The Star Mages Tower- basement [DMBZ] Tuesday December 9th, 2008 4:21:46 PM
You follow the imp past the entry room, and then past several storage rooms. These look well used, probably from deliveries by some of the mechants outside. You continue on, and soon you pass unused classrooms, and a handful of guest rooms, which are used by guests who do not like to be disturbed. Some of these rooms seem to be in use, but so far you see no one.
As you travel, you are able to cast spells in preparation for whatever danger may lie ahead. The imp snickers as you do so. "You think that will help?", the imp cackles. (OOC-out of combat, but rounds are tracking. It takes one minute to get to your location at the end of this post. All spells listed in posts are cast successfully.) As you cast your spells, you notice a strange pull upon the magic. It does not affect the spellcasting, but you can tell the sensation is getting stronger as you travel.
The imp seems afraid as Firn'gaer questions it. "Please", the imp mutters as it grovels before you. "Do not be harsh with me, I am but a lowly servant of the great Dar the Uniter. A measley little familiar. I can but do his bidding. But he has not told me to not answer your questions and so answer them I will! The apprentices and mages were all defeated by my Master and his minions. They are being held prisoner and are most of them alive. That is where I am taking you now, so I can show you his power." The fearful imp shudders as if the thought of his Master was terrifying, then he continues down the hall.
Soon, you come to a door which is barricaded from the outside. Several large heavy planks of wood have been stacked up here, and would take the strength of many men to push them aside. Since the door opens out, it is effectively sealed. The spellcasters in the party can feel the pull upon their magic here as if a tangible force. Your enchantments are not dispelled but you can feel this mysterious force pulling at the very magical bonds that hold your spells together. (caster level check DC 20 is needed to cast spells successfully here by the door, or you lose the spell.)
The top part of the door has a small window with bars. You can tell there are some people within as you can hear the noise of dull conversation. A face appears at the window and scolds the imp. "Dweezil! You little rodent, when I get out of here, I'm going to..." He stops as he recognizes you. "Thank the Powers! The Children of Chaos are here!" The man is recognizable by you as well. It is Randall Mercurial.
OOC- Trace, it does take an action to activate the boots, if there is no duration, you can have them active and ready to go. There is not much room for flying though with a 10' ceiling.
Peerimus AC 35 HP 111/112 and Yorrick AC 32 HP 140/140 d20+15=27 ; Tuesday December 9th, 2008 7:42:57 PM
"Randall! What is going on?" A myriad of questions comes to the druid's mind, but he does not want to flood the wizard. Better to stick with a simple general question and let the man answer it. Listeing closely to what the imp has already said and what Randall then adds, Peerimus regards the barricaded door. Should they try to get them out? he wonders to himself. What ever defeated them had likely done so at the cost of the wizards most powerful dweomenors. But assistance is better than none and the spell was simple enough and virtually useless in any combat anyway.
The druid points to the wooden barricade planks and the doors themselves and casts Warp Wood. [CL Check 27 and able to affect 3 Large sized Objects...You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open...
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 149/150 minutes Protection Fire 149/150 minutes Peerimus Freedom of Movement 149/150 minutes Protection from Lightning 149/150 minutes
Durgan AC 34 Hp 175/212 Tuesday December 9th, 2008 9:47:48 PM
"Great, more wizards. Well, at least we know this one eh?" Durgan stands back as Peerimus forces the door. "You know, whatever beat a bunch of wizards can't be very pleasant. Mebbe we should be worried?"
Rash Trinka ac 33 hps 145/130 Divine favor, Divine power true seeing Tuesday December 9th, 2008 10:44:06 PM
Rash sees that Peerimus knows this mage and wants to let him take control but cannot resist blurting out one question to Randall, "Where is this foe? This Dar the Uniter? Is he a demon to be able to take our such a powerful group of spellusers or did his antimagic make you ineffective?"
Rash Trinka takes a hard look around using her True Seeing spell to find out if she can see anything.
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 14/150 rounds divine power 14/15 rounds true seeing 11/150 rounds
Not sure if we are still in combat rounds
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement Fifth:Flame Strike*, Righteous Might, Quickened Divine favor!, Summon Monster 5, True Seeing, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Kazak - Ac 32 Hp 146/184 confused Tuesday December 9th, 2008 11:43:42 PM
"'Randall ? .... lets git you guys outa there " growls Kazk as he watches Peerimus cast his magics warping the wood ( if the spell doesnt work Kazak will tear the the planks away ,)
"somebody watch our backs .... ya never know what might be sneaking around in a mages tower " shivers the dwarven warrior
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying Wednesday December 10th, 2008 12:23:55 AM
If the door is opened, Trace will take this time to cast, barkskin and cats grace on himself and then activate his boots, might not be much of a celing but I can float high enough to shoot over someone while staying back. Trace also ask if someone can cast haste upon him.
Level 1: resist energy, delay poison, entangle
Level 2: Bark-skin (used on trace), Cats Grace (used on trace)
Level 3: water walk, darkvision
Level 4: cure serious wounds, cure serious wounds
barkskin 150min, cats grace 15min, flying 5min, haste 15rounds when someone caste it upon me
Jurgen [AC: 34 - HP 150/150] Wednesday December 10th, 2008 2:42:56 AM
When Peerimus casts Warp Wood, Jurgen draws his sword and readies an action to strike at the imp if any action is made to disrupt the spell. "Dweezil, I presume you can also take us to Dar the Uniter?"
(OOC: Durgan and Kazak, I healed you 21 hp each :P)
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [99ish Minutes] - Resist Fire [768/780 Rounds] - Shield [145/156 Rounds] - Protection from Evil [68/78 Rounds]
Spells Cast: 0 x Level 0 - 2 x Level 1 -1 x Level 2 - 2 x Level 3 - 1 x Level 4 - 0 x Level 5 - 2 x Level 6
Firn'gaer - AC20; See Invisibility, SR18, Tongues d20+24=44 ; d20+14=28 ; Wednesday December 10th, 2008 11:22:22 AM
[Does Firn'gaer recognize the name Dar the Uniter? Knowledge: arcane DC44 Is the field pulling on magic effected by spell resistance?]
"What is your game, Imp? What is it that your infernal masters are after? You would not allow us to release the other mages unless it served you or your master. I can't see it serving your master unless there is something in there to cage us as well. So what is it? What is your true purpose, imp?"
Firn'gaer backs off from the door, 20-ft, as Peerimus attempts to warp and destroy it. He will ready his Limited Wish for an Anti-magic Shell for any harmful magical effects coming from the room. [Caster level check DC28 or DC30 if it is like overcoming spell resistance.]
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
The Star Mages Tower- basement [DMBZ] Wednesday December 10th, 2008 6:19:02 PM
Peerimus is able to overcome the draining magic, and removes the wooden planks trapping the door shut. Trace prepares some defensive magic.
The imp seems still to be afraid of Firn'gaer. (OOC- Firn'gaer does not recognize the name Dar the Uniter, but he does recall a mage by the name of Dar who was at the Tower. The magic field is not affected by spell resistance, but I'm sure that SR will come in handy. :) "No game, powerful wizard." The imp sits by with an amused smirk as you free the wizards. "I have no purpose to speak of. I merely like to watch the battle between law and chaos, and you frequently end up in the middle of it." The imp reveals its' teeth with a toothy grin. "Very entertaining."
Randall pulls the Children aside as the wizards move out of the makeshift prison. "You have questions," he states simply. "And I have answers. Miss?, I'm sorry I didn't catch your name. Dar is no demon. He is a wizard and a human. At least, he was human. He was a guest here for many years, and as such took the Tower by surprise and from within. He also had the help of a magic item he made."
Randall walks back into the room as the wizards continue to rapidly exit. "Come, I will show you." Inside the room is a strange glowing object. A metal apparatus rests upon the floor. It looks like a deformed pig and is as large as one as well. The feet are shaped like the feet of an(old) cast iron bathtub and the 'mouth' is shaped like a roasted pig with an apple in its mouth. The item does not radiate evil, but definately makes you feel uneasy just being near it. "This is the Onnulus," says Randall.
"We know Dar made it. The item drains magic, which Dar is using for a foul purpose. Oh, by the way", Randall says looking at the still mage on the floor, "don't touch it." One of the school masters comes forward then to add his own information. Firn'gaer recognizes him as Archimedes, professor of Divination. "We have a plan to stop Dar, and we will need your help. He is using the Onnulus to make himself more powerful, somehow using it to absorb magic, then funnel the energy into himself. After what he has done here, that is quite a bit of energy. Our plan is a simple one. After being imprisoned here with the item we have had a chance to study it. We believe we can overload it, but we will need you to distract Dar while we do so. Will you do this?"
OOC-You notice at a glance many of the wizards bear minor injuries, and a few serious. One of them lays quietly on the floor of the room, and it is obvious from the stillness that he will move no more.
Kazak - Ac 32 Hp 167/184 confused Wednesday December 10th, 2008 11:23:22 PM
Standing guard by the doorway ..... mostly out of instilled training ..... the dwarven warrior listens to Randall spill the details of what has transpired inside the mages tower .....
"Well good too see your ok Randall " growls Kazak
"getting the mages back in control ... will help stablize Hook City .....lotta chaos and changes abounding around here .....seems we should try and do something "
Rash Trinka ac 33 hps 145/130 Divine favor, Divine power true seeing d20+21=23 ; 2d4+39=42 ; 2d6=3 ; Wednesday December 10th, 2008 11:39:51 PM
Rash nods at Randall and says, "My name is Rash Trinka and I am a cleric of the powers of this Wold."
Suddenly Rash is a blur of action as she speeds towards the Imp and attacks with her falchion chopping down hitting ac 23 doing 45 points of damage to it with a +10 power attack (used the same attacks as above to keep things simple. My weapon is holy so no damage reduction)
If she missed she will say, "I don't provide entertainment for the lower denizens and spies. Leave now or perish!"
If she hit, she says, "I don't like spies listening to our plans."
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 15/150 rounds divine power 15/15 rounds true seeing 12/150 rounds
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement Fifth:Flame Strike*, Righteous Might, Quickened Divine favor!, Summon Monster 5, True Seeing, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying d20+28=41 ; d20+28=48 ; d20+28=32 ; d20+23=26 ; d20+18=37 ; d8+7=9 ; d8+7=15 ; d8+7=13 ; 3d8+7=16 ; 2d6=6 ; 2d6=5 ; 2d6=6 ; 2d6=6 ; Thursday December 11th, 2008 12:40:20 AM
If Rash's action does not do the job Trace will pin the imp to the wall.....
Level 1: resist energy, delay poison, entangle
Level 2: Bark-skin (used on trace), Cats Grace (used on trace)
Level 3: water walk, darkvision
Level 4: cure serious wounds, cure serious wounds
barkskin 150min, cats grace 15min, flying 5min, haste 15rounds when someone caste it upon me
hit ac 41 9hps dmg 6 holy = 15hps hit ac 48 hit crit 32 16hps dmg 5holy = 21hps hit ac 26 15hps dmg 6holy = 21hps hit ac 37 13hps dmg 6holy = 19hps
total hp damage = 76
Jurgen [AC: 34 - HP 150/150] Thursday December 11th, 2008 4:45:51 AM
"Really? We're going to kill the familiar?" Jurgen puts his sword away, shaking his head. He glances upward to the roof, more towards Domi, and mutters to himself. "Fantastic..."
Not caring to hide his disdain, Jurgen instead focuses on the wizards. Without thinking, the paladin speaks for the group before Peerimus can. "Yes, we'll distract him. But can we stop using his name? It may sound silly, but we just recently were warned about using the name of a specific powerful individual... Point us and we'll go." He glances over the injured and adds. "If any of you need healing, speak up now and I'll do what I can. Can't guarantee that we'll be coming back this way." He can't help how ominous it sounds. If Dar was the one Gargul had sent them to, there might be another meeting with Gargul very soon.
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [99ish Minutes] - Resist Fire [768/780 Rounds] - Shield [145/156 Rounds] - Protection from Evil [68/78 Rounds]
Spells Cast: 0 x Level 0 - 2 x Level 1 -1 x Level 2 - 2 x Level 3 - 1 x Level 4 - 0 x Level 5 - 2 x Level 6
Rash Trinka "illegal post" Thursday December 11th, 2008 9:12:16 AM
Rash looks at Jurgen and says, "No he won't die. All we will do is send him home to his home plane. You can't kill this sort here. I am surprised as a paladin you didn't know that. Still if he is the familiar of our enemy, then sending him home will definitely draw a reaction from him and weaken him. If he isn't then we still have rid our home plane of an evil and cunning little pest."
Peerimus AC 35 HP 111/112 and Yorrick AC 32 HP 140/140 Thursday December 11th, 2008 10:23:35 AM
Peerimus confirms Jurgens statement, "We will." Rash and Trace fly into action and the druid feels a small push from just above his nose. "We need to move quickly. If the enemy was not fully aware we are here, he certainly is now."
Peerimus moves quickly out and starts heading in the direction Randall indicates.
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 149/150 minutes Protection Fire 149/150 minutes Peerimus Freedom of Movement 149/150 minutes Protection from Lightning 149/150 minutes
Firn'gaer - AC20; See Invisibility, SR18, Tongues Thursday December 11th, 2008 12:21:59 PM
"No, it will be a permanent death. But in any event it is not worth shedding a tear over. As Peerimus said, he is definitely aware of our presence here and we should hurry before he can prepare more than he already has."
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
The Star Mages Tower- basement [DMBZ] Thursday December 11th, 2008 8:01:50 PM
Rash and Trace take down the imp, leaving little doubt to your new opponent as to your intentions. With the telepathic link shared by master and familiar severed, there can be no doubt that Dar knows you are here. Everyone agrees to hurry and start after him.
The wizards decline Jurgen's offer. "Our thanks", replies Archimedes, "but the injuries were mostly minor. Dar wanted to capture us not kill us. But wait a moment before you hurry off. Dar is a powerful adversary and perhaps one among our number would be able to come along and aid you? I'm sure you will need all the help you can get. Also, I must warn you that Dar is now in command of the Tower's defenses as you have already seen." He considers for a moment your request about using his name. "Hmm. Now that you mention it, that does seem to be a good idea. We will stop using his name, just in case."
The professor of divination gives brief directions to the first floor. "From there, I believe Firn'gaer will know the way." The other wizards busy themselves retrieving scrolls and wands from the nearby classrooms to use to load the Onnulus with magic and hopefully overload it. You have never seen so many scrolls at one time before, but then this is a mage school.
As you approach the stairs to the first floor, Firn'gaer fills you in on some information about the area. The first floor contains the private rooms of the students and professors, along with a few guest rooms. There are several conference halls which also serve as classrooms. There are several laboratories and libraries. The Tower section is one large connected room. Each floor of the Tower is dedicated to a school of magic, and the first floor is for enchantment. Also, each floor grants a bonus to spells cast within it from the school of magic the floor is dedicated to and a penalty to all other schools. Divine magic is unaffected by these changes. Firn'gaer is also able to pass along that all transportation spells such as dimension door and teleport do not function within the Tower even if cast by a divine source.
Rash Trinka 130/130 hps freedom of movement, true seeing, divine favor d20+15=21 ; Thursday December 11th, 2008 9:17:32 PM
Rash follows along and casts a freedom of movement spell on herself in preparation for the battle to come. (Just made it with a roll of 21) She asks Firn'gaer "What kind of tactics should they expect from the mage. We know he won't be able to teleport away, so what others things can he do to escape when things start going badly for him. We need to be able to counter them. Also, can you use any of your spells to counter his magic? What can we do to bring down his magical defenses? I am sure he is going to be hitting us hard so we need to hit him just as hard back."
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 16/150 rounds true seeing 13/150 rounds freedom of movement 1/1500 rounds
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
The Star Mages Tower- basement [DMBZ] Thursday December 11th, 2008 9:55:54 PM
OOC- As you approach the stairs, you are far enough away from the artifact to avoid needing to make caster level checks to cast spells.
Kazak - Ac 32 Hp 167/184 Resist energy-fire 30 pts Thursday December 11th, 2008 10:13:21 PM
Heeding the wise words of Rrsh Trinka ..... the dwarven warrior activates one of the embued spells that the mighty Quinn....
"Want me too lead or do ya want you to lead with your magic sight " growls Kazak to the cleric of the wold ... " getting too bunched up will makes us suseptable to area spells "
Active Magic Resist Energy - fire 30 pts
Peerimus AC 35 HP 111/112 and Yorrick AC 32 HP 140/140 Thursday December 11th, 2008 10:40:48 PM
Peerimus thanks the wizards breifly and is off. "Kazak, we have to ask that you and Durgan take the point and bring the fight to the wizard as fast as possible. Firngaer, if you agree I think our best opening moves are to try and counter him. I can do it twice and as I recall you can do at least as much. Let us hope it is enough. He should be held by the same transportational barriers as we are so there will be no flight. Everyone remeber that we are going against an extremely powerful mage. Whatever we may encounter on the way, conserve your power and resources" Peerimus's mind can not help but to flit back to the mad gnome archmage. How easily he took most of the Chaos champions from the fight, but what was learned from the encounter could hopefully benefit them. Firngaer was there as was himself.
The druid pats Yorrick's flank, there was a great concern for his friend now. "Once more into the shadow then my friend." he says to Yorrick in the ursine tongue. Yorrick grunts a reply and the druid smiles again thinking he should Awaken Yorrick and allow the great bear to live out the rest of his life fishing by the stream of the grove and bathing in the warm summer rays beneath the trees.
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 149/150 minutes Protection Fire 149/150 minutes Peerimus Freedom of Movement 149/150 minutes Protection from Lightning 149/150 minutes
Angus Deminoff Friday December 12th, 2008 12:20:33 AM
A tall and almost impossibly thin human stands from among the wizards. The human is holding a floppy leather travel hat in his hands and places it atop his head. The humans shoulder leneght sandy blond hair is seen out the back of the hat. The human then carefully adjusts his colorful cloak as he speaks to the new comers:
"I am Angus Deminoff and I am not a member of this Star Mage guild. I came here from the Plateau City to inquire about Arch Mage training as the waiting list is too long in Plateau City and now I am stuck in this mess. It is too far for me to teleport back by myself and my ride has already left so I am on the Southern Continent for a spell; not to mention that I can not even dimension door out of this tower. I am up for taking action as I am not familiar with Archimedes plan for magical tub. If your crew will have me, I think I may be of more assistance to the crew that is taking on this Dar character and you all look to want to eventually leave the tower as well. Mind if I tag along."
Angus adjusts his hat on his head and cast resist energy fire on himself and adds "One can never be too cautious with ones skin especially when battling wizards."
With a deep sigh Angus mutterst to himself "It looks like the Arch Mage training will have to wait for awhile. I really should have studied for that greater teleport spell, spilled milk at this point."
Spells in Effect:
Mage Armor - 15 hours Resist Energy Fire - 150 minutes
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying Friday December 12th, 2008 11:38:31 AM
Trace cast resist energy on himself (electricity). He then take postion in the middle of the pack and then levitates three foot off the ground to gain a clear shot and to cover front and back with arrow notched.
Level 1: resist energy, delay poison, entangle
Level 2: Bark-skin (used on trace), Cats Grace (used on trace)
Level 3: water walk, darkvision
Level 4: cure serious wounds, cure serious wounds
barkskin 150min, cats grace 15min, flying 5min, haste 15rounds when someone caste it upon me
Firn'gaer - AC20; See Invisibility, SR18, Tongues Friday December 12th, 2008 12:23:50 PM
Firn'gaer answer Rash's question as simple as he can. "Simply put, Rash, how does one battle with a genius? Most wizards, and definitely wizards with the power our opponent has obtained have vast intellects and have thought out several moves ahead. For instance, the imp allowed "him" to look in on us and determine the strength of the magic we carry. He knows our composition and is likely coming up with strategies to counter possible attacks. "He" knows the dwarves and you will attack head on. So he will probably have minions to slow their advance or confine you with some sort of spell. He knows we have range capabilities, and I would suspect that he will have protections from range fire. He is aware of my power, and probably my capabilities and will have factored that in."
"The real question I have is how much power has he gained from the Onnulus?" He looks at Peerimus, "I believe this battle will be on par with the liche in Ice Veins. It will be more difficult than the dragon, and the only real concern is that Master Archimedes's plan will fail and their attempts will only fuel his increased power."
"I will counter the best I can, but I plan on using an obscure tactic for a wizard. I'm going to use an Anti-magic barrier and advance right up to him. It is not a tactic, I believe he will consider because it would be almost unheard of for a wizard who craves the power he does to consider not using it in a fight. Therefore, I believe I can use that arrogance to our advantage. You will have to fight without use of our magic, but it should negate both his powers and his protections. It will also keep summoned defenders from reaching us."
"Angus welcome aboard, may the Gods show you good fortune."
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
Peerimus AC 35 HP 111/112 and Yorrick AC 32 HP 140/140 Friday December 12th, 2008 1:06:58 PM
Peerimus nods curtly to the thin wizard and then knowing light dances in his eyes as Firngaer speaks. "Very true my friend. If you can, get in with your spell do so. I can bring in assistance. and possibly end the conflict very quickly." A smile or smirk rather plays over his features as he knows that Father and Mother's sense of humor would not allow such.
"Rash and Angus, if Firngaer can get to him within the first 12 seconds You both will need to try and counter anything he does.
Rash Trinka illegal post Friday December 12th, 2008 2:20:37 PM
Rash says, "I have the ability to dispel two of his spells with a dispel magic and a more powerful dispel magic." She looks to the newcomer and asks, "Do you have the ability to counter his spells?" She looks back to Firn'gaer and says, "No matter how powerful any wizard is, they need distance or obstacles or allies to stand between them and their foes. Before you go charging in, make sure we all can follow you. If he is high up or behind barriers we can't get past, then we need to come up with a plan to handle that. Sounds like our normal ground covering spells won't work. Dwarves don't fly well on their own.
Still if we can close and you can make his magic ineffective, we should easily hack him apart."
Angus Deminoff second illegal post Friday December 12th, 2008 3:20:56 PM
The tall and thin Angus brightens noticably as he seems to be accepted in the group.
"If I hold my most powerful spells off and only look to dispel other magic, I should be good for 10 attempts at advanced counterspells. If this Dar fellow is alot more experienced than us, I feel our attempts at counterspells may not be as effective. We may want to consider doubling up on the counterspells as a precaution."
Angus is clearly excited about the prospect of doing something as he has been sitting on his backside too long.
"Firn'gaer, I dislike antimagic and this Dar should also. That is one nice spell and one that is currently beyond my capabilities. You may have to show that one to me some day."
Durgan AC 34 Hp 196/212 Friday December 12th, 2008 7:21:44 PM
"Rash, Jurgen, thanks fer the healing." Durgan nods at the new guy. "Any help fightin' a wizard is ok in my book. Now then, let's go brother, we got a wizard ta fight. And if we get out of this one alive ye all owe me a beer. If there's one thing I hate fightin', it's wizards."
Jurgen [AC: 34 - HP 150/150] Friday December 12th, 2008 8:26:19 PM
At the introduction of Angus, Jurgen does a small bow. "A pleasure. I'm Jurgen." He waves his the tattoo of Domi's symbol that is on his hand, as if that was enough to tell the wizard everything he needed to know about Jurgen.
"The mage will no doubt have us cornered on the brains. Or me at least." He grins. "But the best laid plans can be destroyed by the unexpected. Firn'gaer has the right idea. We must truly take our namesake to heart. But we cannot count on anything working. No doubt he knows of our abilities to spell and counterspell." Jurgen looks around the group. "He maybe even be scrying on us now. But regardless, Firn'gaer, I will be with you step for step. And I'll throw everything I have at him. You will make it to the wizard."
The Star Mages Tower-first floor round 1[DMBZ] Monday December 15th, 2008 11:18:15 AM
OOC- As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the enchantment level.
The group discusses tactics as you move, with several good ideas being presented. A tough battle is expected, with unknown consequences should you fail.
As you come up onto the floor, the usual daily activity of the school is absent, replaced with an strange quiet. But it does not remain quiet for long. As you make your way past the dorms, libraries, laboratories, and conference rooms you can hear a loud grating noise and loud booming footsteps. The source is rather obvious upon reaching the Tower section. Four stone golems are headed your way, a little present left here for you by Dar the Uniter. The two in the middle are larger than the others.
