch so that the mage can safely rest.
Arm's nudging of the box jostles the carved container from its resting place--and reveals an envelope under it.
Julian (small size) Friday August 1st, 2008 5:28:27 AM
Julian notices the envelope and reaches up to take it up. He carefully opens it, unfolds and flicks it lightly in a fashion to straighten it. He flaps once and twice in front of his own face before carefully inspecting the script. With a panicked look Julian shakes the paper again and reinspects it. With a thoughtful look he announces, "Well he may be a Count, but he can't write. Maybe someone else can read this scrawl." The halfling offers the paper to anyone else.
OOC Julian has only recently learned to read, okay, about two years ago, but he is still a barbarian at heart.
Arm d20+8=28 ; Friday August 1st, 2008 5:54:03 AM
A bit surprised that Julian took the envelope without Shadow checking for traps first, he gingerly takes the paper and attempts to see what is written on it (decipher script=28-nat. 20).
OOC: I can read Common and Elven, but I threw the decipher script in just in case :)
Shadow (AC 22/17 HP 47/47) Friday August 1st, 2008 8:07:01 AM
Shadow is tired but not sure that he can sleep. He will look over Arm's shoulder to see if he can read the paper.
Thar AC 23/24 Friday August 1st, 2008 9:55:40 AM
Thar continues looking around the room, hoping to find some clue to the hussies or Count's final resting place. If he's unsuccessful, he'll go ahead and take the time to rememorize his spells during the rest period.
Kadaz Friday August 1st, 2008 5:19:43 PM
kadaz looks over at the undead hunter. "Benjamin, you know more about this then the rest of us. Is there any worthwhile use of Woldsblood back home? If not, then I vote to to open the bottles and dump them here. Stuff that steals souls is definitely bad and I don't want to be responsible for taking it home unless we can give it to someone who we're sure won't put it to evil uses."