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.
Jurgen [AC: 31 - HP 149/150] d20+19=25 ; d20+19=27 ; d3=3 ; d20+19=30 ; d20+7=16 ; Thursday January 8th, 2009 7:31:37 PM
Jurgen watches the liches cast and catches their spells, not terribly concerned [Spellcraft Checks - d20+19=25 ; d20+19=27 ; d3=3 ; d20+19=30]. "Watch for the Spectral Hand. Shouldn't be hard to destroy, but it'll bother them."
Then he turns towards the liches who are safe behind their wall. And smiles. He raises his hands to his right, bringing 275 pounds of clay golem up and moving it over the wall of force towards L1. "You should have run when you had the chance... Rest assured, we will kill you today. And if you think we can't find your phylacteries, you are fools. Surrender now and perhaps Gargul will be forgiving..."
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [96ish Minutes] - Resist Fire [736/780 Rounds] - Shield [113/156 Rounds] - Protection from Evil [36/78 Rounds] - Mirror Image x7 [91/110 Rounds] - Haste [11/15] - Exhausted
Spells Cast: 0 x Level 0 - 2 x Level 1 - 3 x Level 2 - 3 x Level 3 - 2 x Level 4 - 3 x Level 5 - 3 x Level 6
Kazak - Ac 30 Hp 174/184 Resist energy-fire 30 pts , Haste Bull str , d20+27=39 ; d10+13=22 ; Thursday January 8th, 2009 8:20:15 PM
As Durgan drops the clay golem ....... the younger dwarf starts foward around the wall of force and towards the lichs ....but making sure he and Durgan move together ... " come on bro ... lets get moving and get da other lichy thingy ..... can't let Peerimus and da bear have all da fun "
If the duo of dwarves can reach their target then Kazak takes a swipe as the get within range ......
1st swing d20+27=39 damage d10+13=22 !!
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer) Bull str - (potion) Scarab of golem bane
Rash Trinka ac 37 113/130 hps freedom of movement, true seeing, fly Thursday January 8th, 2009 9:26:03 PM
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon OOC Thanks Jim! I am back and will take it from here. Since Rash couldn't do here undead turn thanks to the wall of force, I will repost.
Rash scowls at the wall which is blocking her from attacking the undead abominations on the other side. She needs to get past it and casts her fly spell to get above it. Her feet lift off the ground and she raises herself up but keeps the wall between her and her foes for this round. (Rash climbs 5 and moves to J25 avoiding the clay golems if they are still up and moving
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. Fly 1/150
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, CL14; See Invisibility, SR18, Tongues d20+20=26 ; Thursday January 8th, 2009 9:43:34 PM
Firn'gaer will give Fly to someone if they need help to get over the walls.
"Lhari, place a wall of force to separate the Liches 2 and 3." [Wall of Force splits L/M] He says low. "I'm boxing off the liches. Focus on L2 or L3."
Lhari (2/6)
Black Tentacles (10/12): Grapple against L1 - DC26 Wall of Force (Lhari - 12/13) Wall of Force (Firn'gaer - 13/14)
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
Firn'gaer - AC17, HP 61/97, CL14; See Invisibility, SR18, Tongues Thursday January 8th, 2009 9:47:35 PM
Forgot to add Lhari's second Wall of Force to the Spell list.
Wall of Force (Lhari 13/13)
Durgan AC 35(36) Hp 204/212 Thursday January 8th, 2009 10:34:24 PM
Durgan starts fumbling in his sack for a couple of potions. "Durned wizards. Whatever happened to walk up and bash em fights eh? Here brother, take this potion if ye want it, it will get us over these walls and back into the action."
Actions: retrieve levitate potions from Haversack, drink one and hand one to Kazak if he wants it. moved to L25
Active Effects: message -hours dodge feat on clay golem(C2) stoneskin -DR 10/adamantine, 108.1/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 28/30 rounds remaining haste - +1 attack, +1 dodge AC, +1 reflex saves, +30 speed, +1 attack, 12/14? rounds remaining levitate- 30/30 rounds remaining
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate(2?)
The Star Mages Tower-fourth floor round 25 [DMBZ] d20+10=16 ; d20+5=12 ; Thursday January 8th, 2009 11:11:47 PM
Peerimus and Yorrick prepare to attack one of the liches, but have not yet crossed the walls of force to get there. They are also exhausted again, after combat with the golem.
Rash tries to turn the undead abominations, but she does not channel enough divine energy for success this time. (The wall does not block the turning, the check just wasn't high enough.) She readies to cast a spell next round to get over the wall.
Angus stays his dispel, not fearing the minor enchantments employed by the liches. Angus moves up and stays behind the wall of force, ready to go when everyone else is.
Jurgen also identifies the spells cast by the liches, then casts one of his own. He uses telekinesis to pick up a pile of the clay golems' body and starts to move it towards the liches, ready to drop it on them.
Kazak moves up to the wall, waiting for a chance to get over it.
Firn'gaer offers to cast fly to help someone over the wall. While he waits, he has Lhari add another wall, further separating the liches.