Then suddenly three more burst through a door on your left! In the clutter of the room you can make out the mutterings of spellcasting. And somewhere in the room the cackling of an imp you thought recently departed. It looks like getting to pay Dar a visit will not be so easy after all...
~~~~~~~~~~~~~~~~~~~ OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations(assume 1 min to get through basement to this area). Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
I am working on the map and will email out as soon as possible. Please be as descriptive as possible with actions till the map is ready.
Posting Report For 08 December[DM SteveK] Monday December 15th, 2008 11:35:56 AM
Career Game #3 Children of Chaos
Defeating the Umber Hulks and a small Imp, the Children of Chaos free imprisoned Wizards of the Hook City Star Mages Guild. A rogue Wizard has created a machine to steal all magical energy. What his purpose is, is unknown, but the CoC are determined to stop him! The group has also been joined by Argus, an inerrant sorcerer visiting and imprisoned in the Tower.
Submitted by SteveK
Angus AC 26 HP 66 d20+20=39 ; d20+26=28 ; Monday December 15th, 2008 1:03:26 PM
Angus sees that he is behind his new friends in preparation and he gets to frantic spell casting, mostly on himself. Angus cast many protective magics as now seems to be the time that they will be needed.
Angus will stick with Firn'gaer while he is buffing up "So what has this Dar character throw at your group lately? How best do you see me fitting in with the group. Do you know any friendly Arch Mages looking for a student. I really want to master the elements." Angus seems to be a non stop talker as he barely catches his breath between spells.
A one point, Angus take the form of a Pixie and hovers above the group "I get a better view from up here and can move around much faster." As the formerly thin sorcerer explains himself in a high squeeky voice.
OOC: How high are the ceilings in the tower? Angus wants to gain altitude 20 feet if possible.
Angus cast message spell on himself and include each member of the Children of Chaos in on the spell. Angus starts commenting to each member in turn "Just keeping in touch. I can hear you if you call for aid even in a whisper."
When the Stone Golem's busts out into the hallway the Sorcerer in Pixie form give out a small squeeky cry of surprise.
Arcane Knowledge 39 Spellcraft 28
"Those Golem's neutralize most of my offensive capabilities. Now it is time to pump up the troops."
Angus will cast haste on himself and all members of CoC. The small wings on Angus's back become a blur as they beat increases.
Mage Armor - 15 hours Resist Energy Fire - 1490 rounds Resist Energy Electricty - 1491 rounds Resist Energy Cold - 1492 rounds Resist Energy Acid - 1493 rounds Resist Energy Sonic - 1494 rounds Herosim - 1495 rounds Protection from Evil - 146 rounds Shield - 147 rounds Polymorph into a Pixie - 148 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Haste self and all party members- 15 rounds
Permanent:
See Invisible Arcane Sight
Rash Trinka ac 37 160/130 hps freedom of movement, true seeing, divine favor, haste, righteous might Monday December 15th, 2008 3:52:50 PM
Rash sees the foes coming and takes the time to cast Righteous might on herself knowing that this was going to be a tough battle. She feels herself going quicker and thinks this mage might be useful after all. Rash Trinka barks, "Someone wall off those three on the left!
Rash looks around for the cackle with her true seeing spell wondering what it was going to take to get rid of that pesky imp!
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 26/150 rounds true seeing 23/150 rounds freedom of movement 11/1500 rounds Righteous might 1/15 haste from Angus 1/15
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Peerimus AC 36 HP 111/112 and Yorrick AC 33 HP 140/140 d20+15=31 ; 2d6+17=28 ; d20+20=24 ; 2d6+20=28 ; Monday December 15th, 2008 10:21:33 PM
Peerimus wrinkles his nose. "Golems." he states, at least they are stone. "Kazak and Durgan move together. Bewtween the scarab I gave you and the stone sword you should be able to do well." Putting a wall to the left might not be an option, Peerimus weighs the situation quickly. There was little he could do but prepare for the golems advance. "Jurgen you are with the brothers, Rash you are with me"
Peerimus moves to H/37 and readies for a Golem with Yorrick at H/38. When they close both 5' step and attack.
Peerimus PA 4 Hit AC 31 dmg 28 Yorrick Hit AC 24 dmg 19 (should have been 2d6+11) Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 148/150 minutes Protection Fire 148/150 minutes Peerimus Freedom of Movement 148/150 minutes Protection from Lightning 148/150 minutes
Durgan AC 40/41 Hp 226/242 Monday December 15th, 2008 11:03:40 PM
Durgan nods his head in agreement. He moves forward to place huimself in the path of the leading stone golem, then trusting to the singlemindedness of the creation, activates a defensive stance. "Come on brother, I'll distract him, and you take em down with yer sword."
Actions: move forward(to I34) and activate defensive stance.
Active Effects: haste -1/15 rounds - +1 attack rolls, +1 dodge AC, +1 reflex saves, +1 attack(full attack), +30 speed message -hours defensive stance - +2 STR, +4 CON(+30hp), +4 AC dodge dodge feat on first golem to strike at Durgan
Jurgen [AC: 35 - HP 150/150] Monday December 15th, 2008 11:30:41 PM
"Sweet... Merciful..." Jurgen spies the golems and moves to step with the dwarves. Before turning away from their leader, his voice drops to a whisper that, hopefully, is quiet enough that the imp cannot hear. "Peerimus, we're going to burn ourselves out before we get to the wizard! Illusions and invisibility should be all we need to escape this battle." Jurgen considers throwing a Major Image without approval, but decides against it. He had passed on the idea and now there were other concerns.
He flicks his wrist and throws an Acid Arrow at one of the dwarven targets [No Saving Throw. No Spell Resistance. 2d4 damage this round and 2d4 damage for the following 3 rounds], and then follows close behind them.
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [99ish Minutes] - Resist Fire [758/780 Rounds] - Shield [135/156 Rounds] - Protection from Evil [58/78 Rounds] - Haste [15/15 Rounds]
Spells Cast: 0 x Level 0 - 2 x Level 1 -2 x Level 2 - 2 x Level 3 - 1 x Level 4 - 0 x Level 5 - 2 x Level 6
Firn'gaer - AC20; See Invisibility, SR18, Tongues d20+22=35 ; d3=2 ; d20+22=23 ; d20+22=38 ; d20+24=44 ; Monday December 15th, 2008 11:56:55 PM
Firn'gaer moves in to just inside the chamber and casts Black Tentacles at the three golems to the left. Placing it so that it will ball short of Peerimus and Yorrick. Firn'gaer recalls what he knows of the golems and will shout it out the others. (Knowledge - Arcane DC44)
Grapple against three golems: DC35, DC23 (miss nat 1), DC38.
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
Kazak - Ac 32 Hp 167/184 Resist energy-fire 30 pts Tuesday December 16th, 2008 12:08:49 AM
The younger dwarf moves forward ... to Durgan's right .... .." aye brother .... time to make some rubble " growls Kazak as he hefts his shield into place ... then draws the vaunted stone sword ......waiting for the moment to strike
Active Magic Resist energy - 30 pts per
(ooc: couldn't get the map to work ) (ooc 2 : can Kazak use his stone swords ability of stone shape ?? as for example chop off a leg ??"
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying d20+28=35 ; d20+28=38 ; d20+23=34 ; d20+18=35 ; d8+7=8 ; d8+7=10 ; d8+7=11 ; d8+7=11 ; 2d6=6 ; 2d6=5 ; 2d6=6 ; 2d6=7 ; Tuesday December 16th, 2008 12:31:17 AM
Trace keeps quite and simply nods a greeting to the new magic user as they move along. Upon see trouble burst in he quickly goes into motion they only thing he does with skill. He switches to Adamantine arrows and unleashes his holy fury upon the stoners. If there is room Trace will advance skyward out of reach but if all it does it make him more noticeable then he will stay on the ground and shoot around the others.
hit ac 35 08 hps, 6 holy = 14hps hit ac 38 10 hps, 5 holy = 15hps hit ac 34 11 hps, 6 holy = 17hps hit ac 35 11 hps, 7 holy = 18hps
total damage (64 hps)
Level 1: resist energy(used on trace), delay poison, entangle
Level 2: Bark-skin (used on trace), Cats Grace (used on trace)
The Star Mages Tower-first floor round 2 [DMBZ] d20+42=45 4d8(1+4+5+8)+13=31 d20+42=50 4d8(4+3+8+5)+13=33 d20+18=32 d20+18=35 2d10(8+3)+9=20 d20+18=29 d20+23=35 d20+23=40 Tuesday December 16th, 2008 9:36:09 AM
Angus prepares some defensive spells for the trials to come. Seeing the opposition, he then boosts the party.
Rash gives herself a boost, then looks around for the imp. (spot check, it might be hiding, can't imagine why!)
Peerimus gives a few instructions, providing some order to the normal chaos of the group. He moves with Yorrick to intercept the golems on the left.
Durgan moves up and readies to intercept the golem ahead and left.
Jurgen sends an acid arrow screaming towards a golem, and inflicts some light damage upon it.(please pick a target for the spell, and I will add all the dmg next round)
Firn'gaer drops a black tentacles spell at the feet of the three golems on the right, trying to contain them. He can relate to the group that stone golems are immune to most spells(all that allow spell resistance) and are vulnerable to adamantine. (please roll dmg for spell along with the grapple checks)
Kazak takes up a position on the right, and readies his sword for action. (I am going to say no on the stone shape even though it says no SR. The target is defined as stone, the golems are animated magic constructs. I like the way you think though, and there may be some similiar spells which would work -assuming no one peeks)
Trace opens fire and dishes out damage with adamantine arrows. He remains on the ground for now, weighing his options. (You have to decide if you are flying or not. The golems are immune to the holy damage. Keeping track of those arrows I hope?)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Greater Stone Golem1 moves up to attack Durgan. Attack = 45, dmg = 31. Greater Stone Golem2 moves up to attack Kazak. Attack = 50, dmg = 33. Stone Golem1 moves up to slam Durgan also. Attack = 32, miss. Stone Golem2 makes a similiar move towards Kazak. Attack = 35, dmg = 20.
Of the three golems on the left, two are grappled by the black tentacles(I centered the spell at E/F 33/34)and try to break free, while the third moves up to attack Peerimus and Yorrick. With readied actions, both Peerimus and Yorrick get AoO on the Stone Golem3. The Golem then swings at Peerimus, attack = 29, miss.
The two grappled golems try to break free. (please roll bludgeoning dmg) Grapple = 35, 40.
Will Saves! The following need to make DC 17 will saves to avoid being slowed- Durgan, Kazak, Peerimus, Yorrick, Rash.
The spellcaster makes its' presence known. Rash and Firn'gaer are able to pierce the creature's invisibility as soon as it stands up, however, the invisibility does not disappear when the creature attacks. It's purple and pink tentacles flail about wildly as it unleashes a mind blast at the group. Everyone needs to make DC 21 will saves to avoid being stunned.
Stats: GS1- AC 27, Hp ?/? GS2- AC 27, Hp -40/? (from Trace) S1- AC 26, Hp S2- AC 26, Hp S3- AC 26, Hp S4- AC 26, Hp S5- AC 26, Hp Imp- ? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the enchantment level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations(assume 1 min to get through basement to this area). Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
I am working on the map and will email out as soon as possible. Please be as descriptive as possible with actions till the map is ready. Chris- not sure if I can help you more. I changed the format(thanks Al!) so older versions of office can see it. Try and download openoffice -free office program at openoffice.org. What else could I try? I know some of the sizes are off, but I don't want to experiment yet, for fear of losing the map.
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. (like the ceiling height) shoot me an email and I'll put up add-on posts if necessary.
Kazak - Ac 32 Hp 114/184 Resist energy-fire 30 pts , Haste d20+25=35 ; d20+20=37 ; d20+20=30 ; d20+15=16 ; d20+25=27 ; d10+11=16 ; d10+11=20 ; d10+11=19 ; d10+11=17 ; d6=1 ; d6=1 ; d6=6 ; d6=5 ; 2d6=8 ; 2d6=9 ; 2d6=3 ; 2d6=5 ; d20+11=31 ; Tuesday December 16th, 2008 5:22:58 PM
Grimacing from the slams of the stone golem .... the dwarven warrior swings the mighty stone sword of Turak Nor (at the greater stone golem 2) ..... the grimace turns to a grin as as least two hits from the stone sword bite into the golem .....
1st swing d20+25=35 damage d10+11=16 (2d6=8 bane ) total = 24 2nd swing d20+20=37 crit hit !! damage d10+11=20 (2d6=9 bane) total = 29 crit hit d20+20=30 damage d10+11=19 (2d6=3 bane) total = 22 3rd swing d20+15=16 missed 4th swing d20+25=27 damage d10+11=17 (2d6=5 bane) total = 22
"I''ll turn ya inta a pile of rubble ....ya walking ale mug " ... growls Kazak
The golems magic washes over the warrior to no affect (d20+11=31 will save nat 20!!!)
Active Magic
Resist Energy - fire - 30 pts per Haste - from Angus
(ooc: disreagard the d6 rolls , bane is 2d6 not 1d6 )(rolled wrong)
Rash Trinka ac 37 160/130 hps freedom of movement, true seeing, divine favor, haste, righteous might d20+20=25 ; d20+20=29 ; d20+16=21 ; d20+16=19 ; d20+11=19 ; d20+6=21 ; Tuesday December 16th, 2008 5:57:37 PM
Rash Trinka makes both her saves vs the slow spell and the stunning blast that comes her way from the mindflayer. She will point him out to the others saying, "Invisible mindflayer right there!" She is tempted to go after him but Peerimus asked for her aid and golems are pretty tough opponents especially for druids who where better outdoors than inside a mage guild.
Because of Righteous Might, Rash is now larged sized S3 but still takes a 5' step to G35 and launches her powerattacks trying to maximize damage against these magical foes. Four times her falchion slashes out and each time she misses. Rash turns red with embarrassment and looks at her sword to makes sure it isn't defective. (ooc stupid die roller 5, 3, 8, and a 15 with my last pathetic roll. Not even close!)
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 27/150 rounds true seeing 24/150 rounds freedom of movement 12/1500 rounds Righteous might 2/15 haste from Angus 2/15
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Peerimus AC 36 HP 111/112 and Yorrick AC 33 HP 140/140 d20+21=29 ; d20+7=18 ; d20+15=16 ; d20+15=29 ; d20+10=16 ; d20+5=15 ; 2d6+17=27 ; d20+20=38 ; d20+20=39 ; d20+20=30 ; d20+18=34 ; 2d6+11=16 ; 2d6+11=15 ; 2d6+11=19 ; 2d6+6=12 ; Tuesday December 16th, 2008 8:45:08 PM
The slowing affect does not give the druid or the kodiak pause. The golem has closed and so Peerimus and Yorrick stand toe to toe with it. With Angus' Haste spell the druid unloads as best he can against the construct. (S3) PA4 Hit AC 16/29/16/15 Dmg 27
Yorrick follows suit Hit AC 38/39/30/34 Dmg 16/15/19/12 (S3)
Yorrick tears deep inot the stone body of the creature with magically enhanced claws and a great deal of brute power. [really need to roll and THEN write descriptive text]
[Will Save Peerimus 29 and Yorrick 18]
Peerimus calls out to the others, "Rash, Move up with the brothers. Durgan Kazak concentrate on the same target, Rash has your flank and healing if need be. Trace concentrate your attacks on the same target as kazak and Durgan. I have these thanks to Firngaer and Angus."
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 148/150 minutes Protection Fire 148/150 minutes Peerimus Freedom of Movement 148/150 minutes Protection from Lightning 148/150 minutes
OOC Reminder Peerimus and Yorrick readied last round and attacked. Perimus Hit for 28
The Star Mages Tower-first floor round 2 [DMBZ] Tuesday December 16th, 2008 9:04:47 PM
OOC Addendum - reminder there are two will saves for some of you. I will go back and bold them.
Angus AC 27 HP 66 d20+13=29 ; d20+13=14 ; d4=4 ; Tuesday December 16th, 2008 10:42:43 PM
Angus is flying above the group at ceiling level and get subjected to a mind blast.
Save 29
"Well that will just not due. I just hate mindflayers."
OOC: Angus has permanent see invisible so I will assume he can see the mindflayer as well.
Angus reaches for his handy maximize rod and casts a maximized and empowered acid arrow at the invisible mindflayer.
Mage Armor - 15 hours Resist Energy Fire - 11/1500 rounds Resist Energy Electricty - 10/1500 rounds Resist Energy Cold - 9/1500 rounds Resist Energy Acid - 8/1500 rounds Resist Energy Sonic - 7/1500 rounds Herosim - 6/1500 rounds Protection from Evil - 5/150 rounds Shield - 4/150 rounds Polymorph into a Pixie - 3/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Haste self and all party members- 2/15 rounds Acid Arrow 1/5 rounds maximized and empowered
Permanent:
See Invisible Arcane Sight
Firn'gaer - AC20; See Invisibility, SR18, Tongues d20+16=17 ; d20+16=21 ; d20+22=33 ; d20+22=42 ; d20+22=42 ; 10d6=32 ; Tuesday December 16th, 2008 11:19:03 PM
[Will save DC17, used Hero Point, Will save DC21]
Firn'gaer rises up 20-ft into the air and unleashes an empowered lightning bolt at the Mindflayer.
Empowered lightning bolt: 48 damage (Reflex save DC21)
Tentacles (13/14) - Grapple (+22) DC33, 42, 42 [I don't know how many of the three are in the tentacles. Tentacles cannot hurt the golems.]
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
Durgan AC 39/40 Hp 195/242 d20+16=31 ; d20+16=21 ; Tuesday December 16th, 2008 11:25:18 PM
Durgan switches weapons, knowing his hammer will prove to be of more use here. He shrugs off the slow, then barely wipes away the stunning mind blast. Durgan reaches into his backpack and gets the exact potion he is looking for. "Well, always wondered what it felt like ta be a giant." After growing in size, Durgan shouts over to his brother. "Hey, whaddya think?"
Actions: switch weapon to adamantine hammer, dropping axe to ground retrieve potion from Haversack(free action) and drink it. (enlarge person)
Active Effects: haste -2/15 rounds - +1 attack rolls, +1 dodge AC, +1 reflex saves, +1 attack(full attack), +30 speed message -hours defensive stance - +2 STR, +4 CON(+30hp), +4 AC dodge, 2/11 rounds dodge feat on first golem to strike at Durgan enlarge- 1min, +2 STR, -2 DEX, -1 attack rolls, -1 AC, reach is now 20feet(due to fate item), weapon is now 2d6+9
Used: 3/4 defensive stance remaining potion of enlarge person
Jurgen [AC: 35 - HP 150/150] d20+15=19 ; 2d4=3 ; 2d4=7 ; d20+1=2 ; d20+14=24 ; d20+20=24 ; d20+20=30 ; d20+20=34 ; d20+20=21 ; d20+20=40 ; d20+20=31 ; 2d6=8 ; 2d6=5 ; 2d6=9 ; 2d6=6 ; d20+20=22 ; Wednesday December 17th, 2008 12:20:32 AM
(Let's make GS2 the target of my Acid Arrow from last round... Woah, I really didn't roll damage last round. Silly me.)
The mind blast rushes through Jurgen and he feels himself waver, almost falling to the ground. Just before it happens, a flash of white light covers the paladin and he shakes off the attack [Will Save vs. DC 21 - d20+15=19 +2 Protection from Evil - 21].
GS2 was the target of the last round's Acid Arrow [3 damage last round. 7 damage this round]. Jurgen lets Shay fly from his shoulder and the two of them scan the area for rubble, shelves, anything that is hard enough to be used as a decent weapon for his Telekinesis [Spot Checks - Jurgen: d20+1=2. Shay: d20+14=24 - Don't know if a spot check is necessary, but thought I'd roll anyway]. His first thought is the various furniture in the classroom: desks, tables and chairs. When he spies what he needs, the sorcerer-paladin uses his Telekinesis to reach out and slam nearby objects against the Golems. The Star Mages likely wouldn't appreciate it later, but he'd deal with later later.
[This may be complicated. Jurgen is going to make GS2 the sole target of the spell and throw 275 pounds of hard objects at the Golem. To save you work, I'm just going to assume that Jurgen grabbed five chairs of a weight of 50 pounds each and then a sixth object that weighs 25, just to use the full weight allowance. If that doesn't work, you get to do a bunch of rolling yourself :P So I rolled 5 attack rolls. Have no clue if the haste bonus counts for these attack rolls, didn't include it since none were within one of the Golem AC anyway. And then the damage as if each one was 50 pounds.
Object1: d20+20=24 Hit vs. AC 24 - Damage: 2d6=8 HP [1d6 per 25 pounds of Object1 Weight] Object2: d20+20=30 Hit vs. AC 30 - Damage: 2d6=5 HP [1d6 per 25 pounds of Object2 Weight] Object3: d20+20=34 Hit vs. AC 34 - Damage: 2d6=9 HP [1d6 per 25 pounds of Object3 Weight] Object4: d20+20=21 Hit vs. AC 20 - Miss against GS2's AC of 27 Object5: d20+20=40 d20+20=31 Hit vs. AC 40 Critical Threat: d20+20=31. Critical Hit - Damage: 2d6=6 x2= 12 HP [1d6 per 25 pounds of Object5 Weight x2 Critical Object6: d20+20=22 Hit vs. AC 22 - Miss against GS2's AC of 27
26 HP Damage total, assuming only Objects 2,3 and 5 hit. I rolled damage for Object1, on the off-chance that a flanking bonus came into play.]
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [99ish Minutes] - Resist Fire [757/780 Rounds] - Shield [134/156 Rounds] - Protection from Evil [57/78 Rounds] - Haste [14/15 Rounds]
Spells Cast: 0 x Level 0 - 2 x Level 1 -2 x Level 2 - 2 x Level 3 - 1 x Level 4 - 1 x Level 5 - 2 x Level 6
Edited per player request. --Al
The Star Mages Tower-first floor round 3 [DMBZ] d20+42=45 ; 4d8+13=32 ; d20+42=53 ; d20+18=25 ; 4d8+13=35 ; d20+42=53 ; d20+42=54 ; d20+18=32 ; d20+18=19 ; 4d8+13=35 ; 4d8+13=36 ; d20+42=48 ; d20+42=55 ; d20+18=29 ; d20+18=30 ; 4d8+13=30 ; 4d8+13=25 ; d20+23=40 ; d20+23=30 ; d20+18=26 ; d20+18=37 ; 2d10+9=28 ; Wednesday December 17th, 2008 12:59:56 PM
Kazak attacks the golem in front of him, laying on three strong hits. (Kazak roll for a will save DC21 vs mind blast) However, he does not have the reach to hit and suffers an AoO when moving in. Hit = 45, dmg = 32.
Rash avoids the mental assault and points to the area where the invisible mindflayer is currently located. Rash swings at the golem(S3) but fails to penetrate its' tough exterior.
Peerimus and Yorrick unload a flurry of attacks against the stone golem before them(S3), hitting several times. (OOC- I took off 10 per hit for DR unless you can beat adamantine) Peerimus I need a will save vs DC 20 please.
Angus unleashes a spell at the feared mindflayer.(yes you can see it, not used to your spells yet) but missed, the creatures touch armor. The missed spell passes closely enough for Angus to notice the mindflayer possesses an innate resistance to magic. (Everyone roll SR checks when casting at the mindflayer)
Firn'gaer barely resists the mind blast, and returns with a blast of his own! (please roll SR check and I will apply dmg next round)
Durgan switches weapons and then drinks a potion becoming enlarged. He suffers AoO for his efforts but is now ready to deal out some damage. Hit = 53, 25, dmg = 35
Jurgen tries to shake off the effects of the mind blast. (please see my note on private post). He then uses telekinesis to pick up numerous objects of furniture around the room and then slams tables, chairs etc. against the golem, potions and beakers exploding with the violent motion around the golem(no dmg to anyone). Unfortunately, none of the hits proved tough enough to pierce the golem's thick stone body and does no damage. The area is left strewn with rubble, and all squares around the golem now count as difficult terrain. (shown on map) Jurgen wonders if the wizards will be upset he made a mess of the room. He may be right to worry...
Trace- OOC I was unable to wait till later for you to post due to going shopping with fam. Please roll damage for two rounds and I will add next round. (select extra targets in case any of them drop)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Greater Stone Golem1 continues to attack Durgan, the only target it can reach. Hit AC 53, 54. The smaller stone golem(S1) joins in but misses. Dmg = 35, 36
Greater Stone Golem2 swings away at Kazak. Hit AC 48, 55. The stone golem nearby joins in. Hit AC 29, 30 miss. Dmg = 30, 25
Of the three golems on the left, two try to break free of the tentacles. grapple = 40, 30. The first one breaks free and advances on Peerimus, but the other(S4) is still trapped.
The golem(S3) in front of Peerimus does what a mindless golem does best and attacks. Hit AC 26, 37. Dmg = miss, 28.
Will Saves! The following need to make DC 17 will saves to avoid being slowed by the golems- Durgan, Peerimus, Yorrick, Rash. The DC for Kazak is 31(greater golem)
The mindflayer targets Trace with a mental ability. Trace please make DC 21 will save. Then it moves to keep those who can't see it from targeting directly.
Stats: NOTE- constructs immune to crits GS1- AC 27, Hp ?/? GS2- AC 27, Hp -125/? acid arrow S1- AC 26, Hp S2- AC 26, Hp S3- AC 26, Hp -39/? S4- AC 26, Hp S5- AC 26, Hp Imp- ? Mindflayer AC? touchAC 16, Hp ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the enchantment level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations(assume 1 min to get through basement to this area). Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
Map to be emailed shortly.
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. (like the ceiling height) shoot me an email and I'll put up add-on posts if necessary.
Rash Trinka ac 37 160/130 hps freedom of movement, true seeing, divine favor, haste, righteous might d20+19=30 ; d20+19=26 ; d20+13=23 ; d20+9=28 ; d20+20=36 ; 2d6+13=21 ; 2d6+13=24 ; 2d6+13=19 ; Wednesday December 17th, 2008 4:49:03 PM
Rash easily saves versus the slow spell. Tempered by the last rounds failure to hit, Rash takes a little off her powerattack (powerattack +6) and launches a new round of attacks.
Explanation of attacks +12 base, +5 strength +4 greater weapon (not sure what to do here but went with the +4) +5 divine favor +1 haste -1 large size. Damage is 2d6 (large size) +7 str (5 x 1.5 two handed weapon) +4 greater magic weapon 12 points on power attack (6 x 2 for two handed weapon) -10 for damage reduction = +13
first swing hits ac 30 hit damage is 21 second swing hits ac 26 damage 24 third swing miss fourth swing hits ac 36 (should be critical but no crits on golems) damage 19
total damage 64 points to golem s3
Rash then disengages taking a 5' step towards Kazak into H34 and says, "I off to help the dwarves. I think they are going to need some healing soon.
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 28/150 rounds true seeing 25/150 rounds freedom of movement 13/1500 rounds Righteous might 3/15 haste from Angus 3/15
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Kazak - Ac 32 Hp 27/184 Resist energy-fire 30 pts , Haste d20+11=30 ; d20+11=25 ; d20+11=29 ; d20+25=35 ; d10+11=17 ; d6=6 ; 2d6=6 ; Wednesday December 17th, 2008 10:27:16 PM
Will saves ..... d20+11=30,d20+25, d20+11=29
The sturdy dwarf shakes off all the magical assaults except for the greater golems magic .....but the physical pounding is taking its toll on Kazak .... the pain of the stone golems power leaves the dwarven gasping in pain and for breath ......
"Come on follow me ya pile of rubble " ......growls Kazak thru clenched teeth .....as he takes a single swing(standard action) at that stone golem ......then retreats (30'ft move action)...... hoping to draw his foe with him and away from his brother ....hearing Rash Trinka's voice .....kazak moves in her direction .... knowing she has the healing touch .....
1st swing d20+25=35 damage d10+11=17 (2d6=6 bane) total = 23
Angus AC 27 HP 66 d20+13=23 ; d20+19=39 ; 30d6=100 ; 5d6=24 ; Wednesday December 17th, 2008 11:21:42 PM
OOC: Acid Arrow bypasses spell resistance.
Angus is disgusted by his miss of the acid arrow and decides to end the fight as he needs to impress his new found friends.
Angus cranks up the disentegrate spell and aims at the mindflayer and embaressment is a good motivator.
Mage Armor - 15 hours Resist Energy Fire - 12/1500 rounds Resist Energy Electricty - 11/1500 rounds Resist Energy Cold - 10/1500 rounds Resist Energy Acid - 9/1500 rounds Resist Energy Sonic - 8/1500 rounds Herosim - 7/1500 rounds Protection from Evil - 6/150 rounds Shield - 5/150 rounds Polymorph into a Pixie - 4/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Haste self and all party members- 3/15 rounds
Permanent:
See Invisible Arcane Sight
Magic Items:
Rod of Maximize 1/3
Rash Trinka Illegal post Wednesday December 17th, 2008 11:26:36 PM
Rash notices Kazak in trouble and shouts, "Peerimus, heal Kazak! I will hold the flank until you can return."
(ooc I didn't realize how badly hurt Kazak was or I would have healed him this turn.)
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying d20+10=30 ; d20+28=34 ; d20+28=45 ; d20+23=37 ; d20+18=28 ; d8+7=12 ; d8+7=13 ; d8+7=9 ; d8+7=11 ; d20+28=39 ; d20+28=32 ; d20+23=36 ; d20+18=25 ; d8+7=15 ; d8+7=11 ; d8+7=14 ; d8+7=14 ; Thursday December 18th, 2008 12:26:50 AM
Trace enjoys the sight of the arrows knocking off chunks of rock as the doomed creatures flail about. Using the link with the others, "I know I am the warloard but in this situation I am not sure who I am supposed to turn into a pin cushion. I feel If I can help knock out the golems then we can try that magic trap that we discussed about disabling the evil user." Trace trains his blood thirsty grin on the golems and continues his assault.
will save Trace simply ignores the mind flayer and continue his assult on the golems Trace starts with 200 when the third attack is done will be down to 188/200 adamantine arrows
Trace sends another volly at gs2, if he falls during the volly the remainder will head for gs1 second round hit ac34 12hps hit ac45 13hps hit ac37 09hps hit ac28 11hps total dmg = 45 hps
third round hit ac39 15hps hit ac32 11hps hit ac36 14hps hit ac25 14hps total dmg = 54 hps
Level 1: resist energy(used on trace), delay poison, entangle Level 2: Bark-skin (used on trace), Cats Grace (used on trace) Level 3: water walk, darkvision Level 4: cure serious wounds, cure serious wounds barkskin 150min, cats grace 15min, flying 5min, haste 15rounds, resist energy 150 minutes
Jurgen [AC: 35 - HP 150/150] d20+18=29 ; 2d4=6 ; Thursday December 18th, 2008 1:57:52 AM
(OOC: Wow. Angus just helped me realized that I didn't roll a ranged attack role on my last Acid Arrow. Just rolled it now: d20+18=29 - That's a hit. Thank goodness we don't have to do any ret-conning)
"You know, one day I'm going to find a use for Telekinesis. And on that day, I'm going to look really awesome." Jurgen mutters to himself. He prepares to try another (fruitless) attack, but realizes that Kazak is in trouble. "Damnit! Kazak, stay near me! Peerimus kept us together for a reason! I can he-." Jurgen just cuts himself off mid-sentence and, as the dwarf backs up, prepares to throw himself in front of the coming Attack of Opportunity [Interpose]. He hopes this doesn't make him the new target, since Jurgen could take even less punishment than the fighter.
Instead of turning to heal, Jurgen stays with the other brother. "Durgan, time for some serious destruction from you... A taste of their own medicine, perhaps." He grabs a handful of Diamond Dust and tosses it at Durgan while casting Stoneskin [Durgan gains damage reductio 10/adamantine up to 110 points of damage or 110 minutes].
Other than buffing Durgan up, the acid left behind from Jurgen's Acid Arrow fades from GS2 [Doing another 6 HP damage].
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [99ish Minutes] - Resist Fire [756/780 Rounds] - Shield [133/156 Rounds] - Protection from Evil [56/78 Rounds] - Haste [13/15 Rounds]
Spells Cast: 0 x Level 0 - 2 x Level 1 -2 x Level 2 - 2 x Level 3 - 2 x Level 4 - 1 x Level 5 - 2 x Level 6
Durgan AC 39/40 Hp 89/242 d20+16=28 ; d20+23=40 ; d20+23=34 ; d20+18=36 ; d20+13=29 ; 2d6+9=18 ; 2d6+9=12 ; 2d6+9=16 ; 2d6+9=17 ; Thursday December 18th, 2008 8:52:10 AM
"You got it Jurgen." Durgan shrugs off the slow again, and then lays into the golem(GS1). If that one is already dropped by Trace, he will switch his attacks to S1. "Don't worry brother, we'll get him!"
Active Effects: haste -3/15 rounds - +1 attack rolls, +1 dodge AC, +1 reflex saves, +1 attack(full attack), +30 speed message -hours defensive stance - +2 STR, +4 CON(+30hp), +4 AC dodge, 3/11 rounds dodge feat on first golem to strike at Durgan enlarge- 2/10rounds, +2 STR, -2 DEX, -1 attack rolls, -1 AC, reach is now 20feet(due to fate item), weapon is now 2d6+9 stoneskin -DR 10/adamantine, 110 min, 110 dmg remaining
Used: 3/4 defensive stance remaining potion of enlarge person
Firn'gaer - AC20; See Invisibility, SR18, Tongues d20+14=25 ; d20+22=26 ; d20+22=26 ; d20+14=16 ; Thursday December 18th, 2008 1:45:49 PM
Caster Level Check DC25 for E. Lightning Bolt (48 points/24 points)
Firn'gaer decends and casts a Wall of Force (starting at N/O, 37/38 and going to N/O, 25/26) that covers the 20-ft.
Tentacles (10/12) - Grapple (+22) DC26, 26 [I don't know how many of the three are in the tentacles. Tentacles cannot hurt the golems.] Wall of Force (12/12)
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
Peerimus AC 36 HP 83/112 and Yorrick AC 33 HP 140/140 d20+21=41 ; d20+7=13 ; d20+21=26 ; d20+7=26 ; d20+15=29 ; d20+15=18 ; d20+10=15 ; d20+5=15 ; 2d6+17=22 ; Thursday December 18th, 2008 8:27:29 PM
Peerimus saves vs the Mind Blast 41 Yorrick fails 13 Peerimus saves vs Slow 26 Yorrick saves vs Slow 26
Yorrick grunts as the Mind Blast hits and staggers slightly on his feet. trying to regain his bearings after the unexpected assault.
Peerimus glances back towards Kazak, the dwarf is barely standing and the druid's angre is getting to him and this time he yells, "Rash, Move your butt to the brothers NOW!
Peerimus takes another 4 swings at S3 [no I gave the scarab to Kazak] PA 4 Hit AC 29/18/15/15 Dmg 22 If S3 is down Peerimus strikes at S5
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 148/150 minutes Protection Fire 148/150 minutes Peerimus Freedom of Movement 148/150 minutes Protection from Lightning 148/150 minutes
OOC Reminder Peerimus and Yorrick readied on round 1 and attacked. Peerimus Hit for 28
The Star Mages Tower-first floor round 4 [DMBZ] d20+18=37 ; d20+42=43 ; 2d10+9=18 ; d20+8=20 ; d20+18=26 ; d20+18=33 ; d20+42=60 ; d20+42=45 ; 4d8+13=31 ; 4d8+13=37 ; d20+42=51 ; d20+41=61 ; 4d8+13=34 ; 4d8+13=26 ; d20+18=32 ; d20+18=34 ; d20+18=37 ; 2d8+9=13 ; Friday December 19th, 2008 9:20:02 AM
Rash continues to shake off the slow effect, then unleashes a flurry of attacks on a golem. Having better judged the constructs armor, she connects seveal times. Rash is indecisive about whether to move or stay, but at urging from Peerimus, moves.(H34)
Kazak hits the golem, and then retreats. This draws attacks from the golems though and it looks bad for Kazak. Until Jurgen boldly places himself in the way, boldly accepting the hits for Kazak's retreat! (note: a full withdrawal action with NO other actions will get you out of harms way without drawing attacks.) Jurgen- AoO- attacks = 37, and miss!(rolled a one) dmg = 18
Angus targets the mindflayer for a bad day. The disintegrate strikes true, and Angus overcomes the creatures natural resistance to magic. All that remains is a save... and Angus watches as the mindflayer doubles over in pain. The creature isn't dead, but you watch as large portions of its' body just disappear under the effects of the powerful spell. (missed save)
Trace continues to blast the golems, chipping pieces and chunks of rock off of them with every hit.
Jurgen casts a stoneskinspell on Durgan, then watches as his acid arrow spell damages the golem one last time.
Firn'gaer tries to finish off the mindflayer but fails to beat the creatures' tough resistance to magic. Then he sets up a wall of force to try to control the battlefield.
Peerimus swings again at the golem in front of him, hitting it once. Then as the creatures crumbles into rubble on the ground, Peerimus makes a startling discovery! (this was the extra save not another mind blast) The three golems on the left are all illusions! Now all he has to do is convince the others...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A stone golem(S1) takes a few lumbering swings at Rash but misses.
The greater stone golem(GS1) again focuses upon Durgan. Hit = 60, 45. Dmg = 31, 37 (-10 each for stoneskin - thanks Jurgen!)
The other greater stone golem moves up and takes its' swipes at the closest target, Jurgen Hit = 51, 61 dmg = 34, 26.
The remaining golem also attacks Jurgen. Hit = 32, 34 (you got lucky)
The illusionary golems continue to attack(all damage from these including previously hit is subdual). Golem(S5) attacks Peerimus since it has no way of telling the druid is now immune to its' attacks.
The other illusionary golem moves forward to take a swipe at Rash. Hit 37, dmg = 13. (Rash, if you make a DC 20 will save vs the illusion, this damage is negated. Otherwise it is subdual.)
The mindflayer flees, not even considering staying. Those who can see through its' invisibility watch as it uses the power of a fly spell to soar across the room and up the stairs at the far end.
You can hear the fluttering of leathery wingbeats. Those who can see invisibility please look: Highlight to display spoiler: { An imp flies out from behind the rubble and furniture it was hiding behind and lands on the shoulder of one of the greater stone golems(GS1). It appears to be holding a scroll in its' hand. }
Stats: NOTE- constructs immune to crits GS1- AC 27, Hp -63/? GS2- AC 27, Hp -253/? S1- AC 26, Hp S2- AC 26, Hp S3- AC 26, Hp -122/107 down illusion S4- AC 26, Hp illusion S5- AC 26, Hp illusion DC 20 will save to disbelieve- after you are told they are illusions or by interacting with them
Imp- ? Mindflayer AC? touchAC 16, Hp -100/? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the enchantment level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations(assume 1 min to get through basement to this area). Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
Map to be emailed shortly.
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. (like the ceiling height) shoot me an email and I'll put up add-on posts if necessary.
Rash Trinka ac 37 160/130 hps freedom of movement, true seeing, divine favor, haste, righteous might d20+20=34 ; d20+21=24 ; d20+21=35 ; Friday December 19th, 2008 9:53:18 AM
Rash easily makes her saving throw and realizes that the golem is an illusion (Yo BZ, Rash has a true seeing spell on. It sees through illusions so please let me know if anything else is an illusion. )
Rash struggles with what to do. The mindflayer is getting away but both the dwarf brothers are in trouble. She decides that they will have to fight the flayer again latter hoping that their new mage is able to finish it off. Rash darts forward bypassing Kazak and moves towards Durgan. She moves up next to the dwarf accepting the AOO's from the golems and then cures the dwarf with a heal spell restoring 130 points of damage to him. (-20 for the star mage guild -2 caster penalty)
She grins at Durgan, "Now stop stalling and turn that thing into rubble!" She yells to the others, pointing out which golems are illusion and which are real.
Don't think I need them but made a couple of concentration rolls
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 29/150 rounds true seeing 26/150 rounds freedom of movement 14/1500 rounds Righteous might 4/15 haste from Angus 4/15
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Firn'gaer - AC20; See Invisibility, SR18, Tongues d20+20=30 ; d3=2 ; d20+20=40 ; d20+14=18 ; d20+19=28 ; Friday December 19th, 2008 10:42:14 AM
Firn'gaer sees the imp come from his place of hiding holding a scroll. Firn'gaer cast Telekinesis and attempts to disarm the imp of the scroll. If successful, Firn'gaer will move the scroll towards him 20-ft.
Telekinesis (12/12): SR check DC18; Attack (+19, no size factors are added in to this number) AC 28 (Disarm: +4 for each size category larger than tiny, I don't what size to call Telekinesis maybe unarmed, and imp takes -4 because it is not a weapon) Tentacles (9/12) - Grapple (+22) DC30, 40 [I don't know how many are in the tentacles. Tentacles cannot hurt the golems.] Wall of Force (11/12)
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
Angus AC 27 HP 66 d20+14=32 ; 3d4=8 ; 30d6=97 ; d20+19=38 ; 5d6=16 ; Friday December 19th, 2008 12:42:58 PM
OOC: Is the Mindflayer still visble or is he up on the next level?
=================================
If the mindflayer is still visible, Angus will send an empowered acid arrow at him.
TAC 32 Damage 8
If the mindflayer is not in view then he will target the Imp for disintegration.
TAC 32 Damage 97 or 16 if DC 24 fort save is made spell resistance 38
Angus sees the Mindflayer getting away and hopes to get a shot off at him??? If not, the annoying imp must go, especially with Firn'gaer getting control of the Imp's scroll.
Angus uses the message spell to Firn'gaer "We have to take down the spell users as fast as we can. The Golems are just to slow us down and stop us from concentrating. Next time we see an ememy spell user, lets both hit him and then move to the next one."
Mage Armor - 15 hours Resist Energy Fire - 13/1500 rounds Resist Energy Electricty - 12/1500 rounds Resist Energy Cold - 11/1500 rounds Resist Energy Acid - 10/1500 rounds Resist Energy Sonic - 9/1500 rounds Herosim - 8/1500 rounds Protection from Evil - 7/150 rounds Shield - 6/150 rounds Polymorph into a Pixie - 5/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Haste self and all party members- 4/15 rounds
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 1/3
===================================
OOC: I did not mark off a spell slot for this round yet as I must first know if ANgus cast acid arrow (4th) or disintegrate (6th).
Jurgen [AC: 35 - HP 72/150] d20+15=31 ; d3=2 ; d20+15=22 ; d20+15=24 ; d20+22=39 ; d4+3=7 ; Friday December 19th, 2008 4:14:35 PM
When Kazak steps backwards, Jurgen sees the golem winding up for a powerful swing. Without thought, the protector throws himself into the blow. It knocks the wind out of him for a moment. That's all the golem needs to take two more great swings into him. There is a loud crack that accompanies the second. That snaps Jurgen out of his head and he ducks to the floor, avoiding two more attacks.
Being told which golems are fake, Jurgen takes a second to glance over them. Being accustomed to magic, he catches on very quickly [Will Saves vs. DC 20 - d20+15=31 ; d20+15=22 ; d20+15=24].
"Durgan, kill the other one!" He points at GS2. Jurgen wouldn't make it through another round of hits from GS2 and S2. Hopefully, he wouldn't have to. The paladin stays with Durgan and defensively casts Mirror Image [Concentration Check vs. DC 15 - d20+22=39 Success. No Attack of Opportunity] [7 Mirror Images [d4+3=7] - 11 Minute Duration - Figment AC: 15].
"Try and hit me now."
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [99ish Minutes] - Resist Fire [755/780 Rounds] - Shield [132/156 Rounds] - Protection from Evil [55/78 Rounds] - Haste [12/15 Rounds]
Spells Cast: 0 x Level 0 - 2 x Level 1 - 3 x Level 2 - 2 x Level 3 - 2 x Level 4 - 1 x Level 5 - 2 x Level 6
Kazak - Ac 32 Hp 38/184 Resist energy-fire 30 pts , Haste d8+5=11 ; d20+6=18 ; Friday December 19th, 2008 11:23:36 PM
Standing behind Jurgen and Durgan ..... the dwarven warrior activates another of Quinn's gifts ....(cure light wounds d8+5=11)
Nodding with relief as he sees Rash Trinka heal his brother ... who also has taken a beaten from the stone golems ....." Good Girl " winces Kazak as his eyes sweep the area (d20+6=18 spot check)
Active Mmagic Resist Energy-fire-30 pts per Haste
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying d20+28=35 ; d20+28=43 ; d20+23=43 ; d20+23=40 ; d20+18=20 ; d8+7=10 ; d8+7=12 ; 3d8+7=20 ; Saturday December 20th, 2008 2:13:32 AM
Trace calls out as he sends another four arrows of stone death out, "I have two spells of csw prepared, do I continue my assult or heal?"
Trace's arrows sail true, the first two continue to but stone, the third finds a crack and exposed a weakness and takes quite a bit more stone, with that place now vacated as the stone falls to the ground the fourth sails through missing through the hole made by the previous (trace does not miss, just shot through the same hole, thats all.)
hit ac 35 10hps hit ac 43 12hps hit ac 43 crit 20hps miss ac 20 total 42hps dmg.
Level 1: resist energy(used on trace), delay poison, entangle Level 2: Bark-skin (used on trace), Cats Grace (used on trace) Level 3: water walk, darkvision Level 4: cure serious wounds, cure serious wounds barkskin 150min, cats grace 15min, flying 5min, haste 15rounds, resist energy 150 minutes
Peerimus AC 36 HP 83/112 and Yorrick AC 33 HP 140/140 d20+23=24 ; d20+20=28 ; d20+20=33 ; 2d6+11=16 ; d20+25=43 ; Saturday December 20th, 2008 9:07:16 AM
Peerimus curses, mostly at himself and partially at Father. "The left three are not real. Merely wizard figments. Everyone concentrate on the Greater Golem by Kazak" A grunt to Yorrick disengages the bear and sends the powerful Kodiak to the brave dwarf's aid [handle Animal 24] Peerimus moves up behind Kazak and defensively casts Heal on him. [Concentration 28 v dc 22 Kazak heals 150HP] Peerimus moves to J33 Yorrick to K 33
Yorrick attacks once with a claw S2 Hit AC 33 Dmg 16 Grapple 43 Yorrick's Def Grapple is 35
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: *Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 148/150 minutes Protection Fire 148/150 minutes Peerimus Freedom of Movement 148/150 minutes Protection from Lightning 148/150 minutes
Durgan AC 39/40 Hp 191/242 d20+23=26 ; d20+23=27 ; d20+18=36 ; d20+13=33 ; 2d6+9=17 ; 2d6+9=15 ; 2d6+9=11 ; Saturday December 20th, 2008 10:43:28 AM
Durgan tightens his grip on his warhammer, then launches attacks at the golems, first hitting the one he's been attacking, with any leftover attacks going against the second greater golem. "Thanks Rash", Durgan grunts as he concentrates on the golems. "I owe ye a beer."
Active Effects: haste -4/15 rounds - +1 attack rolls, +1 dodge AC, +1 reflex saves, +1 attack(full attack), +30 speed message -hours defensive stance - +2 STR, +4 CON(+30hp), +4 AC dodge, 4/11 rounds dodge feat on first golem to strike at Durgan enlarge- 3/10rounds, +2 STR, -2 DEX, -1 attack rolls, -1 AC, reach is now 20feet(due to fate item), weapon is now 2d6+9 stoneskin -DR 10/adamantine, 110 min, 90/110 dmg remaining
Used: 3/4 defensive stance remaining potion of enlarge person
The Star Mages Tower-first floor round 5 [DMBZ] d20+8=22 ; d20+23=27 ; d20+18=19 ; d20+18=38 ; d20+18=20 ; 2d10+9=17 ; d20+23=35 ; d20+42=52 ; d20+42=47 ; 4d8+13=34 ; 4d8+13=34 ; Saturday December 20th, 2008 11:38:27 AM
OOC- I know we do not normally post on weekends, but if everyone happens to be able to make a post, I will put up another post Sunday night.
OOC- defensive casting- if there was any confusion: defensive casting allows you to cast a spell without suffering AoO. The DC to cast this way is 15 plus the spell level. If you miss the check, you lose the spell.
Rash sees through the illusions and points them out to everyone. (Sorry! I missed the true seeing. bad DM BAD!) She moves up and gives Durgan a jolt of healing. (The caster level penalty is on arcane spells only.) With defensive casting, the nearby golem is unable to take advantage and attack.
Firn'gaer is able to grab the scroll from the imp by using a telekinesis spell
Angus targets the imp with a disintegration. The imp disappears with a poof of dust, and a few more scrolls fall to the ground.
Jurgen takes a few hits aimed at Kazak, acting like the protector he is. Then he casts mirror image to try to deflect any more attacks.
Kazak activates a minor curing effect, then takes a look around. (no hidden enemies within sight, at least not with that roll :)
Trace launches another series of attacks on the golem, continuing to chip away at it. (no crits on constructs. I added all the damage though as you missed the last shot, and the crit damage would about balance with an extra hit) The greater stone golem(GS2) falls under the huge pile of damage that it has suffered.
Peerimus sends Yorrick to help the dwarves. (moved to K34) the bear attacks, then tries to pin the golem down. ( golem grapple = 27) Peerimus moves up and heals Kazak.
Durgan aims his attacks at the remaining greater stone golem, getting in several hits.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A stone golem(S1) takes a few lumbering swings at Rash and hits once. Damage = 17
The golem being grappled by Yorrick tries to throw the bear off. grapple check = 35
The remaining greater stone golem continues attacking its previous target, Durgan. Attacks: 52, 47. Damage: 34, 34.
The mindflayer is gone, having fled to the next floor.
Stats: NOTE- constructs immune to crits GS1- AC 27, Hp -106/? GS2- AC 27, Hp -253/? down and rubble S1- AC 26, Hp S2- AC 26, Hp -6/? grappled S3- AC 26, Hp -122/107 down illusion S4- AC 26, Hp illusion S5- AC 26, Hp illusion DC 20 will save to disbelieve- after you are told they are illusions or by interacting with them Imp- disentegrated Mindflayer AC? touchAC 16, Hp -100/? fled ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the enchantment level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations(assume 1 min to get through basement to this area). Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
Map to be emailed shortly.
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. (like the ceiling height) shoot me an email and I'll put up add-on posts if necessary.
Durgan AC 39/40 Hp 143/242 d20+23=39 ; d20+23=37 ; d20+18=32 ; d20+13=19 ; 2d6+9=13 ; 2d6+9=11 ; 2d6+9=19 ; Saturday December 20th, 2008 11:43:19 AM
"Alright then, let's put these things down and go looking fer that squidface."
Active Effects: haste -5/15 rounds - +1 attack rolls, +1 dodge AC, +1 reflex saves, +1 attack(full attack), +30 speed message -hours defensive stance - +2 STR, +4 CON(+30hp), +4 AC dodge, 5/11 rounds dodge feat on first golem to strike at Durgan enlarge- 4/10rounds, +2 STR, -2 DEX, -1 attack rolls, -1 AC, reach is now 20feet(due to fate item), weapon is now 2d6+9 stoneskin -DR 10/adamantine, 110 min, 90/110 dmg remaining
Used: 3/4 defensive stance remaining potion of enlarge person
Rash Trinka ac 37 158/130 hps freedom of movement, true seeing, divine favor, haste, righteous might d20+16=28 ; d20+16=30 ; d20+11=25 ; d20+6=25 ; 2d6+21=29 ; 2d6+21=30 ; Saturday December 20th, 2008 5:37:58 PM
Rash takes the hit from S1 and shrugs it off. (ooc Righteous Might provides damage reduction 15/evil so I only took 2)
She smiles at Durgan getting back into the fray after her healing {b} Not sure if Durgan took his extra 20 hps of curing! {/b}
Rash turns her attention to the golem trying to smash her down and swings with her falchion 4 times with a +10 power attack. She hits the golem twice and just misses with her other two swings. She does 29 and 30 points of damage to S1 for a total of 59 (ooc this takes into effect the 10 damage reduction)
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 30/150 rounds true seeing 27/150 rounds freedom of movement 15/1500 rounds Righteous might 5/15 haste from Angus 5/15
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying d20+28=47 ; d20+28=42 ; d20+23=39 ; d20+18=23 ; d8+7=11 ; d8+7=8 ; d8+7=11 ; Sunday December 21st, 2008 12:09:14 AM
No cry for healing, Trace shifts his aim to GS1 and then lets loose another four arrows.
hit ac 47 11hps hit ac 42 08hps hit ac 39 11hps total damage = 30 hps
180/200 ada arrows
Level 1: resist energy(used on trace), delay poison, entangle Level 2: Bark-skin (used on trace), Cats Grace (used on trace) Level 3: water walk, darkvision Level 4: cure serious wounds, cure serious wounds barkskin 150min, cats grace 15min, flying 5min, haste 15rounds, resist energy 150 minutes
Jurgen [AC: 35 - HP 72/150] d20+22=29 ; d20+20=31 ; 11d6=41 ; Sunday December 21st, 2008 3:49:59 AM
(I'm not sure that the golems are evil. Aren't constructs always neutral?)
Recognizing his first opportunity to help out, Jurgen defensively casts Telekinesis [Concentration Check vs. DC 20 d20+22=29 - Success] [Picking up a 275 pound piece of the already downed golem and flinging it at GS1. Object: d20+20=31 Hit vs. AC 31 - Damage: 11d6=41 HP [1d6 per 25 pounds of Object Weight]. "Finally!" The sorcerer shouts.
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [99ish Minutes] - Resist Fire [754/780 Rounds] - Shield [131/156 Rounds] - Protection from Evil [54/78 Rounds] - Haste [11/15 Rounds]
Spells Cast: 0 x Level 0 - 2 x Level 1 - 3 x Level 2 - 2 x Level 3 - 2 x Level 4 - 2 x Level 5 - 2 x Level 6
Kazak - Ac 32 Hp 184/184 Resist energy-fire 30 pts , Haste d20+27=45 ; d10+13=17 ; 2d6=9 ; Sunday December 21st, 2008 11:59:34 PM
" Thanks Peerimus .." growls Kazak as the healing touch of the druid flows into him ..... stepping forward and back into action ..... the dwarven warrior charges forward and takes a mighty swing at the stone golem fighting Jurgen ....
Charge attack d20+27=45 )crit hit for no effect )damage d10+13=17 (2d6=9 bane) total = 26
Angus AC 27 HP 66 d20+8=27 ; d20+8=16 ; Monday December 22nd, 2008 12:21:58 AM
Angus is pleased to see the Imp reduced to dust and mutters "Thats going to upset someone." and the sorcerer just smiles.
Angus sees that his new found firends seem to be getting the upper hand on the Golems and seeing as he can do very little against them he just keeps an eye out for the Mindflayer.
Angus's eyes glow blue as he scans the room for other magic (Arcane sight).
Mage Armor - 15 hours Resist Energy Fire - 14/1500 rounds Resist Energy Electricty - 13/1500 rounds Resist Energy Cold - 12/1500 rounds Resist Energy Acid - 11/1500 rounds Resist Energy Sonic - 10/1500 rounds Herosim - 9/1500 rounds Protection from Evil - 8/150 rounds Shield - 7/150 rounds Polymorph into a Pixie -6/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Haste self and all party members- 5/15 rounds
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
The Star Mages Tower-first floor round 6 [DMBZ] d20+18=37 ; 2d10+9=18 ; d20+18=36 ; d20+18=33 ; d20+23=28 ; d20+18=30 ; 2d10+9=20 ; Monday December 22nd, 2008 8:10:29 PM
Durgan hits the golem several more times.
Rash moves up to attack(5 foot move) the greater stone golem and hits twice. The stone golem in front of her gets an attack and hits. (AoO, hit = 37, dmg = 18. The golems are not evil DR/evil does not apply.)
Trace lets loose another salvo at the greater stone golem, trying to put it down.
Jurgen uses telekinesis to pick up a large chunk of the other destroyed golem and smashes it into the still standing greater golem. The pile of rubble is getting impressive.
Kazak charges back into the fray after getting healed and with a mighty overhand chop, smashes what is left of the golem to the floor.
Angus scans the room for signs of the invisible mindflayer. Instead of the mindflayer, he sees numerous glowing objects about the room including potions, scrolls and wands.
Firn'gaer retrieves the scroll he took from the imp to his hand.
Peerimus prepares for more mayhem.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A stone golem(S1) takes a few lumbering swings at Rash and misses.
The golem being grappled by Yorrick tries to throw the bear off. grapple check = 35(last round), grapple check = 28. (If free the golem will swing once at Yorrick) Attack = 30, dmg = 20.
The mindflayer is gone, having fled to the next floor.
Stats: NOTE- constructs immune to crits GS1- AC 27, Hp -269/? down and more rubble GS2- AC 27, Hp -253/? down and rubble S1- AC 26, Hp S2- AC 26, Hp -6/? grappled S3- AC 26, Hp -122/107 down illusion S4- AC 26, Hp illusion S5- AC 26, Hp illusion DC 20 will save to disbelieve- after you are told they are illusions or by interacting with them Imp- disentegrated Mindflayer AC? touchAC 16, Hp -100/? fled ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the enchantment level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations(assume 1 min to get through basement to this area). Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
Map to be emailed shortly.
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. (like the ceiling height) shoot me an email and I'll put up add-on posts if necessary.
Durgan AC 39/40 Hp 143/242 d20+23=29 ; d20+23=36 ; d20+18=36 ; d20+13=18 ; 2d6+9=18 ; 2d6+9=12 ; 2d6+9=18 ; Monday December 22nd, 2008 9:52:55 PM
Now that the greater stone golems are down, Durgan takes a few swings at the regular stone golems. "Not so tough without yer big brothers now are ye?"
Active Effects: haste -6/15 rounds - +1 attack rolls, +1 dodge AC, +1 reflex saves, +1 attack(full attack), +30 speed message -hours defensive stance - +2 STR, +4 CON(+30hp), +4 AC dodge, 6/11 rounds dodge feat on first golem to strike at Durgan enlarge- 5/10rounds, +2 STR, -2 DEX, -1 attack rolls, -1 AC, reach is now 20feet(due to fate item), weapon is now 2d6+9 stoneskin -DR 10/adamantine, 109.5/110 min, 90/110 dmg remaining
Used: 3/4 defensive stance remaining potion of enlarge person
Peerimus AC 36 HP 83/112 and Yorrick AC 33 HP 140/140 d20+25=27 ; d20+25=35 ; d20+25=33 ; d20+25=39 ; 2d6+11=23 ; 2d6+11=18 ; 3d6+5=19 ; d20+15=28 ; d20+15=34 ; d20+10=21 ; d20+5=6 ; 2d6+17=24 ; 2d6+17=26 ; Monday December 22nd, 2008 10:21:01 PM
Yorrick maintians his hold against the golem, not letting it manuver to hit him. With a thundering roar the great bear tries to pull the construct apart. [Grapple vs the golems DC 33 checks 27/35/33/39 Dmg 23/18/19 Woldian Grapple rules, Defenders take 10. Yorrick's Def Grapple is 35]
Peerimus winds up on the grappled golem with his staff, bringing it hard to the construct in attempts to overcome the creatures natural resistance to force. PA 4 Hit AC 38/34/21/6 Dmg 24/26
All attacks against S2
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: *Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 148/150 minutes Protection Fire 148/150 minutes Peerimus Freedom of Movement 148/150 minutes Protection from Lightning 148/150 minutes
Kazak - Ac 32 Hp 184/184 Resist energy-fire 30 pts , Haste d20+25=32 ; d20+20=25 ; d20+15=34 ; d20+25=33 ; d10+11=14 ; d10+11=12 ; d10+11=15 ; 2d6=7 ; 2d6=3 ; 2d6=5 ; Monday December 22nd, 2008 10:31:33 PM
Moving back to his brothers right side .... the younger bother attacks the same stone golem as Durgan .....his stone sword whistling in stone crunching arcs.....
"Hehe brother ... i'm always tougher with me big brother " laughs Kazak
Rash Trinka ac 37 155/130 hps freedom of movement, true seeing, divine favor, haste, righteous might d20+16=20 ; d20+16=36 ; d20+10=23 ; d20+6=16 ; 2d6+21=32 ; Monday December 22nd, 2008 10:34:50 PM
ooc Rash attacked S1 last round but I am not worried about it if she helped bring down the big golem instead. Righeous Might gives Rash damage reduction of 15. The person attacking has to have an evil weapon like unholy weapon to bypass it. Since the golems are neutral, then they don't bypass it and take 15 points off their damage. Also not sure why it got an AOO in the first place since S1 and Rash are the same size but I am taking 3 points off anyway.
Rash turns her attention to S1 after seeing Durgan join her in the battle. Rash does her normal power attack of +10 and only manages to hit it once but makes it a solid hit doing 32 points of damage after damage reduction.
She glances over her shoulder and says, "Why don't you mages make yourself useful and find out where that mindflayer went?"
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 31/150 rounds true seeing 28/150 rounds freedom of movement 16/1500 rounds Righteous might 6/15 haste from Angus 6/15
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying d20+10=18 ; d20+28=44 ; d20+28=40 ; d20+23=40 ; d20+18=34 ; d8+7=11 ; d8+7=9 ; d8+7=15 ; d8+7=11 ; Tuesday December 23rd, 2008 2:18:11 AM
will save vs illusion failed 18
Trace lines up on the next closest golem(not sure if it is a real one that is left or an illusion, rolled will just in case)
hit ac 44 11hps dmg hit ac 40 09hps dmg hit ac 40 15hps dmg hit ac 34 11hps dmg
total damage = 46 hps
176/200 ada arrows
Level 1: resist energy(used on trace), delay poison, entangle Level 2: Bark-skin (used on trace), Cats Grace (used on trace) Level 3: water walk, darkvision Level 4: cure serious wounds, cure serious wounds barkskin 150min, cats grace 15min, flying 5min, haste 15rounds, resist energy 150 minutes
Jurgen [AC: 35 - HP 72/150] 3d8+5=25 ; d20+22=24 ; Tuesday December 23rd, 2008 12:55:42 PM
Jurgen, knowing they'll need to move fast after finishing the golems, starts to prepare for healing. He pulls out a wand and heals Durgan [25 hp] [Casting Defensively]. "Firn'gaer, Angus. Do not follow that mind-flayer. We will come to him when we come to him." Jurgen thinks back to the fight and wonders if he even saw the mind-flayer at all.
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [99ish Minutes] - Resist Fire [753/780 Rounds] - Shield [130/156 Rounds] - Protection from Evil [53/78 Rounds] - Haste [10/15 Rounds]
Spells Cast: 0 x Level 0 - 2 x Level 1 - 3 x Level 2 - 2 x Level 3 - 2 x Level 4 - 2 x Level 5 - 2 x Level 6
Angus AC 27 HP 66 Tuesday December 23rd, 2008 2:31:25 PM
Angus watches the golem fall to the ground pounders of the group and marvels at how fast they reduce them to rubble. Angus then flies over to the Wall of Force and is carefull to keep away from the Golem as he wants to inspect Firn'gaer handiwork.
Angus points at Firn'gaer and activates the message spell. "Nice job on the wall. Let's move up to cover the groups movement up to the next level. I am sure that mindflayer has more surprises for us."
Mage Armor - 15 hours Resist Energy Fire - 15/1500 rounds Resist Energy Electricty - 14/1500 rounds Resist Energy Cold - 13/1500 rounds Resist Energy Acid - 12/1500 rounds Resist Energy Sonic - 11/1500 rounds Herosim - 10/1500 rounds Protection from Evil - 9/150 rounds Shield - 8/150 rounds Polymorph into a Pixie -7/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Haste self and all party members- 6/15 rounds
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 1/3
The Star Mages Tower-first floor round 7 [DMBZ] d20+18=29 ; Tuesday December 23rd, 2008 9:43:56 PM
Durgan pounds the stone golem in front of him.
Yorrick continues to grapple with the golem as he and Peerimus both pound upon the construct.
Kazak moves up and attacks the golem(S1) near his brother. The golem takes a ponderous swing as the dwarf moves, but misses. (Kazak only got one attack due to moving more than 5 feet)
Rash hits the golem once, and there is not too much left of it after all the hits. (OOC- you are right on the DR, I gave the AoO for leaving a threatened square when moving to hit the greater golem.)
Trace is able to tell which golems are real, as several people have pointed out which are which. Trace fires, dropping the first golem into a pile of rubble, and hitting the one grappled by Yorrick several times, putting that one down as well.
Jurgen heals Durgan, anticipating having to move onto the mindflayer quickly. (OOC- not sure if you can defensive cast with a wand, will look it up.)
Angus repositions himself for a better angle on the next floor. (DM moved to M24 if this is ok)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
No enemies remaining on this floor. We are still in combat rounds. You may take more than one action per post, but each set of action(s) will count as a round. The whole group will be subject to whoever took the most actions.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the enchantment level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations. Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
Map to be emailed shortly.
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. Shoot me an email and I'll put up add-on posts if necessary.
Durgan AC 39/40 Hp 168/242 Tuesday December 23rd, 2008 9:52:46 PM
"Thanks fer the heal Jurgen. Now where did that squiggly face get to eh?"
Actions:
Active Effects: haste -7/15 rounds - +1 attack rolls, +1 dodge AC, +1 reflex saves, +1 attack(full attack), +30 speed message -hours defensive stance - +2 STR, +4 CON(+30hp), +4 AC dodge, 7/11 rounds dodge feat on first golem to strike at Durgan enlarge- 6/10rounds, +2 STR, -2 DEX, -1 attack rolls, -1 AC, reach is now 20feet(due to fate item), weapon is now 2d6+9 stoneskin -DR 10/adamantine, 109.4/110 min, 90/110 dmg remaining
Used: 3/4 defensive stance remaining potion of enlarge person
Rash Trinka ac 37 155/130 hps freedom of movement, true seeing, divine favor, haste, righteous might Tuesday December 23rd, 2008 10:01:02 PM
Rash will pull out a scroll and read it touching Durgan healing him 110 points. (ooc cast heal spell from scroll)
Rash will then start heading up the stairs.
pells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 32/150 rounds true seeing 29/150 rounds freedom of movement 17/1500 rounds Righteous might 7/15 haste from Angus 7/15
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
used scroll of heal
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying Wednesday December 24th, 2008 12:48:03 AM
Trace follows with his bow ready and arrow notched.
176/200 ada arrows
Level 1: resist energy(used on trace), delay poison, entangle Level 2: Bark-skin (used on trace), Cats Grace (used on trace) Level 3: water walk, darkvision Level 4: cure serious wounds, cure serious wounds barkskin 150min, cats grace 15min, flying 5min, haste 15rounds, resist energy 150 minutes
Angus AC 27 HP 66 d4=2 ; d20+8=17 ; d20+8=26 ; Wednesday December 24th, 2008 7:38:40 AM
Angus casts Mirror image on himself and now there are 8 pixies flying in a group.
Angus echo's Durgan's call to find the Mindflayer. "Everyone be carefull and Mindflayers are very dangerous and tricky. We most likely will have to flush him out."
Angus see Rash and Trace take the lead and falls in behind them, but attempts to keep at a height of 20 feet and 15 feet behind Trace.
Angus keeps watch with his Arcane sight as he looks for magical effect that are not generated from his new found friends, as they are glowing with magic.
Mage Armor - 15 hours Resist Energy Fire - 16/1500 rounds Resist Energy Electricty - 15/1500 rounds Resist Energy Cold - 14/1500 rounds Resist Energy Acid - 13/1500 rounds Resist Energy Sonic - 12/1500 rounds Herosim - 11/1500 rounds Protection from Evil - 10/150 rounds Shield - 9/150 rounds Polymorph into a Pixie -8/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Haste self and all party members- 7/15 rounds Mirror Image on Angus - 1/150 rounds 7 extra images
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 1/3
===============================
OOC: What is the posting schedule for the two holidays???
Merry Christmas to all!!
Peerimus AC 36 HP 112/112 and Yorrick AC 33 HP 140/140 Wednesday December 24th, 2008 9:36:37 AM
The last golem falls and Peerimus immediately gives Yorrick a scratch on the head and says a few words to the bear through the Feather of Affinity. Looking at the Brothers, both were fine as was Yorrick. Peerimus shifts into a leopard and back to his human form to mend the minor damage he recieved from the golem. With Rash heading towards the stairs and the others already moving to cover, the druid speaks up,
"Everyone stop making a dash for the stairs. The severly wounded Mindflayer is not going very far and we are not going to catch him before he spreads the alarm of our victory against the golems and rallies more of the towers defenses to the next point of attack. Firngaer, Angus? can either of you become invisible? If so You fly up the stairs first We don't need the mind flayer and any friends fragging our point as they ascend."
If no one can make the flying wizards invisible, Peerimus sighs and continues to think on it. "We need to look up those stairs and not be a target. Ideas"
Peerimus Cast Fire Seed upon an acorn as the group rallies to his point at K 21
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: *Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: *Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 147.0/150 minutes Protection Fire 147.1/150 minutes Peerimus Freedom of Movement 147.2/150 minutes Protection from Lightning 147.3/150 minutes, Fire Seed Single Acorn 150/150 minutes
Angus AC 27 HP 66 second illegal post Wednesday December 24th, 2008 12:52:49 PM
Angus hears Peerimus's call for invisiblitiy "Invisibility has little effect on this group and I feel it will be the same for the Mindflayer and Dar as well. We need a prying eyes spell or a rouge of exceptional skill. Do we have either?"
The eight pixies flutter and fly about one another and all talk at once in high squeeky voices.
Jurgen [AC: 35 - HP 91/150] 3d8+5=11 ; d8=6 ; d8=4 ; Wednesday December 24th, 2008 1:20:52 PM
Jurgen walks over to Peerimus and, very quietly, whispers. "I'll send an illusion. And then we charge up behind it. Not a perfect plan." He waits for an answer and, while doing so, cures himself [11 hp - Rolled 2 1s - 19 hp]. He smiles to himself as he realizes how long it will take to heal himself up. "Or, if you need me to I can polymorph something fun and distract try to them."
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [99ish Minutes] - Resist Fire [752/780 Rounds] - Shield [129/156 Rounds] - Protection from Evil [52/78 Rounds] - Haste [9/15 Rounds] - Mirror Image x7 [107/110 Rounds]
Spells Cast: 0 x Level 0 - 2 x Level 1 - 3 x Level 2 - 2 x Level 3 - 2 x Level 4 - 2 x Level 5 - 2 x Level 6
Rash Trinka "Illegal post" Wednesday December 24th, 2008 4:03:21 PM
Rash smiles at Peerimus and says, "We are in the mage guild fighting a mage who was able to overthrow the guild basically by himself. I doubt a low level spell like invisibility will fool him. No what mages hate the most is opponents right in their faces. So lets keep moving while we have our spells on and finish this or at least fight the next set of minions."
Rash keeps moving towards the stairs
Durgan AC 34 Hp 212/212 Wednesday December 24th, 2008 10:44:39 PM
"Aye, I'm with Rash. Just let me an me brudder charge up them stairs, and flush out whatever is up there. If ye want to scout, just say so, but I'm ready."
Actions:
Active Effects: haste -8/15 rounds - +1 attack rolls, +1 dodge AC, +1 reflex saves, +1 attack(full attack), +30 speed message -hours defensive stance - dropped dodge feat on ? enlarge- 7/10rounds, +2 STR, -2 DEX, -1 attack rolls, -1 AC, reach is now 20feet(due to fate item), weapon is now 2d6+9 stoneskin -DR 10/adamantine, 109.4/110 min, 90/110 dmg remaining
Used: 3/4 defensive stance remaining potion of enlarge person
The Star Mages Tower-first floor round 8 [DMBZ] Wednesday December 24th, 2008 10:51:31 PM
OOC- someone asked about holiday posting schedule...To my knowledge, posting is typically suspended on the holiday, so Merry Christmas! That doesn't mean you can't post if you want to though...
So get a battle plan together, and I will move us along on friday. Still counting rounds for the short duration spells.
Also, I believe there are some holiday activities in the Giggling Ghost, so feel free to join in, let's see if we can't cause a little 'chaos' over there. :)
Peerimus AC 36 HP 112/112 and Yorrick AC 33 HP 140/140 Saturday December 27th, 2008 12:39:36 PM
Peerimus nods, "I fully agree, but an invisibility spell will fool the mind flayer. It would fool any powerful fighters and host of other possible defenders that may lie just above our heads and it is precisely that second set of minions I would like to know about before charging in a single file tightly grouped line up the stairs and directly into thier waiting arms. We have no rogue and their ability to hide is no better than the invisibility spell. As far as this group only three of nine of us can detect an invisible person from any sort of distance."
Peerimus looks to Jurgen, If you have the skill to perhaps duplicat Durgan and Kazak with Trace flying in behgind them, that will have to do. Hopefully it will draw the first volley. Barring anything else, Jurgen, cast the spell. Kazak, Durgan charge up, Trace fly in. Rash you're on the stairs 10' back followed by Jurgen, than myself and Yorrick. Angus and Firngaer, give Yorrick about 20' and then come up. Your flight ability will allow you to close into any spell range you might need, while myine and Yorrick''s speed will allow us to catch up to the brothers."
Peerimus Cast Fire Seed upon an acorn as the group rallies to his point at K 21
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: *Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: *Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 147.0/150 minutes Protection Fire 147.1/150 minutes Peerimus Freedom of Movement 147.2/150 minutes Protection from Lightning 147.3/150 minutes, Fire Seed Single Acorn 150/150 minutes
The Star Mages Tower-first floor round 9 [DMBZ] Saturday December 27th, 2008 2:23:57 PM
Peerimus gathers the group to him, takes some ideas and comes up with a plan. (To move things along, I will interpret the 'plan' as best as I can)
The group starts up the stairs, only a few rounds after the mindflayer(or what is left of it) fled. Jurgen casts an illusion of the dwarven brothers and a flying Trace headed up the stairs, followed a moment later by the real thing. (Jurgen, mark off spell used.)
Upon reaching the next floor, the group can see the following: The mindflayer is on the other side of the room(visible only to those who can see it) and looks readied to cast a spell. Those who can see it can tell some of its' wounds are healed. There is a huge sized iron golem not too far in front of him. Rash take a look: Highlight to display spoiler: { The golem is an illusion. }
There is a cage near the other side of the room, and within it is a humanoid prisoner(?) of the mindflayer. A large black ooze creature is moving towards the cage, still partially crawling out of the pit it was in. There is a great deal of debris in this room. The ground counts as difficult terrain.
Those who have detect magic active, notice that like the room downstairs, there are many potions scrolls and wands laying about the room in various states of completion. The handiwork of the Towers' apprentices.
You feel the presence of the mindflayer within your minds. Hold! , it says telepathically. Stop or I will order my pet to destroy the prisoner. You must leave. It is too late for you to stop my Master. He has already won. If you go, we will spare your lives, and even bring peace to the lands. My master has said it is so, and you should believe him.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the NECROMANCY level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations. Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
Map to be emailed shortly.
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. Shoot me an email and I'll put up add-on posts if necessary.
Rash Trinka ac 37 155/130 hps freedom of movement, true seeing, divine favor, haste, righteous might d20+22=23 ; Saturday December 27th, 2008 8:31:58 PM
Rash whispers to the others, "The golem is an illusion! Don't believe it. The ooze is real! Be careful of it. Peerimus, I will draw its spell. Follow up behind me!"
Rash charges right through the image of the golem avoiding the debris and tries smash down the mindflayer with a well placed falchion strike. Unfortunately when she arrives, she stops a bit to short and totally misses the mindflayer. Rolled natural 1 darn it!
pells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 33/150 rounds true seeing 30/150 rounds freedom of movement 18/1500 rounds Righteous might 8/15 haste from Angus 8/15
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
In the cage stands the prisoner, a slim dark-skinned young woman. Her face is pressed to the bars. Though her skin is dark as a drow, the hair that escapes the bounds of her black head-scarf is as red as a flame and her eyes are green as the grass on an early summer's day.
"Hey ... HEY!!! I know you guys!" A skinny arm pokes through the bars, and a dark finger points right in the direction of Peerimus. "I know you! You're those Chaos guys! The one's we met in the Ghost when the Crying Woods were attacking the city. You're ... You're ... you're Peerimus, right? I 'member your bear. And you're that guy who got turned into a gnome by that crazy Knot of Drucilla. Um ... Firn'gaer, right? I'm Xenia. 'Member me? Crimson Shields of Hope? Floating City?"
Green eyes roam over the rest of the adventuring party self dubbed the Children of Chaos. Two dwarves, an elf, a big big human woman, an armored guy, and eight pixies. Weerd. The Chaos Guys have definitely gotten weerder.
She gives a highly dubious look to the big black oozy thing coming up out of its hole. The dark girl spins in place turning a complete circle. Then she stops as though expecting something from the movement. But whatever reason she might have had for turning such a circle, it is clear from the expression on her face that the act has not met with the desired results. She backs to the far side of the tiny five foot cage, the side that places her as far away from Black Quivery Whatzit as possible. From there, she works at squeezing herself through the bars of the cage. (Escape Artist 22)
"Hey, how 'bout getting me out of here, huh? Oh yeah. Watch out. There are some magic traps in the middle of the room! They're bunched around the Big Iron Guy."
"NO! WAIT!"
The dark girl shouts a warning as the big woman charges right through the area filled with magic traps. "Oops." She shrugs. "Too late."
Jurgen [AC: 35 - HP 91/150] Sunday December 28th, 2008 4:40:31 AM
"This is why we're the bloody Children of Chaos." Jurgen shakes his head. "Peerimus, I think we should keep moving. Kill the mind-flayer, go around the illusion, and head to the stairs. And perhaps pull out this prisoner."
Providing the druid agrees, Jurgen will Draw Fire [Protector Ability - If the protector calls out or issues a challenge, an enemy or enemies (depending on the circumstances as judged by the DM) must make a Will save vs. DC 20 or attack the protector instead of some other target]. "HEY YOU DIGUSTING BLACK OOZE! YOUR MOTHER WAS BREAD MOLD! YOUR FATHER WAS A DUST BUNNY! NOW COME AND FACE ME YOU USELESS PUDDLE OF GOO!"
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [99ish Minutes] - Resist Fire [751/780 Rounds] - Shield [128/156 Rounds] - Protection from Evil [51/78 Rounds] - Haste [8/15 Rounds] - Mirror Image x7 [106/110 Rounds]
Spells Cast: 0 x Level 0 - 2 x Level 1 - 3 x Level 2 - 3 x Level 3 - 2 x Level 4 - 2 x Level 5 - 2 x Level 6
Angus AC 27 HP 66 d20+19=35 ; Sunday December 28th, 2008 7:50:19 AM
Angus is horrified to see his old friend Xenia in the cage. Dimension door is useless and that would have been the best course of action to save Xenia. We will have to go with plan B.
Angus flies forward five feet and stays 20 feet up.
The 8 pixie Angus's wave their hands while holding the rod. Angus arches two finger and out comes two bolts of lightning.
Maximized Chain lighting.
Main Bolt at the Ooze - damage 90 Reflex save of DC 25 for half damage Secondary Bolt at the Mindflayer - damage 45 SR 35 Reflex save of DC 25 for half damage
Mage Armor - 15 hours Resist Energy Fire - 17/1500 rounds Resist Energy Electricty - 16/1500 rounds Resist Energy Cold - 15/1500 rounds Resist Energy Acid - 14/1500 rounds Resist Energy Sonic - 13/1500 rounds Herosim - 12/1500 rounds Protection from Evil - 11/150 rounds Shield - 10/150 rounds Polymorph into a Pixie -9/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Haste self and all party members- 8/15 rounds Mirror Image on Angus - 2/150 rounds 7 extra images
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
Xenia (AC14, HP86/86) Sunday December 28th, 2008 10:01:54 AM
2nd Post:
The rogue looks back at the sound of her name. The call came from the pixies, all eight of them doing a synchronized hand wave spellcasting thing. The sight gives the rogue pause. Not much pause, mind you. The pixie thing used to be a favorite trick of ...
"Nah. Couldn't be."
Xenia redoubles her efforts to escape the confines of the deathtrap cage.
Jurgen [AC: 35 - HP 91/150] Sunday December 28th, 2008 2:56:16 PM
(Firn'gaer! Quick, new post where you don't use Dimension Door! Since it can't be used in the tower!)
Peerimus AC 36 HP 112/112 and Yorrick AC 33 HP 140/140 Sunday December 28th, 2008 4:39:32 PM
Peerimus starts to intercept Rash with a wod of caution, but the cleric of the Southern Powers is already in motion. Hopefully she would live long enough to learn some caution and discretion. Xenia and the Crimson Shields oF Hope. "Father you have a cruel sence of humor." he says softly to none but Eberyon. Peerimus certainly remembered that group in the Giggling Ghost, but no matter what he thought of them, he certainly was not going to stand about and let some ooze eat one of them. Peerimus can not see the Mind Flayer and he is not completely sure how to attack an Ooze. Those are creatures from the underwold and not a part of the natural order of things. Something of dark twisted magic. The Mindcreature had its answer and the great bolt of lightning streaking into an area of nothing confirms the telepathic creatures location, but again what to do.
"Does anyone know how to fight that thing?"
Peerimus moves forward, skirting to his right 15' on his way to give the illusion and the traps called out by Xenia a hopefully wide enough birth. [move to H31, Yorrick right behind]
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: *Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: *Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 146.8/150 minutes Protection Fire 146.9/150 minutesPeerimus Freedom of Movement 147.0/150 minutes Protection from Lightning 147.1/150 minutes, Fire Seed Single Acorn 149.8/150 minutes
Durgan AC 34 Hp 212/212 Sunday December 28th, 2008 10:11:55 PM
Durgan moves up a few feet(to L23) and keeps his axe ready just in case the mindflayer has other tricks besides a golem ready. The girl in the cage is shouting something about traps, so Durgan keeps his eyes open. "Watch out brother, I don't like this one bit. Hey Peerimus, what say we get the prisoner, avoid the slime and keep moving? I remember those things sometimes eat weapons and armor and I'm rather partial to the ones I have, bein they were made by me clan and meself." The proud dwarven warrior prepares to head into combat anyway if the ooze seems to seriously threaten their way out.
Actions: move
Active Effects: haste -9/15 rounds - +1 attack rolls, +1 dodge AC, +1 reflex saves, +1 attack(full attack), +30 speed message -hours dodge feat on ? enlarge- 8/10rounds, +2 STR, -2 DEX, -1 attack rolls, -1 AC, reach is now 20feet(due to fate item), weapon is now 2d6+9 stoneskin -DR 10/adamantine, 109.3/110 min, 90/110 dmg remaining
Used: 3/4 defensive stance remaining potion of enlarge person
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
The Star Mages Tower-second floor round 10 [DMBZ] 20d6=72 ; d20+9=27 ; d20+8=22 ; 2d6+4=12 ; 2d6=8 ; Sunday December 28th, 2008 11:12:19 PM
OOC- please list square you are moving to, otherwise I have to interpret to move things along.
Rash charges forward to try and hit the mindflayer, going right through the imaginary golem. Unfortunately for her, Rash discovers too late that several traps had been laid out in the area she charged through.
***ALL*** Rash triggered a waves of exhaustion spell centered at J24. No save, the cone spell washes over Durgan, Kazak, Rash, Jurgen, Peerimus, Yorrick(Rash moved before you did). All affected characters are exhausted. (Exhausted characters move at half speed, suffer -6 to STR and DEX. 1 hour of rest moves you up to fatigued.
***ALL*** The second spell triggered was a horrid wilting. The spell has a 60 foot radius centered on J24. Everyone please make a DC27 fortitude save for half damage. Damage is 72 or 36 half. Firn'gaer, your SR was beaten.
Xenia attempts to get out of the cage, seeing the dire predicament she is now in. She manages to squeeze through the bars to the outside of the cage. Looking around, you see the chest where the mindflayer stashed your gear, waiting until a better time to go through it. (location F36)
Jurgen tries to draw the ooze-like creature away from the imprisoned girl, but finds no response. The creature has no intelligence to speak of, and is not affected by such tactics. (A kn arcana check might yield some useful info about it.)
Angus fires a maximized chain lightning. The black pudding is almost vaporized by the blast. Since Angus can see the mindflayer, he has the bolt arc off and hit the mindflayer as well. ( you beat the SR by one) The mindflayer ducks aside at the last moment, taking only some of the powerful lightning damage.
Firn'gaer attempts to use dimension door to get to Xenia quickly, but the spell fizzles and the gnome wizard remembers that such spells won't function within the Tower.
Peerimus moves, ready to aid wherever he can. He calls out for those who know the ways of the arcane how best to defeat the ooze-like creature.
Durgan pushes forward with his brother, ready to help where needed.
Trace keeps an eye out for more opponents.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The mindflayer scowls. It looks briefly at the stairs behind it, but shakes its' tentacled head. It appears the foul creature intends to stay and fight for some reason whatever the cost. The mindflayer uses an ability and tries to find a new ally, targeting the strong and heavily armored cleric before it with charm monster. Rash, DC 21 will save or be charmed.
The black pudding has taken massive damage, but in its' unthinking and unfeeling state, simply does what it was ordered to do. The ooze moves towards Xenia, and attempts to slam her with an extended acid dripping tentacle. Hit AC 22, dmg = 12, plus 8 acid.
mindflayer: ?/109 -hit by disintegrate and chain lit(partial) but also healed somewhat before you got here. Those who can see him can tell he has little fight left in him. black pudding: 25/115
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the NECROMANCY level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations. Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
Map to be emailed shortly.
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. Shoot me an email and I'll put up add-on posts if necessary.
Rash Trinka ac 37 83/130 hps freedom of movement, true seeing, divine favor, haste, righteous might d20+15=22 ; d20+20=33 ; d20+23=32 ; d20+23=39 ; d20+23=32 ; d20+23=40 ; d20+23=38 ; 2d6+8=18 ; 2d6+8=16 ; 2d6+8=17 ; 2d6+8=15 ; 2d6+8=14 ; d20+18=26 ; d20+13=27 ; d20+13=16 ; 2d6+8=14 ; 2d6+8=12 ; Monday December 29th, 2008 12:41:31 AM
Rash feels the full force of the moisture leaving her body and yells in agony (failed save of 22) She then feels the exhaustion roll over her sapping her strength and dexterity but easily is able to avoid the charm. She says a silent prayer to the powers to aid her swings and launches her attack.
No power attack this time. First attack is an AOO. Not sure if I get it but normally do when opponent is spell casting when in range. Remember that Rash is large sized now with 10' range. Hit ac 32 for 18 points of damage. Doesn't matter that she might have interrupted the spell since Rash made Saving throw
1st swing of normal round hits ac 39 (Rash hits critical on 15-20 so possible critical hit) follow up swing hits ac 32 Damage 16 and 17 for a total of 33 if critical 16 if not 2nd swing (haste) hits ac 40 possible critical hit follow up swing hits ac 38 damage 15 and 14 for a total of 29 3rd swing hits ac 26 for 14 points of damage 4th swing hits ac 27 missed critical roll for 12 points of damage
pells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 34/150 rounds true seeing 31/150 rounds freedom of movement 19/1500 rounds Righteous might 9/15 haste from Angus 9/15
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
ooc Sorry guys for springing the traps. I thought that I would just spring them on myself. BZ curious to know how these traps were set? Symbols? Glyphs? Anyway we could have seen them or just part of the storyline.
Jurgen [AC: 31 - HP 19/150] d20+23=24 ; 11d6=38 ; d20+8=19 ; Monday December 29th, 2008 2:39:44 AM
First the wave of exhaustion runs over Jurgen and then the horrid wilting [Fortitude Save vs DC 27 - d20+23=24 - Failed]. All of the energy is sapped out of his arms and legs. A strong breeze would probably knock him over. "Domi himself might not stop me from hurting that woman..." He mutters to himself and, by sheer force of will, holds himself up. Noting how dire the situation is, he throws a Chain Lightning at the ooze hoping to finish the monster [38 Damage - Reflex Save vs DC 23 for half damage]. The bolt arcs to the mind-flayer as well [19 Damage - Reflex Save vs DC 23 for half damage].
"There goes any speed we had with the time it's going to take to heal ourselves." He glances at the ooze and attempts to figure out more about it [Arcane Knowledge Check - d20+8=19].
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [99ish Minutes] - Resist Fire [750/780 Rounds] - Shield [127/156 Rounds] - Protection from Evil [50/78 Rounds] - Haste [7/15 Rounds] - Mirror Image x7 [105/110 Rounds] - Exhausted
Spells Cast: 0 x Level 0 - 2 x Level 1 - 3 x Level 2 - 3 x Level 3 - 2 x Level 4 - 2 x Level 5 - 3 x Level 6
(OOC: I'm sure we could have spotted/dealt with the traps. Had we, you know, had a chance to see them. :P)
Firn'gaer - AC17, HP 61/97; See Invisibility, SR18, Tongues, STR 3, DEX 12 d20+14=26 ; d20+16=29 ; d20+14=17 ; Monday December 29th, 2008 9:11:15 AM
[Failed, used Hero Point DC29]
Firn'gaer fails to Dim Door and silently curses himself for only thinking the teleport protection the tower from level to level transportation and not sight to sight magical transport on the same level.
Firn'gaer casts Resilient Sphere at the mindflayer, but it fails to bypass his SR. The sphere goes up, but does not prevent the mindflayer from just passing through it unhampered.
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
Angus AC 27 HP 66 d20+9=14 ; d20+9=14 ; d6=5 ; d6=1 ; Monday December 29th, 2008 9:16:54 AM
Angus is pleased to see that he strikes the ooze and the mindflayer again and then the horrid Wilting hits him. All of the moisture is being pulled from his body. The small pixie attempts to be heroic (hero point used) and resist, but he still fails.
The 20 foot fall finishes the job that the Horrid Wilting started.
6 damage
Angus dies and lays broke and desicated on the floor as he turns back into his thin human self.
Angus has taken 72 + 6 for 78 and is now at -12 hit points.
Xenia (AC14, HP28/86) d20+10=18 ; d20+10=30 ; Monday December 29th, 2008 10:59:17 AM
From the corner of her eye, the rogue catches the twin blasts from the center of the room. "I tried. Tried to tell ... Oh stars ... " Half way through the bars, Xenia braces against the wave of dark energy that sweeps out from the triggered magic trap.
"FRAM JAMMBLIIIIIIIEZ!!!" The dark magic hits, ripping away the essence of life. "AAAAAAHHHHHHHHHH!!!" The dark rogue fights back with every fiber of her being. And when the nightmare passes, and the air clears, she finds that she's not managed not only to fight off the worst of the blast, but the effort has popped her out of the cage as well.
By comparison, the love tap from the Big Pool of Goo is negligible. Xenia leaps away, flying head over heals to touch the ground with a single hand, bouncing over the floor and out of the reach of Big Poo. One more bounce, then she's gone, running through the shadows of the wall, running for the box that contains her gear.
Again, from the corner of her sharp green eyes, Xenia sees the pixie fall. She sees it turn then, turn into a man, a man she knows.
ANGUS?!?!?! How in fram framblies did he get here?!?!? From the shadows to the west of the stairs, the woman's cry sounds. "ANGUS!"
Rolls and Actions Fortitude 18, 30 - Nat20 vs DC27 (rerolled w/hero point) Accelerated Tumble 36 vs DC25 Hide in Shadows 30 (-5 for full range of movement)
Position: E36
The Star Mages Tower-second floor round 10 [DMBZ] d20+22=42 ; Monday December 29th, 2008 11:46:35 AM
OOC Addendum
Firn'gaer - sorry, I was typing up the post as you posted.
Angus, since you are in pixie form, I think I can throw you little leeway and say you used your wings to flutter to the ground.
Rash - you would be correct except: mindflayer used spell like, normally this gives AoO but with the very high ranks in concentration, the check was automatic. But now that I think about it, could still fail on a one as we use that in the Wold. (rolled a twenty :)
Kazak - Ac 32 Hp 148/184 Resist energy-fire 30 pts , Haste d20+17=35 ; Monday December 29th, 2008 2:15:09 PM
Feeling the magical exhuastion wash over him .... the dwarven warrior is able to shake off the worst of the horrid wilting affects (d20+17=35 fort save )
Moving up next to his brothers right side " yeah stinkin traps " growls Kazak ..... watching with a look of horror as Angus falls .... " i'm going to help Angus " growls Kkazak to to Durgan " as he rushes towards the fallen sorcerer as fast as possible ....kneeling down next to the fallen spellcaster
Active Magic Resist Energy-fire-30 pts per Haste
Peerimus AC 33 HP 86/112 and Yorrick AC 30 HP 68/140 d20+15=28 ; d20+14=25 ; d20+15=30 ; 15d6=63 ; Monday December 29th, 2008 9:41:45 PM
Rash sets off the traps and Peerimus's thoughts suddenly shift to whether the rest of them will survive the mistake. Just as the exhaustion strikes, the druid feels the moisture being pulled from his body. Yorrick roars as the twin spells blast into him as well. [Peerimus Frot save 28 Yorrick 25] The cry from Xenia spins Peerimus's head around, they could have used the wizard in the upcoming fight with Dar. No time to dwell on that, the druid looks back to the ooze as another lightning bolt blasts into it adn arcs to the invisible target of the mindflayer. It gives a precise enough location and Peerimus summons a column of holy fire to strike. [Cast Flame Strike intersection of L,M/34,35 10' Radius SR 30 Dmg 63 Reflex DC 22]
IF the mindflayer is down and the Ooze taken out Peerimus casts Lesser Restoration sharing the spell with Yorrick
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: *Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: *Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 146.7/150 minutes Protection Fire 146.8/150 minutesPeerimus Freedom of Movement 146.9/150 minutes Protection from Lightning 147.0/150 minutes, Fire Seed Single Acorn 149.7/150 minutes
The Star Mages Tower-second floor round 11 [DMBZ] Monday December 29th, 2008 11:56:22 PM
Rash shakes off the charming effect of the mindflayer and swings at the creature connecting several times. The mindflayer has formidable defenses including a stoneskin, but even so is dropped by the falchion wielding cleric.
Jurgen knows this type of ooze is vulnerable to spells and so he launches another chain lightning at it, and the creature falls apart, disgusting bits of ooze laying everywhere.
Firn'gaer readies to trap the mindflayer, but as the creature is dead, he saves the spell for later. (You were not hit by the waves of exhaustion if that is why those stats are in the header on your post.)
Angus succumbs to the horrid wilting and lays unconscious on the floor, after using his pixie wings to slow his fall. (currently at -6 hp)
Xenia evades the ooze while escaping the cage, and while running for her gear, she realizes she knows the person who has just dropped unconscious to the floor and may be dying.
Kazak moves to Angus' side, hoping to help him.
Peerimus saves the flame strike for later, knowing the lightning did not arc to a second spot this time. He casts lesser restoration on himself and Yorrick.
Durgan moves to the stairway to the next floor, ready to hold it against any opposition while his companions recover.
Trace keeps his bow ready, should it be needed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The second floor is clear of enemies. There is no sound or commotion coming from either the floor above, or the one below. As on the first floor, there are several scrolls and potions strewn about the room in various states of completion; the work of the Tower apprentices no doubt. Firn'gaer can't help but notice the strong magical glow emanating from several items on the mindflayers' body.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the NECROMANCY level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations. Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
Map to be emailed shortly.
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. Shoot me an email and I'll put up add-on posts if necessary.
Durgan AC 32(35) Hp 140/212 d20+21=22 ; Tuesday December 30th, 2008 12:05:12 AM
OOC- save from previous round = 22
"Everybody ok? Durned mindflayer. Our uncle Bors always warned us about those tentacle faced terrors. Now I know why."
Actions: Moved to stairway to next floor to keep watch.
Used: 3/4 defensive stance remaining potion of enlarge person
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying 3d8+15=31 ; d20+11=31 ; Tuesday December 30th, 2008 2:33:47 AM
dc vs spell, passed with 31 = no dmg Evasion (Ex)
At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Trace flies to Angus and cast csw on him (heals 31 hps for Angus)
176/200 ada arrows
Level 1: resist energy(used on trace), delay poison, entangle Level 2: Bark-skin (used on trace), Cats Grace (used on trace) Level 3: water walk, darkvision Level 4: cure serious wounds (used on angus), cure serious wounds barkskin 150min, cats grace 15min, flying 5min, haste 15rounds, resist energy 150 minutes
Angus AC 27 HP 66 Tuesday December 30th, 2008 8:26:40 AM
OOC: If Trace is correct about Evasion then Angus may be up as he has a ring of evasion, but since it is a Fort save I think he is still down. I will wait for the DM decision.
If Angus goes unconcious does he lose all of his cast spells? Angus, obviously does not lose the polymorph as that is how you spared his life.
Xenia (AC14, HP28/86) Tuesday December 30th, 2008 9:15:52 AM
The dark girl heaves a sigh of relief when the flying elf swoops down and gives Angus the glowy healing stuff. Her slim form appears as she leaves the cover of shadows, throwing open the box into which the Squid Guy had stashed her gear.
"HEY ANGUS! WE GOTTA GO!" Xenia slides into the straps of her haversack, the motion bringing on a twinge of pain from her wounds. "Shields are in trouble. The Float's being invaded by New Type Ga'alies." Cloak, bracers, boots, belt. "They brung this disease with 'em that's turning everyone into these weerdo deaders." Rings, pendant, magic tiara, and the cute little half glasses that perch on the bridge of her dark nose. "C'mon. We gotta go."
"Thanks for the rescue, guys." Xenia turns to the group of Chaos Guys. "Thought Squidly was gonna eat my brain for a while there. Hey, Fernie, you said sump'in about being in the South. Where is this anywho? South of what?"
"Not much of the old gang here, huh?" Xenia's sharp eyes survey the group. "What happened to Cleavage Girl?" The rogue points to her own less than ample chest and draws a line bisecting her breasts to emphasize her meaning. "You know, Miss I'm Too Sexy For My Armor Half Elf?"
Rolls and Actions Given one standard action to put on each magic item, approximate time to gear up: 11 rounds.
Position: E36
rash Trinka ac 37 53/83/130 hps freedom of movement, true seeing, haste, righteous might 3d8+15=26 ; Tuesday December 30th, 2008 9:30:07 AM
Rash, tired and worn, trots back to the center of the room calling out, "Gather around and I will cast a mass cure on us. I think we all could use it. Bring our new mage friend and if we can...." Rash Trinka pauses for a second noticing that the trapped character in the cage is a drow. Drow were know to be dangerous opponents but she decided that their is enough power in this room to handle her if she gets belligerent.
"Free the drow as well. I don't like to see any creature caged. Once the group has gathered, Rash will cast her spell cure serious mass giving 26 hitpoints back to everyone. She burns Dictum to do it."
pells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: true seeing 31/150 rounds freedom of movement 19/1500 rounds Righteous might 10/15 haste from Angus 10/15
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Divine favor!, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum! Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
(ooc Your right BZ. Divine favor is only 1 minute. Sorry I thought it was one minute per level. I have ended the spell)
Xenia (AC14, HP28/86) Tuesday December 30th, 2008 10:09:30 AM
OoC: Um ... I'm out of the cage already. Used Escape Artist to squeeze out.
The Star Mages Tower-second floor round 11 [DMBZ] Tuesday December 30th, 2008 3:27:02 PM
Addendum
Angus, I could only find rules about losing spells if the char actually dies, nothing about if he just falls unconscious. Keep all your enchantments going. (but continue marking rounds off!)
evasion and horrid wilting- the horrid wilting is a targeted spell and has no area. Therefore it is not avoided by evasion.
Kazak - Ac 32 Hp 174/184 Resist energy-fire 30 pts , Haste Tuesday December 30th, 2008 4:18:58 PM
Helping Angus to his feet .... " git up ...we need ya magic man " growls Kazak ......as he grabs the sorcerer by the arm and drags him towards Rash Trinka ......to help him get healed .....
Once cured the dwarven warrior heads after his brother ....towards the stairs
Active Magic Resist Energy-fire-30 pts per Haste
ooc" added cure pts
Angus AC 27 HP 51/66 (Second Illegal, but really the first post) Tuesday December 30th, 2008 4:19:06 PM
Angus and his 7 pixie images flutter and cough at floor level. A recurring squeek can be hear, "Water.", as Angus gets his bearings.
First Trace and then Rash attend to him and Angus squeeks "Thanks, that is helping out alot."
Angus now feels the water course through his body yet again and squeeks out "Xenia, did we Save Xenia?" Angus can't see much at ground level since he is only a foot and a half tall currently.
Angus rises back to 20 feet and pulls a potion as he give a sigh of relief "There you are girl. I was worried. I thought you were safe and sound in the Floating City. I must say with some embarassment, that it is obvious that I have left the plantation-orphanage. To Be honest, Xenia, after taking care of all the ghosts and such. Not to mention the occasional half orc, if you remember. I then went back to Plateau City to seek out a Arch mage for training. You can not imagine the wait to get Arch Mage instruction and they suggested I come to the Southern Continent. As soon as I got hear, some mage, Dar is his name, decided to take over the place. I was lucky to fall in with this crew. You remember we met them briefly, at least some of them, in the Floating City."
Angus seems to be back to his chatty self again.
Angus looks over at Rash as she seems to take charge, sometimes too much on the charge side "Rash, This is Xenia and I can vouch for her. Xenia is very handy to have around when things get tough and she is a Great scout!"
Mage Armor - 15 hours Resist Energy Fire - 19/1500 rounds Resist Energy Electricty - 18/1500 rounds Resist Energy Cold - 17/1500 rounds Resist Energy Acid - 16/1500 rounds Resist Energy Sonic - 15/1500 rounds Herosim - 14/1500 rounds Protection from Evil - 13/150 rounds Shield - 12/150 rounds Polymorph into a Pixie -11/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Haste self and all party members- 10/15 rounds Mirror Image on Angus - 4/150 rounds 7 extra images
"So ... so, you're not coming back with me? We need you, Angus! There's half a bazillion deaders down there and some magicker red-hood Ga'alies. Wynn's there! And he got himself infected! We gotta ... "
"Southern Conti-what??? Whaddya mean Southern Continent? Continent south of what?!? Oh framblies. How'd I get here? There was this trap, and I coulda swore I dodged the blast, but next thing I saw I was here. I gotta get back to Wynn."
"Oh, hi." Xenia looks up at the big big woman. She gives her signature hand wave, her palm executes a circle as though wiping a pane of glass. "Alexandria Merryman Next." Xenia dips in a curtsy. "But just call me Xenia. I'm a Spy Girl."
"Well, how'm I supposed to get back from here?" The question explodes from the flame headed rogue. "What is this place? And what's with the Squid Faced Guy?"
Rolls and Actions Given one standard action to put on each magic item, approximate time to gear up: 11 rounds.
Position: Unknown after the Mass Cure
Rash Trinka ac 37 79/109/130 hps freedom of movement, true seeing, haste, righteous might Tuesday December 30th, 2008 5:18:54 PM
ooc sorry for the mixed up posts above. Just trying to correct my hps to reflex my own cure. Please delete the above ones.
Peerimus AC 33 HP 110/112 and Yorrick AC 30 HP 94/140 Tuesday December 30th, 2008 11:21:54 PM
Peerimus nods to Xenia and walks with Yorrick to Angus where Rash casts a mass curing spell. Some physical wounds are healed, but the druid knows that many are still under the full effects of the exhaustion spell. Catching Firngaer's eye on the mind flayer he nods to the gnome mage, "Take what you can see with your sight we will examine it later unless you can ascertain it being useful to us in the next few minutes."
Peerimus straightens, his spell having banished the more potent affects of the spell, "Xenia, you are on the Southern Continent, several thousand miles from the Floating City in a Star Mage Tower in Hook City. We must move and confront this wizard Dar, you need not come, but I ask you to. When this is settled I can take you home if you still wish. I would go to help, but two Powers are rising here in the South and we must stop one to save the other." the druid speaks solemly letting his tone carry the importance of what the task ahead entails.
Peerimus then looks to Rash, "If you can, banish the exhaustion spell from Durgan and Kazak, then if able from yourself. The rest of us will make do."
"Jurgen, can you perform the same illusion? If not, then Durgan and Kazak will have to lead the way, Trace again fly cover and the rest as before. If Dar is there, remember, Angus and Rash, you are to attempt to Counter him. Durgan and Kazak will take any guard with support from Trace. Jurgen, you and Yorrick will see to it that Firngaer gets to him and I will bring in assistance if I can. Xenia, I do not know where you might prove the most useful, but perhaps to take position and move to flank the mage after Firngaer engages him."
Peerimus sweeps the group with a grim look, "May Father and Mother continue to favor the foolish." Peerimus moves towards the stair speaking low to Yorrick, his hand never leaves the bears snout and forehead.
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: *Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: *Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 145.6/150 minutes Protection Fire 145.7/150 minutesPeerimus Freedom of Movement 145.8/150 minutes Protection from Lightning 145.9/150 minutes, Fire Seed Single Acorn 148.6/150 minutes
Peerimus and Yorrick fatiuged. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued
OoC I won't be able to post tomorrow night
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying Wednesday December 31st, 2008 12:40:39 AM
Trace does as commanded by his leader and then takes the time to down a potion to bring him back to full health after that weird spell.
In case Peerimus language is too riddle for all of us, I will fill in the holes, no more rushing in. Slow advance and use our skills.
176/200 ada arrows
Level 1: resist energy(used on trace), delay poison, entangle Level 2: Bark-skin (used on trace), Cats Grace (used on trace) Level 3: water walk, darkvision Level 4: cure serious wounds (used on angus), cure serious wounds barkskin 150min, cats grace 15min, flying 5min, haste 15rounds, resist energy 150 minutes
(ooc: poutting about the evasion ruleing, I didnt read it that way. I feel by the wording that it should have been a clean escape but I will bow to the final say of the allmighty dm)
Rash Trinka ac 37 79/109/130 hps freedom of movement, true seeing, haste, righteous might Wednesday December 31st, 2008 1:05:16 AM
Illegal post With the thought of saving time, I am going to post a few more actions for Rash which should help the situation. If BZ doesn't want her to do them, then please disregard.
Rash nods at Peerimus words and casts her lesser restoration on Kazak. She then pulls out a scroll and casts a heal on Durgan bringing him up to full hitpoints and helping his exhaustion. Finally she pulls out another heal scroll and casts it on herself, restoring herself.
OOC if all of this is allowed to occur then I will have used up 4 combat rounds with these two posts. Let me know and I will adjust spell lengths and hitpoints accordingly
The Star Mages Tower-second floor round 16 [DMBZ] Wednesday December 31st, 2008 2:03:00 AM 5 long rounds pass as the group recuperates. (for spell durations)
Durgan takes some healing from Rash, and heads towards the stairs, ready to lead the way.
Trace cures Angus, and also receives some healing from Rash(mass cure) OOC- Trace was hit by the horrid wilting, but you took half damage from the save you posted, and with the healing I have you at -10hp. Thanks for bowing. btw what potion did you use?
Xenia asks some questions as she puts on her gear. (just use the 5 rounds)
Rash casts a mass cure spell, then uses some scrolls to get the group ready to proceed. (all actions ok)
Kazak helps Angus and then moves to the stairs, ready to charge up beside his brother.
Angus recovers from a close call, then greets an old friend, Xenia.
Peerimus tries to keep everyone organized and focused.
Firn'gaer gathers any useful looking magic equipment from the mindflayer's body.
Jurgen is ready.
OOC- I think that takes care of all the exhaustion? The lesser restoration bumps exhausted up to fatigued. Kazak, Peerimus, and Yorrick still fatigued if I am counting correctly. Fatigued gives you -2 STR and DEX, and no running or charging. Strenuous activity such as running, charging or combat brings you to exhausted again.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Children of Chaos assemble at the stairs and follow the usual tactics. Durgan charges up the stairs, followed more slowly by Kazak and Trace. Before the group is ready to follow, Durgan yells down, "Hey ye are not goin ta believe this. Get up here!" The group climbs the steps to find that you are staring at a prismatic wall, stretching from one side of the Tower to the other, neatly bisecting the room. There is no way to tell if anyone or anything is on the other side...
But one thing is sure. Dar has been through here, and you need to get through the wall. Now only if you had a wizard who could tell you how...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the ABJURATION level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations. Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
Map to be emailed shortly. -no map yet pending actions in room.
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. Shoot me an email and I'll put up add-on posts if necessary.
Jurgen [AC: 31 - HP 149/150] 3d8+5=16 ; 3d8+5=24 ; 3d8+5=14 ; d8=7 ; 3d8+5=20 ; 3d8+5=24 ; d20+8=27 ; Wednesday December 31st, 2008 6:48:15 AM
(I believe Jurgen is still exhausted, Brian. Quick rules question: Polymorph only regains hit points as if one slept correct? Not removes the effects of exhaustion or fatigue? I don't have my book in front of me and can't recall the wording.)
Jurgen takes the five rounds to heal himself up with his wand [5 charges - 16, 24, 20, 20, 24 hp - rerolled the single 1]. He ignores the banter between Xenia and Angus, if only because he could do nothing about it for the moment. And Peerimus had that under control. He tries to shake off the feeling that the Children were walking to almost certain death. Just before going towards the stairs to head up, Jurgen grabs a bit of the black ooze and puts it in one of his empty potion vials. The creature died easily enough, but perhaps it would be a useful polymorph form.
He prepares to charge up the stairs again, but feels somewhat relieved when Durgan calls down. It sounded like something less likely to kill him. "Or not..." Jurgen laughs as he looks at the prismatic wall [Arcane Knowledge Check - d20+8=27].
"Angus or Firn'gaer, perhaps you would know... These walls only have an effect on creatures, correct? So, a bag of holding would be able to get by just fine. And if that bag of holding were filled with, say, the Children of Chaos?" He looks at the two arcane know-its of the party with a grin. It was a particularly insane idea, but it might be easier to get a single group member through the wall than to take it down. "It's just a thought, Peerimus. The first three colors can be manged with a Resist Energy spell. The fourth and fifth would easily be beaten thanks to Domi. Protection from Evil would spare me the effects of the sixth. And the seventh? Well, I'd bet that the teleport effect wouldn't work here in the Tower."
(OOC: Really, it's mean as a joke (although I do think it could work, in a pinch). By my count, we only need to find a way to get a Cone of Cold and a Passwall. Other than that, we've got the required negation spells. Either burning a limited wish on Firn'gaer, or going back and checking the scrolls and wands from the last two levels.)
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [96ish Minutes] - Resist Fire [745/780 Rounds] - Shield [122/156 Rounds] - Protection from Evil [45/78 Rounds] - Haste [2/15 Rounds] - Mirror Image x7 [100/110 Rounds] - Exhausted
Spells Cast: 0 x Level 0 - 2 x Level 1 - 3 x Level 2 - 3 x Level 3 - 2 x Level 4 - 2 x Level 5 - 3 x Level 6
Xenia (AC27, HP56/86) Wednesday December 31st, 2008 9:14:09 AM
"Several thousand miles from ... !!!" The flame headed rogue throws her hands into the air, a brief outburst. But a look settles over her after that. The wheels turn in her head. She puts on her serious thinking face, and then she nods. "Deal, Peerimus. You got a deal."
"Wait!" Xenia calls when the Chaos Guys lurch into motion. "Wait, hang on. I can ... Oh, fram and framble."
"Look, lemme go first next time, huh?" the rogue say while eying the Wall of Many Colours. "I can take a sneaky peek where no one will be the wiser. And if one of you wizardy guys can Message me up, I can talk back to you what I see too."
Xenia moves close to the wall and kneels at its base. The fingers of her gloved hand run over the surface of the floor. Then she reaches over her shoulder and pulls just what she needs from under the flap of her haversack.
It's a scroll.
"Um, maybe you magicker types might know more 'bout this than me, but I'm thinking why go through a wall, when you can go 'round. With the magic from this here scroll, we could shape a tunnel under the floor, or even around one of the walls."
"Whatcha think?"
Rolls and Actions Draw scroll of Shape Stone
Position: Unknown
++++++++++++++++++++++++++++++++++++++++++++++++
OoC - IDEA
Scroll of Stone Shape should be able to shape any 15ft square piece of stone. Given that the walls and floor of the Tower are made of stone, we could possibly shape a section out, dispersing it to other parts of the wall or floor to form a tunnel.
What do you think, DM? Doable?
The Star Mages Tower-second floor round 16 [DMBZ] Wednesday December 31st, 2008 9:56:06 AM
mayyyyyyyyyyyybe............................
Xenia (AC27, HP54/86) d100=100 ; d100=28 ; d100=81 ; d6=2 ; Wednesday December 31st, 2008 11:16:12 AM
2nd Post
"Not sure this is the whole trick here, though." The rogue steps back to survey the room in its entirety. She shields her yes for a moment from the dizzying colors.
"Here, Peerimus." She gives the Bear Guy the scroll. "I'm gonna take a look on the other side," she announces. Getting in as close as she dare to the junction of the dangerous magic wall and the normal wall of the tower, Xenia activates her rings and disappears. "Be right back." The voice of the dark rogue comes from the empty air in which her form once stood. Then she steps into the Tower wall, skirting the multi-colored Prismatic one, and emerges on the other side for a look.
OoC: Though I'm not describing Xenia's return trip IC, please assume that she goes and then returns. Rolls have been made to allow for this.
Unless, of course, there is something on the other side to somehow incapacitate her.
Rolls and Actions Rolls for Passing through Outer Wall of Tower and then Back, bypassing the Prismatic Wall 50% roll for materializing within Wall - 100/Pass 50% roll for materializing within Wall - 28/Fail, 2hp Damage 50% roll for materializing within Wall - 81/Pass
Hide 54 (+20 from Invisibility) Move Silently 34
Active Effects: Invisibility (5m), Blink 7 rounds to go, look and return
Position: Unknown
The Star Mages Tower-second floor round 19 [DMBZ] Wednesday December 31st, 2008 3:18:45 PM
OOC- used up three rounds for the scouting.
Xenia takes a look through the walls of the Tower to see if there is anything on the other side of the prismatic wall. (This is prob skirting the rules a bit, but I'll roll with this one.)
She finds nothing. Just an empty room, with the usual alchemy lab, tables, chairs, writing tools and all the other equipment you would expect of a wizard school. The items here are mostly used with abjuration magic. The room is surprisingly undisturbed ( aside from the prismatic wall). Whoever left it here was either in a hurry, or wanted to test the ability of those who may be following to get past it. It may even be an activated part of the Tower's defenses, left in your way.
Xenia has no trouble returning and reporting what she found. Now the question is: Are you going to use the scroll to try to tunnel around or use spells to lower the wall properly? The answer may be more important than you think...
Angus AC 27 HP 66/66 d8=7 ; d8=5 ; Wednesday December 31st, 2008 4:45:31 PM
Angus drinks his cure moderate potion and feels all better. "I really needed that." Angus exclaims as he wipes his tiny lips.
Angus will check out the Mindflayer as well for the several rounds before moving up. Angus will also pick up the scrolls that fell from the disentegrated Imp. "Lets see what we find."
Mage Armor - 15 hours Resist Energy Fire - 24/1500 rounds Resist Energy Electricty - 23/1500 rounds Resist Energy Cold - 22/1500 rounds Resist Energy Acid - 21/1500 rounds Resist Energy Sonic - 20/1500 rounds Herosim - 19/1500 rounds Protection from Evil - 18/150 rounds Shield - 17/150 rounds Polymorph into a Pixie -15/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Haste self and all party members- 15/15 rounds Mirror Image on Angus - 9/150 rounds 7 extra images
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, Wednesday December 31st, 2008 8:22:13 PM
Rash finishes her healing and then shrinks back down to her normal size and slows to her normal speed having the effects of haste and righteous might fade. She says to Peerimus and Trace. "My days as an upfront warrior are now more limited as some of my combat spells have worn off but I still think I can make myself useful. I have two spells I can use to counter with and a couple more tricks up my sleeve. I can caste status which will tell us the relative health of some of our members or would you rather me hold off and save it as a cure?"
Rash climbs to the top of the stairs and looks at the pretty wall. "If we can find a way around this, I think we should. Don't need to waste the resources bringing it down. I have a feeling we will need our resources soon."
OOC I am off to Disney. Jim your on!
pells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: true seeing 36/150 rounds freedom of movement 24/1500 rounds
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Divine favor!, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser!, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum! Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Kazak - Ac 32 Hp 174/184 Resist energy-fire 30 pts , Haste Bull str Wednesday December 31st, 2008 11:41:44 PM
Grinning as color returns to Angus's cheeks ....." gotta be more careful " growls the dwarven warrior ....turning his eyes to their new friend .... "Stone shape ?... intresting idea .... me and ma sword can do that.... if dats a feasible idea then i'd help ya wit dat .... " .... the stone bastard sword balanced easily in his hand
" if ya need some help maybe some of da magic men downstairs can help with taking down dis here wall of color ...... and der gots to be something dat might help wit all dis magci stuff laying about " .... as his hands sweep about the room ......" whatcha think ?"
Keeping near his brother ... Kazak fishes out two vials from a pouch ..." here brother .... dis stuff makes ya stronger ..(bull strength) ... almost as strong as dwavern ale " grins the dwarf ........slugging down the vial of liquid magic ...." tasty too " grimaces Kazak
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer) Bull str - (potion)
Jurgen [AC: 31 - HP 149/150] Thursday January 1st, 2009 5:00:32 AM
While Xenia is scouting, Jurgen adds some more thoughts.
"Getting to the wizards downstairs, finding who has the right spells prepared, and then getting them up here... It might take to long. That being said, while we may save resources in the short term it may be better for us to take the wall down anyway. We may require back-up from the wizards or they may have a need to get to us. And with the prismatic wall in the way..." He lets that one sit there in the air. There were times when Jurgen didn't envy the decisions Peerimus and Trace had to make. "Regardless, we need to move fast. Who knows what defense that wizard is preparing..."
The paladin then looks above the Children and examines the ceiling. If it is also stone, he adds, "We could also make a hole and stairs and just go straight up..."
Xenia (AC27, HP54/86) Thursday January 1st, 2009 11:12:29 AM
"The other side of the room looks clear."
Xenia steps out of the shadows, her invisibility dismissed. She rubs her arm where she had appeared unexpectedly within the material of the wall and been thrown back.
"Now all we gotta do is take down the wall or tunnel 'round it."
"Um, what wizards downstairs?" The rogue addresses the question to the Armored Guy and one of the dwarfs. "You must be the new Chaos Guys. I'm Xenia. Your sword can cut through stone, huh? That's gotta be handy for makin' a door anywhere you want, yeah?"
"Hey, lemme see those scrolls and such you got from the room downstairs, huh? Lay 'em out here so we can take a look at 'em."
QUESTION: Could we have a list of the types of items we've scavenged so far? How many scrolls, potions, wands, etc.
Rolls and Actions None - Yet
Active Effects: None
Position: Unknown
Jurgen [AC: 31 - HP 149/150] Thursday January 1st, 2009 2:31:32 PM
(We only took from the mind-flayer's corpse, I believe. Everything else was "Star Mages" stuff that we left alone, correct?)
Angus AC 27 HP 66/66 (illegal post) Friday January 2nd, 2009 8:29:44 AM
Angus and Firn'gaer took scrolls from the Imp as well
Xenia (AC27, HP54/86) Friday January 2nd, 2009 8:57:11 AM
3rd, maybe 4th post:
"You did what?" The rogue now has her Incredulous Face on, full lips in the Jaw Drop position and green eyes wide against her dark-dark complexion. "You left all that stuff down there?!?"
"Stuff! Stuff is important!" She shakes her head and starts off in the direction of the stairs leading down. "I'm betting all of you guys are, like, bachelors, right? Well, if you ever want to get yourselves un-bachelorized, you gotta learn. Girls like stuff. You should know that Rash. You should tell 'em stuff like that. Guys don't learn otherwise, you know."
"Looks like we're going to be here a while. Unless you wanna try tunnelling around the Wall o' Many Colors. While you're at it, I'm gonna collect together all the Good Stuff. Never know when it'll come in handy."
Rolls and Actions Search 30 (Taking 10 for Non-critical search)
Active Effects: None
Position: Unknown
QUESTION: Could we have a list of the types of items we've scavenged so far? How many scrolls, potions, wands, etc.
Xenia (AC27, HP54/86) Friday January 2nd, 2009 8:57:47 AM
OoC: Apologies to those with spells on the clock. Don't know how else we're going to take the wall down.
Peerimus AC 33 HP 110/112 and Yorrick AC 30 HP 94/140 Friday January 2nd, 2009 9:22:13 AM
Peerimus wrinkles his nose and Yorrick grunts, "I agree Yorrick." Peerimus stays put as Xenia performs quick scouting and is personally a bit amazed that the idea worked. Xenia returns, Peerimus nods he doesn't go into an explanantion of the who the other wizards are he simply says, "They are busy, we us and our abilities and if we can avoid it I see no reason to waste time and resource taking the wall down. Save your Scroll Xenia, I have the spell. If the Imp or Flayer have nothing to assist we try easiest path first. Then go more complex."
Peerimus will cast Stone Shape against the wall near the Prismatic Wall to create a corridor that spans around it. Peerimus can shape 25 cu feet and plans to maintain a floor 1 foot thick and 5' wide to allow a 20' path to be constructed.
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, *Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: *Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: *Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 145.6/150 minutes Protection Fire 145.7/150 minutesPeerimus Freedom of Movement 145.8/150 minutes Protection from Lightning 145.9/150 minutes, Fire Seed Single Acorn 148.6/150 minutes
Peerimus and Yorrick fatiuged. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued
Peerimus AC 33 HP 110/112 and Yorrick AC 30 HP 94/140 Friday January 2nd, 2009 12:37:13 PM
2nd post...Peerimus stops Xenia or rather hopes to by holding up a hand and speaking, "Hold please. We did not leave anything behind, what we have not done is take possessions and works that belong to others and either will you. This is not some lost dungeon or civilization. This is the Star Mage Tower of Hook City and the owners and occupants of the tower are very much still alive and we will not be rifling through thier things to take what we will. We have three means of passage open to us and we will utilize one of those."
"Huh? What?" Xenia stops at the top of the stairs, looking first at Peerimus, then down the stairs to the level below, and then back at Peerimus. "'Kay. Alright. But what you're saying is that those Wizard Guys are too busy to save their own butts? They won't give up a scroll or two so they can be saved? I mean, it's not like you're here 'cause this is so much fun. Right? What if we get killed down 'cause we don't have just that right scroll that we coulda had if we'd stopped to pick it up?"
"It's not like you broke in here, right? Them wizards know you're here, and they want you to do what you're doing, right? So what if you fail? They'd be just as bad off as you, only you'd be maybe dead."
The dark rogue throws up her hands and rolls her eyes, a comment on lack of sense that the whole concept embodies. "Ow," she winces as the motion draws a twinge of pain from her wounds. "But don't listen to me. We'll do it your way." She pulls a thin wooden wand out of her haversack and whispers a few nonsense syllables to it, touching her arm each time. The wand response by healing her wounds, restoring her dark skin to its normal smoothness.
Rolls and Actions UMD Auto success with Wand of DC20
Active Effects: None
Position: Unknown
Items Expended: CLW 45/50
QUESTION: Could we have a list of the types of items we've scavenged so far? How many scrolls, potions, wands, etc.
The Star Mages Tower-second floor round 20 [DMBZ] Friday January 2nd, 2009 4:49:44 PM
Xenia is amazed that no one has bothered any of the items laying around until Peerimus explains why. It remains unclear whether the wizards would be upset if you took some supplies to aid on your way, especially since you are helping them...
Angus and Firn'gaer are able to determine that the scrolls the imp was carrying are all scrolls of transmute mud to rock. The wizards in the group know that the imp could have used these scrolls to fully heal the golems, so it is a good thing you got the imp when you did! (There were three of these scrolls.)
The mindflayer had the following items, all magic: ring, cloak, mithril chain shirt(needs to be cleaned), rod, and a scroll of major image. If you want to identify the other items now, it will take a little time.
Peerimus casts stone shape and forms a tunnel around the side of the Tower around the prismatic wall. The path is clear to the other side. What do you do now?
"'Kay, this time let me go first. Once I get to the other side o' Peer'mus' tunnel, I'm gonna follow the curve of the wall till I get to the stairs. That part of the room will be safe."
"After that, I'm gonna go up the stairs and scout the next level. One of you magicker guys wanna Message me up? That way I can talk to you without coming back down."
The dark rogue whispers to one of her rings, and she becomes invisible to all. (Or so she thinks.) She whispers to the other ring, and the Wold becomes a blinking mix of color and monochrome tones. Then she steps into the shadows, and this time truly vanishes to all but the sharpest of eyes.
Sweeping the room with her sense, she searches for traps on a limited path between the druid's tunnel and the stairs. Then she climbs up to the next level and pokes her head up for a look around.
OoC: To save time, if Xenia gets a Message spell from someone, she'll whisper back whatever she sees from the stairs of the next level.
Active Effects: Invisibility (5m), Blinking (X/7r)
Position: Just below the landing of the stairs that open onto the next level.
Items Expended: CLW 45/50
Kazak - Ac 32 Hp 174/184 Resist energy-fire 30 pts , Haste Bull str Friday January 2nd, 2009 11:12:52 PM
Watching as Xenia takes the lead then qiuckly dissapears from the dwarfs sight ....." Durgan and me will follow after our new guide .... we'll go slowly ....and wait till she reports back ...."
The dwarven warrior follows after Xenia .... thru the tunnel ..... stopping at the opening to the other room ....." hope she don't take to long " growls Kazak
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer) Bull str - (potion)
Durgan AC 34(35) Hp 212/212 Friday January 2nd, 2009 11:21:17 PM
"Nay, keep the potion brother, I've got me own."
Durgan fidgets waiting at the bottom of the steps for Xenia to return. "This ain't right. Sending her alone like dat. I don't like the waiting. Not our style eh brother?"
Actions:
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 108.5/110 min remaining, 90/110 dmg remaining
Used: 3/4 defensive stance remaining potion of enlarge person
Angus AC 27 HP 66/66 (illegal post) Saturday January 3rd, 2009 9:55:54 AM
Angus keeps one scroll from the Imp and hands the extra to Firn'gaer "I am sure you can use these more effectivly than me."
Upon hearing Xenia's request Angus casts a New Message spell and cancels the old. "You are now hooked up as well girlie."
Angus pulls out his Identify scroll and gets ready to cast it to see what the Mindflayer rod is "What powers are you hiding in there? If I can have a few moments, we may have some additional magic to aid in our fight." Angus squeeks as he checks out the rod.
Mage Armor - 15 hours Resist Energy Fire - 25/1500 rounds Resist Energy Electricty - 24/1500 rounds Resist Energy Cold - 23/1500 rounds Resist Energy Acid - 22/1500 rounds Resist Energy Sonic - 21/1500 rounds Herosim - 20/1500 rounds Protection from Evil - 19/150 rounds Shield - 18/150 rounds Polymorph into a Pixie -17/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 10/150 rounds 7 extra images
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, Saturday January 3rd, 2009 9:59:20 AM
Rash cleans her sword of mindflayer goo while waiting for Xenia's scouting report. "I like that we now have a professional to check for traps."
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: true seeing 42/150 rounds freedom of movement 30/1500 rounds
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Divine favor!, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser!, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum! Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Peerimus AC 33 HP 110/112 and Yorrick AC 30 HP 94/140 Saturday January 3rd, 2009 10:50:32 AM
Peerimus frowns slightly at Xenia, "No that is not what I said at all." Peerimus says no more and leaves her with that. The druid steps back as she begins her scouting, "Be safe." he says as she moves off. Peerimus steps back to Durgan and Kazak, "Have some faith brothers."
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, *Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: *Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: *Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 145.6/150 minutes Protection Fire 145.7/150 minutesPeerimus Freedom of Movement 145.8/150 minutes Protection from Lightning 145.9/150 minutes, Fire Seed Single Acorn 148.6/150 minutes
Peerimus and Yorrick fatiuged. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued
Jurgen [AC: 31 - HP 149/150] 3d8+5=16 ; d8=5 ; 3d8+5=20 ; Sunday January 4th, 2009 4:19:27 PM
With there being nothing for him to do, Jurgen takes a moment to catch his breath. He felt as if he'd been up for days. If there were many more battles before reaching Dar, Jurgen didn't know if he'd be much help. But they didn't have a choice. But the exhaustion meant his sword would be useless. And facing a powerful wizard with magic was never really the choice you wanted. But they didn't deal the cards, they just had to play them.
Seeing some wounds still on Yorrick, Jurgen burns another charge from his wand and casts Cure Serious Wounds on the bear [16 hp, there's a 1 in there, so 20 hp total healed for Yorrick]. If there is another round where doing so wouldn't hold up the group, he adds another cast healing the bear fully [20 more hp]. Then he leans up against one of the walls and all seven of his mirror images do too. Seven very tired paladins all resting on the job. It made Jurgen grin.
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [96ish Minutes] - Resist Fire [741/780 Rounds] - Shield [118/156 Rounds] - Protection from Evil [41/78 Rounds] - Mirror Image x7 [96/110 Rounds] - Exhausted
Spells Cast: 0 x Level 0 - 2 x Level 1 - 3 x Level 2 - 3 x Level 3 - 2 x Level 4 - 2 x Level 5 - 3 x Level 6
Trace (94/104 hp) (ac 29) barkskin, cats grace, haste, flying Sunday January 4th, 2009 6:35:28 PM
(ooc: used one of my csw spells for the cure on angus)
Trace takes this time to reload his quivers with arrows and notches ready for the next willing pin cushion. "I have a suggestion, would 8 hours of rest benifit the wizzard more or us? This is a seige of sorts and not all seiges are done in one day. I have spells that are about to expire that make me the ranger that I am, without them I become less effective. Brakeing for 8 hours, is it a bonus for us or him, if for him we keep charging but if for us then I say we set up defense and rest and recoup."
176/200 ada arrows
Level 1: resist energy(used on trace), delay poison, entangle Level 2: Bark-skin (used on trace), Cats Grace (used on trace) Level 3: water walk, darkvision Level 4: cure serious wounds (used on angus), cure serious wounds barkskin 150min, cats grace 15min, flying 5min, haste 15rounds, resist energy 150 minutes
The Star Mages Tower-second floor round 21 [DMBZ] Sunday January 4th, 2009 9:07:09 PM
Xenia moves up the next set of stairs to scout ahead. While she goes, the rest of the group heals up and waits for word.
Angus would like to identify some of the mindflayer's magic, but he knows the spell takes an hour to cast and so he waits. (I've never liked this rule personally. But I guess we are stuck with Woldian rules.)
Xenia creeps stealthily up the stairs. She feels confident that the room's occupants haven't seen her as they do not visibly react to her presence. A wall of force partially blocks the room, cutting it in half as downstairs. However, this time there are openings on either end(about 15 feet) and in those openings stands a clay golem, one on either side. Xenia sees an object move on the other side of the room, but no creature is present there.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ clay golem 1 AC? Hp ?/? clay golem 2 AC? Hp ?/? other?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the EVOCATION level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations. Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
Map to be emailed shortly. Place yourselves on it as you enter the room.(don't forget to list position in post!)
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. Shoot me an email and I'll put up add-on posts if necessary.
Xenia (AC27, HP86/86) Sunday January 4th, 2009 9:32:57 PM
OoC Question (sent by email too):
"Xenia sees an object move on the other side of the room, but no creature is present there."
Does this mean that the Wall of Force is only partially opaque and that Xenia sees something moving, but can't identify it? Or does it mean that she sees movement in the way that one might detect something invisible without being able to either pinpoint or identify it? Or, does it mean that an object that is not a creature is moving and that Xenia sees it clearly? Unlikely as the last possibility is, if it is true, could you tell me what the object is?
Clarification of this point will determine whether Xenia expends one of her scrolls or not.
Xenia (AC27, HP86/86) Sunday January 4th, 2009 10:47:55 PM
"There's one o' them Clear Walls up here with a Clay Golem Guy on either end of it blocking the way." Over Angus' Message spell, Xenia reports the situation to the sorcerer so that he can relay it on to the others. "There's sump'in on the other side o' that wall too. Can't quite make it out, but maybe we can do sump'in 'bout that."
"Here's the plan, Angus. Have the guys ready to move in at a moment's notice. I'm gonna put on some magic and get behind that wall. When I call ready, then go go go. We'll hit 'em from both sides."
The rogue ducks back down to the level below, applying the appropriate magic before rising back up to execute the plan.
OoC: More, pending clarification from DM.
Rolls and Actions Hide 54 (+20 w/Invisibility) Move Silently 34 Spot 37 Listen 32 Tumble 36 (if necessary to pass either of the golems ??? UMD 33 vs DC of 23 for See Invisibility
Active Effects: Invisibility (50r-from Round 18), Fly (50r-from Round 19), Blinking (7r-from Round 18), See Invisibility ??? (30m from Round 20)
Position: ?
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
The Star Mages Tower-second floor round 21 [DMBZ] Monday January 5th, 2009 9:59:32 AM
OOC- Al, email sent. Hope it helps.
Xenia (AC27, HP86/86) Monday January 5th, 2009 10:27:54 AM
2nd Post:
"Yup. Tell the guys, Angus. Definitely sump'in Invisible over there behind the wall. Tell the rest of the guys, 'kay?"
The rogue pauses to draw a scroll and read the text. Her own hands become visible. She whispers to her boots, and the magic rises her up above the risers of the stairs. Then she whispers to her ring of Blinking again, refreshing its magic.
With all of the magic in place, she rises straight out of the stairs to the level of the ceiling, and then shoots toward the Western opening and the space above the Clay Golem Guy. (With See Invisible on, she reports back to Angus what she sees. When she's in place, she'll likely call for the CoC to attack.)
Rolls and Actions Hide 54 (+20 w/Invisibility) Move Silently 34 Spot 37 Listen 32 UMD 33 vs DC23 for Scroll of See Invisibility Tumble 36 (if necessary to pass the golem)
Active Effects: Invisibility (50r-from Round 18), Fly (50r-from Round 19), Blinking (7r-from Round 20), See Invisibility (30m from Round 20)
Position: Rise directly up from stairs. Travel around the northwest curve of the wall and over Golem C2. If you need a place to put her, but her in Q32 (20ft high)
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
The Star Mages Tower-second floor round 21 [DMBZ] Monday January 5th, 2009 10:40:51 AM
Xenia now sees and can tell the group, that there are three invisible undead spread out behind the wall of force. You suspect they are liches, but it is possible that they are something worse. Xenia's life just became a bit more interesting...
Angus AC 27 HP 66/66 Monday January 5th, 2009 11:50:58 AM
Angus gets word back from Xenia and passes the information along to the group "Xenia come back. Do not take on the undead by yourself."
Angus looks to Rash "Are undead your speciality?"
To the group Angus squeeks "I will haste everyone before we move up to the next level and once we have formulated a plan. I am not sure how the group has tackled invisible undead before? By the way is this Dar character a lich himself?"
Mage Armor - 15 hours Resist Energy Fire - 26/1500 rounds Resist Energy Electricty - 25/1500 rounds Resist Energy Cold - 24/1500 rounds Resist Energy Acid - 23/1500 rounds Resist Energy Sonic - 22/1500 rounds Herosim - 21/1500 rounds Protection from Evil - 20/150 rounds Shield - 19/150 rounds Polymorph into a Pixie -18/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 11/150 rounds 7 extra images
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Peerimus AC 33 HP 110/112 and Yorrick AC 30 HP 94/140 Monday January 5th, 2009 12:24:21 PM
Peerimus hears the relayed messages from Xenia, Not good "More golems and now invisible undead of the highly intelligent spell throwing kind." Peerimus exhales thinking aloud, "By the time we arrive near this Dar wizard, we will only be able to negotiate terms." Peerimus then answers Trace's question from earlier. "Resting for eight hours would allow the spell effects of the fatigue some of us feel to dissapate, but I do not think Dar would sit happily and wait for us to be at our absolute best."
"As to the immediate issue at hand, We have never fought them before and you know more about Dar then we do Angus"
Peerimus lays out a quick battle plan. "Kazak put on the Scarab of Golembane I gave you. You'll have to swap out your necklace spot but you get to ignore the golem DR. Durgan has a Adamantine hammer already. You two take on the golem on the right. Yorrick and I will take out the left one."
"Leaving everyone else to go get the three undead. We quickly move to the middle of the Force wall [I/J/K row 25] and make the golems come to us. It will also force the undead to come to one of the gaps to do anything."
"Angus and Firngear, you should both try and dispel the undead's first attempt. Trace, Fill one full of holes with the best stuff you have. Xenia I would point you and Rash at the one Trace shoots. Gang up and quickly drop one at a time. Anyone got Glitterdust to make our undead friends Visible and I will be shifting to engage the golems and thus unable to call out further actions. Trace will take the battlefield coordination."
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, *Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: *Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: *Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 145.1/150 minutes Protection Fire 145.2/150 minutesPeerimus Freedom of Movement 145.3/150 minutes Protection from Lightning 145.4/150 minutes, Fire Seed Single Acorn 148.5/150 minutes
Peerimus and Yorrick fatiuged. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, Monday January 5th, 2009 1:48:44 PM
Rash fingers her holy symbol and comments "I can give turning the Undead a shot and see hwo they react before chopping them to bits. It could make things easier if if get one lich to back down."
Rash then tilts her head "I will also cast Holy aura once we get past the golems to give us even more advantage against the liches."
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: true seeing 43/150 rounds freedom of movement 31/1500 rounds
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Divine favor!, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser!, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum! Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Durgan AC 34(35) Hp 221/212 d8+3=9 ; Monday January 5th, 2009 5:05:36 PM
"Durgan nods his head while Peerimus speaks. "Aye the one on the right. It won't last long with me and me brudder pounding on it."
Actions: switch weapons to warhammer drink potion of aid
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 108.4/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid
Kazak - Ac 30 Hp 174/184 Resist energy-fire 30 pts , Haste Bull str , Monday January 5th, 2009 8:58:15 PM
Quickly switching the amulet for the scarab of golem bane .. that Peerimus had previously loaned him ....then steps next to Durgan ......
"Peerimus ... remember that mad cleric Quinn dat was wit us .... well when he left he gave several of us imbued magic spells .... " as a grin spreads across the dwarven warrior face .. " well one of dem was to help hide from dem undead .... not sure if it just effects me or if i can use it on all of us ....i'll think its time we used it ""
Wriggling a light brown gem from a pocket .... " i got dis from da dragon hoard .... an extra helping hand when we start battlin dem undead ... .... give em another target to worry bout " (elemental gem (earth))
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer) Bull str - (potion) Scarab of golem bane
Jurgen [AC: 31 - HP 149/150] Monday January 5th, 2009 9:59:16 PM
"Can we, please, for the love of Domi, stop using his name? Gargul's servant wouldn't speak his name for fear of giving power. Just because we don't know of the magic, doesn't mean it doesn't exist..." Jurgen looks frustrated. "As for waiting eight hours, I doubt that any of the wizards involved would allow such a thing. EVerything could be over by then."
He sheathes his sword and prepares to start flinging spells the second the Children start moving.
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [96ish Minutes] - Resist Fire [740/780 Rounds] - Shield [117/156 Rounds] - Protection from Evil [40/78 Rounds] - Mirror Image x7 [95/110 Rounds] - Exhausted
Spells Cast: 0 x Level 0 - 2 x Level 1 - 3 x Level 2 - 3 x Level 3 - 2 x Level 4 - 2 x Level 5 - 3 x Level 6
The Star Mages Tower-fourth floor round 23 [DMBZ] Monday January 5th, 2009 10:07:38 PM
OOC- used up two round for spell and item prep, plus moving.
Xenia prepares some magic as she finishes scouting. Then she moves into position, anticipating the battle to come.
Angus casts a haste on the group. (except Xenia)
Peerimus comes up with a plan, to meet in the middle, and take out the foes quickly, one at a time.
The rest of the group readies to go...
The group moves into positions and your opponents react. See map for current positions(holler if you feel misplaced) and don't forget the liches are invisible(for those who can't see them).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the EVOCATION level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations. Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
Map to be emailed shortly.
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. Shoot me an email and I'll put up add-on posts if necessary.
Firn'gaer - AC17, HP 61/97; See Invisibility, SR18, Tongues, STR 3, DEX 12 Monday January 5th, 2009 10:19:59 PM
"I really hate undead, especially liches. I can counter if needed. We should close off one of the golems so we only need to deal with one at a time."
Firn'gaer will cast Invisibility before moving up to the next level. When he gets up to the next level, he will use his Arcane Sight to as quick as possible to locate the powerful magic on the level.
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
Xenia (AC27, HP86/86) Monday January 5th, 2009 10:52:12 PM
More deaders. These look older. They got an evil edge, like the mummies from the tomb of Atmahlanto on the plains with the Mira and the Plateau City group. Must be the older they are the more time they have to suck up evil or sump'in.
The thoughts run through the rogue's head as she looks down from the shadows near the ceiling. The liches, though, in their weerdo way, remind her of Wynn and the Shields. Her even white teeth bite at her full dark lips as she worries over how they're doing in the Under City of the Big Float. She'd been taken away at a bad time.
Focus, girl!
These deaders have that way bad magicker look about them. Xenia reaches back to her haversack and calls two items to the top as the battle unfolds on the other side of the Wall of Force. A wand and a scroll in her hands, she prepares to hit the Way Bad Looking Deader Guys.
Rolls and Actions Hide 54 (+20 w/Invisibility) Move Silently 34 Standard Action: Draw scroll Move Equivalent: Draw Wand
Active Effects: Invisibility (50r-from Round 18), Fly (50r-from Round 19), Blinking (7r-from Round 20), See Invisibility (30m from Round 20)
Position: Q32 (20ft high - No Move)
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Trace (94/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty Tuesday January 6th, 2009 12:52:27 AM
Trace gets ready to fly up stairs and concentrate on the left. He waits for the call to move.
Level 1: resist energy(used on trace), delay poison, entangle Level 2: Bark-skin (used on trace), Cats Grace (used on trace) Level 3: water walk, darkvision Level 4: cure serious wounds (used on angus), cure serious wounds barkskin 150min, cats grace 15min, flying 5min, haste 15rounds(renewed before the lich floor), resist energy 150 minutes
Peerimus AC 34 HP 110/112 and Yorrick AC 31 HP 166/166 d20+20=22 ; d20+22=24 ; d20+22=24 ; d20+22=35 ; d20+20=30 ; 3d6+15=28 ; 3d6+15=21 ; 3d6+15=31 ; 3d6+8=14 ; d6=2 ; d6=4 ; d6=1 ; d20+32=33 ; Tuesday January 6th, 2009 6:55:27 AM
Peerimus winces slightly at Jurgen's comment, "Yes you are right of course Jurgen." the haste spell is cast and Peerimus nods, "we are away then." and he and Yorrick move quickly up the stairs and towards the wall. The golems react and close in. Peerimus casts defensively and places an Animal Growth on Yorrick. [Def cast 22 success].
Yorrick, now Huge, rends the clay golem limb from limb. [Hit AC 24/24/35/30 Dmg 27/20/30/13 Fire 2/6/1 Grapple 33. Yorrick's Def Grapple is 42]
each animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change.
The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws.
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, *Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: *Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: *Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: *Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 145.1/150 minutes Protection Fire 145.2/150 minutesPeerimus Freedom of Movement 145.3/150 minutes Protection from Lightning 145.4/150 minutes, Fire Seed Single Acorn 148.5/150 minutes
Peerimus and Yorrick fatiuged. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued
Angus AC 27 HP 66/66 Tuesday January 6th, 2009 8:46:04 AM
Angus looks at Jurgen and squeeks "Whos name are we taking in vain? If it is me I do not want to do it again again and bring down any potential wrath on the group."
Angus casts the haste on the group and then moves forward with them, but he and his 7 images hang back and up about 20 feet.
Angus readies a greater dispel magic for immediate use.
Angus looks (see invisible) for the nasty undead that Xenia mentioned and for Xenia herself so they she does not get caught up in any of Angus's spells.
Mage Armor - 15 hours Resist Energy Fire - 28/1500 rounds Resist Energy Electricty - 27/1500 rounds Resist Energy Cold - 26/1500 rounds Resist Energy Acid - 25/1500 rounds Resist Energy Sonic - 24/1500 rounds Herosim - 23/1500 rounds Protection from Evil - 22/150 rounds Shield - 21/150 rounds Polymorph into a Pixie -20/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 13/150 rounds 7 extra images Haste on all (but Xenia) - 2/15
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Xenia (AC27, HP86/86) Tuesday January 6th, 2009 9:32:17 AM
OoC: LOL. The hazards of being unseeable. Angus, if you want to see Xenia, you'll have to beat a Spot check of DC34. But, I'll keep in mind that you can't see her.
Angus AC 27 HP 66/66 Tuesday January 6th, 2009 9:57:34 AM
OOC: I knew better than to even try a spot check! Just attempting to make it known for everyone else. Angus has fought with Xenia many times and he know she has an excellent reflex save it times get tough.....
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, Tuesday January 6th, 2009 10:00:44 AM
Rash likes the feel of the haste spell, but is not ready for combat yet as she has her Holy Aura spell ready, but wants to get closer to the Liches before casting.
"Just a bit closer." Rash says to her comrades as she follows the ground pounders forward.
Rash will wait for one of the Golems to fall and then rush forward to cast her spell.
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: true seeing 45/150 rounds freedom of movement 33/1500 rounds
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Divine favor!, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser!, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum! Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Xenia (AC27, HP86/86) Tuesday January 6th, 2009 10:09:23 AM
OoC: Yeah. Drop a fireball on Xenia, and I think she'll be fine.
Kazak - Ac 30 Hp 174/184 Resist energy-fire 30 pts , Haste Bull str , Tuesday January 6th, 2009 5:30:56 PM
Standing ready next to Dirgan ... " i'll take da right side you take da left side of our golem .....dis way one of us can always flank da clay beatie .." growls Kazak
The dwarven warrior follows his brothers lead .... working in tandem ..... taking his cues as they had trained as kids
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer) Bull str - (potion) Scarab of golem bane
Jurgen [AC: 31 - HP 149/150] 3d8+5=11 ; d8=4 ; Tuesday January 6th, 2009 7:24:17 PM
"The wizard whom we chase, Angus..." Jurgen leaves it at that and moves with the group. In his exhausted state, is unable to do any attacks of worth on the golems. And, as the liches are invisible, he isn't much use at all in combat.
Instead, Jurgen readies his wand. When Durgan, Kazak, or Yorrick get hit, he will cast Cure Serious Wounds and heal them [14 hp].
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [96ish Minutes] - Resist Fire [738/780 Rounds] - Shield [115/156 Rounds] - Protection from Evil [38/78 Rounds] - Mirror Image x7 [93/110 Rounds] - Haste [13/15] - Exhausted
Spells Cast: 0 x Level 0 - 2 x Level 1 - 3 x Level 2 - 3 x Level 3 - 2 x Level 4 - 2 x Level 5 - 3 x Level 6
Firn'gaer - AC17, HP 61/97; See Invisibility, SR18, Tongues d20+14=34 ; d20+20=27 ; Tuesday January 6th, 2009 8:08:46 PM
Firn'gaer moves to D18 and targets L1 with a Black Tentacles [D/E 32/33]. Hopefully, this will keep that lich occupied while we deal with the others.
Black Tentacles (12/12) (SR check DC34): Grapple DC 27
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
Durgan AC 35(36) Hp 221/212 d20+24=31 ; d8+7=9 ; Tuesday January 6th, 2009 11:03:11 PM
"Aye, brother. You aim high and I'll aim low!" for those who are not familiar with dwarven jargon, aim high means 'above the knees' and aim low means 'below the knees'.
Actions: move to flanking position on golem (O22) attack with adamantine hammer, hit AC 31, dmg = 9
Active Effects: message -hours dodge feat on clay golem(C2) stoneskin -DR 10/adamantine, 108.2/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 29/30 rounds remaining haste - +1 attack, +1 dodge AC, +1 reflex saves, +30 speed, +1 attack, -1/? rounds remaining
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid
The Star Mages Tower-fourth floor round 23 [DMBZ] d20+19=21 ; d20+15=20 ; d20+15=18 ; d20+15=23 ; 10d6=43 ; 10d6=34 ; Tuesday January 6th, 2009 11:45:13 PM
Firn'gaer cast invisibility on himself before moving up to this floor, and uses his arcane sight to look around. He notices the expected remains of the work of apprentices, the wall, and strong auras on his companions. Once on the floor, Firn'gaer moves and opens the first attack against the liches with a black tentacles spell.
Xenia retrieves some items, ready for use. She still isn't sure if the liches can see her or if they ar just ignoring her.
Trace moves into position, and waits for a target he can take care of to present itself.
Peerimus enhances Yorrick, and then the bear ponds away at the golem in front of them.
Angus readies a dispel, knowing it will be needed soon.
Rash moves into position, ready to help as best she can.
Kazak makes rady to lay into the golem.
Jurgen readies a wand of healing to aid whoever is hit first in combat.
Durgan adjusts his position, and hits the golem once.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ clay golem1 tries to break free of the Yorrick's powerful grip. grapple = 21(rolled a 2!). The golem is grappled for now...
clay golem2 attacks the dwarves. both golems are moving more swiftly now, enhanced by the haste that powers them in combat. Attack Kazak - hit AC 20, 18, 23
lich2 casts a disintegrate spell at the wall of force and brings it down. The other two liches seem to smile if that is possible and cast spells of their own.
lich1 is unable to break free of the tentacles and begins launching spells from where it is. It casts a fireball, blanketing(pun) the room. (Firn'gaer -starting next post, the lich will have to make concentration checks based on grapple damage. ?will research.)
lich3 also casts fireball, trying to catch as many of the heroes as possible.
REFLEX SAVES fireballs centered J/K 22/23 -Angus give me a dispel check to try and get the first one unless waiting for another spell. save DC= 18, Damage 1= 43, damage 2= 34 Peerimus, Yorrick, Jurgen, Rash, Kazak, Durgan -2 saves each!
The liches speak, one of them, or maybe all three in unison, it's hard to tell. "Do you think you will be the first adventurers we have destroyed? NO. And you won't be the last either. Even if you win, our Phylacteries remain..."
Now that you can see them clearly, you can tell the liches have at least one enchantment still remaining, as each of them has numerous images. The invisibility is gone.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the EVOCATION level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations. Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
Map to be emailed shortly.
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. Shoot me an email and I'll put up add-on posts if necessary.
Trace (94/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty d20+28=40 ; d20+28=46 ; d20+23=25 ; d20+18=36 ; d8+7=13 ; d8+7=10 ; d8+7=11 ; d8+7=8 ; 2d6=11 ; 2d6=8 ; 2d6=6 ; 2d6=3 ; Wednesday January 7th, 2009 1:36:28 AM
Trace seeing the Lich's come into view, lets go four arrows at lich 1
hit ac 40 13 hps 11 holy = 24 hit ac 46 10 hps 08 holy = 18 hit ac 25 11 hps 06 holy = 17 hit ac 36 08 hps 03 holy = 11
total dmg = 70 hps
Level 1: resist energy(used on trace), delay poison, entangle Level 2: Bark-skin (used on trace), Cats Grace (used on trace) Level 3: water walk, darkvision Level 4: cure serious wounds (used on angus), cure serious wounds barkskin 150min, cats grace 15min, flying 5min, haste 15rounds(renewed before the lich floor), resist energy 150 minutes
Posting Report For 21 December - 1 January [DM SteveK] Wednesday January 7th, 2009 8:04:50 AM
I'm calling the last two weeks a wash and not doing an official report.
Reports will start again next week.
Welcome back and have fun with all the monsters! :-)
Firn'gaer - AC17, HP 61/97; See Invisibility, SR18, Tongues d20+20=39 ; Wednesday January 7th, 2009 9:03:09 AM
[OOC - The spell the lich is casting must have no Somatic components, the material components are in his hands, and makes a Concentration check DC20+spell level, the lich must be break free of the grapple before being able to cast a spell.
Lhari, follow my lead. Put a Wall of Force at 45-ft going from wall to wall blocking off the three liches. I'm putting one first at 50-ft. Force them to use all disintegrate spells on the walls instead of us.
Firn'gaer casts a wall of force from B28 to R28, then afterwards Lhari casts his own from B27 to R27.
Lhari (4/6)
Black Tentacles (11/12): Grapple against L1 - DC39 Wall of Force (Lhari - 13/13) Wall of Force (Firn'gaer - 14/14)
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, Wednesday January 7th, 2009 9:23:06 AM
OOC: What is the DC reflex save for the fireball spells?
Do the new Wall of Forces go floor to ceiling?
Xenia (AC27, HP86/86) Wednesday January 7th, 2009 9:27:41 AM
Walls come down.
Walls go up.
The rogue's sharp eyes assess the situation. Cut off.
With the Magic Deaders now visible, there's no longer a need for the scroll. She reaches back and slips it once again into her haversack. The others are safe from these weerdo guy for the moment. She makes a beeline for the stairwell to the next level. Nothing much she can do here without getting killed down. Might as well take a peek upstairs.
Xenia reaches the stairs and begins to rise up.
Rolls and Actions Hide 54 (+20 w/Invisibility, also taking -5 penalty for full movement) Move Silently 34 (Taking -5 penalty for full movement) Standard Action: Replace scroll
Active Effects: Invisibility (End r68), Fly (End r69), Blinking (End r27), See Invisibility (End r320)
Position: J39 (20ft high ??? - 60ft move)
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Question: Is there a stairwell that provides cover for Xenia from the sight of the liches? An alternate way of asking the question may be, how thick are the floors?
Angus AC 27 HP 66/66 d20+24=38 ; d20+15=34 ; d20+13=25 ; d20+24=30 ; Wednesday January 7th, 2009 9:33:52 AM
Angus casts his readied greater dispel magic in response to the first fireball being cast.
spellcraft check 38
Greater Dispel magic counter spell check 34
Angus is relived that the fireball is countered as he and his 7 images give a big sigh and then the second fireball explodes.
Reflex save 25 ***** What is the DC of the Save ********
Angus is doublely relived that he invested in a ring of evasion and cast resist fire on himself.
OOC: I beleive that Angus will take no damage from the second fireball
Angus watches as his new gnome friend cast two wall of forces and is aided by his acrane sight spell as well.
spellcraft check 30
"Nice trick there. Two walls in short order."
Angus will ready another greater dispel magic, but will not dispel a disentegrate that is targeted at the wall of forces.
Mage Armor - 15 hours Resist Energy Fire - 29/1500 rounds Resist Energy Electricty - 28/1500 rounds Resist Energy Cold - 27/1500 rounds Resist Energy Acid - 26/1500 rounds Resist Energy Sonic - 25/1500 rounds Herosim - 24/1500 rounds Protection from Evil - 23/150 rounds Shield - 22/150 rounds Polymorph into a Pixie -21/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 14/150 rounds 7 extra images Haste on all (but Xenia) - 3/15
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Rash Trinka ac 37 113/130 hps freedom of movement, true seeing d20+13=24 ; Wednesday January 7th, 2009 10:36:02 AM
Rash sees the fireball coming and gets out of the way the best she can.
Reflex save 24
Damage 17
Rash decides she needs to pump up her friends a bit more and cast prayer on the level.
OOC: The Liches & Xenia are in the effect, but behind the wall of force. Your call if they are effected by the prayer spell.
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: true seeing 46/150 rounds freedom of movement 34/1500 rounds Haste from Angus 3/15 rounds Prayer on the group 1/15 rounds.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Divine favor!, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser!, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer!, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum! Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Firn'gaer - AC17, HP 61/97; See Invisibility, SR18, Tongues Wednesday January 7th, 2009 1:13:01 PM
OOC - the walls of force are only 10-ft high.
The Star Mages Tower-fourth floor round 23 [DMBZ] Wednesday January 7th, 2009 2:41:39 PM
OOC- SORRY! It was late when I posted. Save DC for the fireballs is 18
With all of these counterspells going on, would all spellcasters please list current caster level in next post?
Kazak - Ac 30 Hp 174/184 Resist energy-fire 30 pts , Haste Bull str , d20+11=26 ; d20+27=39 ; d20+22=33 ; d20+17=20 ; d20+27=38 ; d10+13=23 ; d10+13=14 ; d10+13=23 ; Wednesday January 7th, 2009 4:30:42 PM
Shrugging off the worst effects of the fireball blast (d20+11=26 reflex save).... shaking off even the wisps of flames that dance around him (Resist energy-fire-30 pts) ....the dwarven warrior raises the Mighty stone sword of Turak Nor..... lashing out at the clay beast between him and Durgan .....
"Finish dis clay beastie off " growls Kazak to his older brother .... as he manuvers for another attack ...
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer) Bull str - (potion) Scarab of golem bane
Peerimus AC 34 HP 110/112 and Yorrick AC 31 HP 166/166 d20+32=35 ; d20+32=41 ; d20+32=44 ; d20+32=47 ; 3d6+15=20 ; 3d6+15=27 ; 3d6+8=16 ; d20+13=22 ; d20+13=16 ; d20+8=14 ; d20+3=15 ; 2d6+16=28 ; 2d6+16=24 ; 2d6+16=27 ; 2d6+16=27 ; d20+12=31 d20+11=27 Wednesday January 7th, 2009 7:18:15 PM
Yorrick pins and then continues to destroy the golem [Grapple 35 wins vs Golem 10+19=29 Grapple for Dmg 41/44/47 Dmg 20/27/16
Peerimus Slams his staff into the now pinned golem. Pinned Golem AC is 4 easier to hit PA 5 Hit AC 22/16/14/15 Dmg 28/24/27/27
The fireball explodes and neither the druid nor the great bear seem to take notice. The golems would be done soon and it seemed Firngear was taking a different tact with the liches. Peerimus left it to him and the others, once this was finished, he would go after the liche in the tentacle field.
Both have Protection from fire. Reflex Peerimus 31 Dmg 17 Reflex Yorrick 27 Dmg 17
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, *Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: *Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: *Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: *Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 145.0/150 minutes Yorrick and Peerimus Protection Fire 145.1/150 minutes 133/150HP Peerimus Freedom of Movement 145.2/150 minutes Protection from Lightning 145.3/150 minutes, Fire Seed Single Acorn 148.4/150 minutes
Peerimus and Yorrick fatiuged. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued
Jurgen [AC: 31 - HP 149/150] d20+14=24 ; 3d8+5=16 ; d20+7=21 ; 2d6+16=28 ; Wednesday January 7th, 2009 10:05:24 PM
Jurgen manages to see the fireball, long before it arrives. And even in his exhausted state, completely avoids the flames [Reflex Save vs DC 18 - d20+14=24 (-3 for exhaustion) = 21. Improved Evasion with familiar for no damage]. The eight figures of Jurgen all dancing around the fire are quite a sight to see.
(Rolled a cure for Firn'gaer, except I didn't realize where the wizard was. Scratch the 3d8 then.)
With the liches exposing themself to his eyes, Jurgen turns towards them [L2 really] and raises his tattooed hands and they glow white. "I BANISH YOU IN THE NAME OF DOMI!" [Turn Undead - Turning Check: d20+7=21. Highest Hit Dice Affected: 12 [Protecter 9 + 3]. Total Hit Dice Affected: 2d6+16=28 [Protector 9 + Charisma 7]]. The move was a long shot, considering how powerful a lich was, but maybe one of them would run. As it stood, Jurgen was starting to feel utterly useless in this battle.
Durgan AC 35(36) Hp 204/212 d20+24=29 ; d3=2 ; d20+24=32 ; d20+19=20 ; d20+14=23 ; d8+7=10 ; d8+7=12 ; d8+7=9 ; Wednesday January 7th, 2009 10:18:14 PM
"You got it brother." Durgan attacks the golem, glad his companions have the liches tied up for the moment.
Actions: reflex saves- 14, 26(took 17 half) full attack- hit AC 29, 32, miss, 23. Damage: 10, 12, 9
Active Effects: message -hours dodge feat on clay golem(C2) stoneskin -DR 10/adamantine, 108.2/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 29/30 rounds remaining haste - +1 attack, +1 dodge AC, +1 reflex saves, +30 speed, +1 attack, -1/? rounds remaining
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid
The Star Mages Tower-fourth floor round 24 [DMBZ] d4=1 ; d20+15=32 ; d20+10=14 ; Wednesday January 7th, 2009 10:53:27 PM
Trace lets fly at lich 1, blasting it with four arrows. and four images disappear. There are none left, but the lich is not hit, yet.
Firn'gaer drops two walls of force with Lhari's aid, blocking off the liches for the moment.
Xenia takes a quick peek upstairs. She finds the floor empty except for a single creature. Some sort of angelic creature is kneeling upon the floor. Xenia is unsure whether it is dead or alive or imprisioned from this range, as its' head is at rest on its' chest.
Angus stops the first fireball, and is relieved that his protection shielded him from the second.
Rash escapes the fireball with only half damage, then casts a prayer spell on the group. Rash, Jurgen, Peerimus, Yorrick, Durgan, Kazak, and Angus are in range. Everyone else is not.(40ft) prayer provides +1 luck to attack, damage, saves, and skill checks.
Kazak attacks the golem, hitting several times.
Peerimus and Yorrick take down the first golem, reducing it to a pile of rubble.
Durgan then finishes off the golem on the right.
Jurgen manages to aviod the worst of the fireball's flames, and then tries to turn the liches with Domi's holy power unleashed against them. He nearly catches one of them, but not quite.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The liches make no immediate move to take down the walls, and instead opt for patience. They all cast spells, looking to improve their lot before combat continues. L1 casts dispel at the tentacles (concentrate 32), 14, miss. L2 casts :). DM note, no cheatin' Highlight to display spoiler: {haste on 2 and 3 } L3 casts :) DM note no cheatin' Highlight to display spoiler: {spectral hand }
clay golem 1 AC? Hp -50+/? down clay golem 2 AC? Hp -100/? down lich1 AC23 Hp? lich2 AC? Hp? mirror image lich3 AC? Hp? mirror image
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description- Ceilings are 20 feet high unless otherwise noted. The Tower rooms are all large single rooms with stairs going up on one side and down on the other side. The rooms are full- they contain classroom space, lab space, and areas for practicing spells. There is furniture, spellcasting supplies and a number of item creation projects(by apprentices)in numerous states of completion. As Firn'gaer can tell you, each floor of the Tower has an affinity with one school of magic. On that floor all arcane spells of that school gain +2 caster level, while all other schools gain -2 caster level. The various teleport spells do not function within the Tower. Summoning is restricted and requires a DC 25 caster level check. The spell is lost if the check is not passed. You are currently entering the EVOCATION level.
OOC- We are in combat rounds! (and may be for awhile), please list all the usual info in posts. Please list condensed spell lists, mark rounds off spell durations. Please list all active spells, and give me DCs(and other useful info) in posts when casting spells. These are just reminders I know you guys are good with this stuff.
Map to be emailed shortly.
For those who were unable to get to the Catacombs till now, you will have to consider the Catacombs 'closed' until the end of the module.
I'm human, I miss stuff. Shoot me an email and I'll put up add-on posts if necessary.
Xenia (AC27, HP86/86) Thursday January 8th, 2009 8:51:10 AM
"Angus, I took a little sneaky peek. Next level up is clear. Just this one lone Angely sorta Holy Diviney sorta guy, girl, whatever. Looks dead, or maybe sleeping or sump'in. I'm gonna leave it where it is. Coming back. Tell the others."
Flipping upside down in midair, the rogue takes stock of the situation below. The golems are down. Time to take things to the weerdo deaders. She unfurls the scroll and reads. As the scroll crumbles to dust in her hand, a sphere of Silence emanates from the fetching of one of the arrows that pokes out of her magic quiver.
Dropping down from above, the slim dark girl glides silently through the shadows of the wall, jumping from there to the shadows that surround the eastern most deader. With her, she brings the magic Silence that covers deader number two and deader number three.
Note: Consider the point of emanation for the Silence to be Intersection M&N/32&33. Should be enough to cover liches 2 and 3.
Rolls and Actions Hide 59 (+20 w/Invisibility) UMD 33 vs DC23 for Scroll of Silence
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69), Blinking (End r27)
Position: M33 (5ft high - 60ft move)
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Peerimus AC 34 HP 110/112 and Yorrick AC 31 HP 166/166 d20+14=15 ; Thursday January 8th, 2009 9:05:44 AM
One down and Peerimus pats Yorrick. "Wait for our dwarven brothers to move on the liche and go with them. [Handle Animal Stay auto success] Yorrick grunts and trains his attention to the two creatures a few dozen feet away.
Peerimus moves Into the tentacle field after the liche. The Spell slipping and sliding off him like water, thanks to the Freedom of Movement spell. His attack, though, leaves much to be desired. Like impact. The magic staff whistles harmlessly past the liche and causes a small curse to come from Peerimus.
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(2) Barkskin, (1) Resist Energy, Bull Strength, *Lesser Restoration, Heat Metal, *Warp wood 7-Level 3: (2) CMW, **(2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, *Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: *Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: *Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: *Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Yorrick and Peerimus Bakskin duration 144.9/150 minutes Yorrick and Peerimus Protection Fire 144.0/150 minutes 133/150HP Peerimus Freedom of Movement 145.1/150 minutes Protection from Lightning 145.2/150 minutes, Fire Seed Single Acorn 148.3/150 minutes
Peerimus and Yorrick fatiuged. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued
Rash Trinka ac 37 113/130 hps freedom of movement, true seeing d20=5 ; 2d6+15=23 ; Thursday January 8th, 2009 12:05:36 PM
Rash is used to using her sword, but she is a cleric and these are abominations, so she will give it one try.
Rash steps after Peerimus and presents her Holy symbol boldly so that lich 2 can see it clearly. "Be gone you unnatural slime."
Turn check 6 (13 levels of undead) turn damage 23
Rash is very out of practice at turning undead, especially ones this tough.
Rash lets the holy symbol fall back to her chest and draws her sword as she prepares to follow Perrimus into the tentacles.
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: true seeing 46/150 rounds freedom of movement 35/1500 rounds Haste from Angus 4/15 rounds Prayer on the group 2/15 rounds.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Divine favor!, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser!, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer!, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement! Fifth:Flame Strike*, Righteous Might!, Quickened Divine favor!, Summon Monster 5, True Seeing!, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum! Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Angus AC 27 HP 66/66 d20+24=36 ; d3=3 ; d20+24=35 ; d20+24=28 ; Thursday January 8th, 2009 12:17:59 PM
Angus is watching the Liches carefully ready to dispel nasty magic.
Spellcraft 36, 35, 28
Angus is pretty sure the spells the liches tried to cast and is not too concerned, yet.
Angus yell/squeeks out about Xenia's find of the potentially dead angel creature "Xenia found a potentially dead angel creature on the floor above."
Angus moves forward and drops down to be just below the level of the Wall of Force as he is going to use it as cover.
Mage Armor - 15 hours Resist Energy Fire - 30/1500 rounds Resist Energy Electricty - 29/1500 rounds Resist Energy Cold - 27/1500 rounds Resist Energy Acid - 27/1500 rounds Resist Energy Sonic - 26/1500 rounds Herosim - 25/1500 rounds Protection from Evil - 24/150 rounds Shield - 23/150 rounds Polymorph into a Pixie -22/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 15/150 rounds 7 extra images Haste on all (but Xenia) - 4/15
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
The Star Mages Tower-fourth floor round 24 [DMBZ] Thursday January 8th, 2009 3:34:22 PM
OOC- Peerimus and Rash, the walls were not taken down yet, and you did not list how you got over them.