Durgan retrieves some potions so he and his brother can get at the liches.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L2 tries to dispel the tentacles. (since the new wall covers floor to ceiling, I'm ruling that one is cut off from the silence.) check= 16 miss. L1 tries to get free, but is unable to escape the tentacles. L3 seems to sigh and shrug its' shoulders at the invasion of the silence. It moves up to the wall in front of it and levitates a few feet off the floor, ready to go over the wall next round.
clay golem 1 AC? Hp -50+/? down clay golem 2 AC? Hp -100/? down lich1 AC23 Hp? grappled -DM note: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 grapple does not need to be broken if the above are met. lich2 AC? Hp? mirror image, ? lich3 AC? Hp? mirror image, spectral hand, levitate
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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=43 ; d20+28=40 ; d20+23=43 ; d20+23=43 ; d20+18=34 ; d8+7=13 ; d8+7=15 ; 3d8+7=25 ; d8+7=8 ; 2d6=9 ; 2d6=3 ; 2d6=10 ; 2d6=6 ; Friday January 9th, 2009 12:23:30 AM
(ooc: tried to post but could not last night will show two rounds of arrows if able to accept)
Trace in the last round floated skyward above the walls.
this round
Trace fires four arrows at the next closest lich
hit ac 43 13 hps 09 holy = 22 hps hit ac 40 15 hps 03 holy = 18 hps hit ac 43 crit 25 hps 10 holy = 35 hps hit ac 34 08 hps 06 holy = 14 hps
total dmg 89 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
Xenia (AC27, HP86/86) Friday January 9th, 2009 7:56:32 AM
Good. Another wall.
A corner of the dark rogue's full lips lift in a tiny smile of approval. These Chaos Guys work well together. Just wish the wall had been lower. That cuts 'em in two. Time to leave the One to the others and go foozle the Two until the other guys can get around to them.
Xenia takes a few slow moments to fly directly up to the level of the two northern walls, then the slim girl flattens, and zips around the one dividing things east/west.
Gonna run this time Weerdo Deader? The other corner of the rogue's mouth rises into a greater smile. Run. But I'm gonna follow you wherever you go.
Note: Ready Action. Move with Lich2 when he moves. With Xenia's faster fly movement, hope to actually move closer to Lich2, winding up 10ft up and in the square directly to the northeast of Lich2.
Rolls and Actions Hide 54 (+20 w/Invisibility -5 for Full Movement) Move and Ready Action (See Note Above)
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69), Blinking (End r27)
Position: I29 (10ft high - 60ft move with 10ft taken to rise five feet)
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 Friday January 9th, 2009 9:15:55 AM
Peerimus and Yorrick hold up at the wall, it being not where they expected it. Spotting the lich starting to levitate, Peerimus gives a bit of a pause to his thoughts. He certainly did not want to bunch up as the opponent would likely have several more area effect spells. A desicion made, Peerimus and Yorrick move to the far side. [Going to col S same row]
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 144.8/150 minutes Yorrick and Peerimus Protection Fire 143.9/150 minutes 133/150HP Peerimus Freedom of Movement 145.0/150 minutes Protection from Lightning 145.1/150 minutes, Fire Seed Single Acorn 148.2/150 minutes Yorrick Animal Growth 148/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
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 - Why would Peerimus and Yorrick be exhausted? Combat does not normally cause fatigue
Angus AC 27 HP 66/66 Friday January 9th, 2009 1:16:57 PM
Angus will seal off two of the liches by adding his own wall of force to that of Firn'gaer.
OOC: I though Firngaer put up two walls - self and staff?
Angus will seal off L3 and if there is a second perpendicular wall L2 as well. At worst case Angus's wall will leave a 10 foot opening over by the tentacles and L1.
Angus squeeks "Let's kill the liches one at at time now that we have two sealed off."
Angus will stay at the 10 foot height and back up 15 feet.
Mage Armor - 15 hours Resist Energy Fire - 31/1500 rounds Resist Energy Electricty - 30/1500 rounds Resist Energy Cold - 29/1500 rounds Resist Energy Acid - 28/1500 rounds Resist Energy Sonic - 27/1500 rounds Herosim - 26/1500 rounds Protection from Evil - 25/150 rounds Shield - 24/150 rounds Polymorph into a Pixie -23/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 16/150 rounds 7 extra images Haste on all (but Xenia) - 5/15
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, fly Friday January 9th, 2009 6:24:56 PM
Rash casts her fly spell and moves forward towards the wall climbing in height to get over it during the next round.
spells cast for combat: true seeing 47/150 rounds freedom of movement 36/1500 rounds Haste from Angus 5/15 rounds Prayer on the group 3/15 rounds. Fly 1/150
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
Jurgen [AC: 31 - HP 149/150] d20+19=31 ; 11d6=40 ; Friday January 9th, 2009 7:55:59 PM
The paladin looks to Firn'gaer, tempted to warn against using Lhari so frequently. It seemed to be a great sacrifice every time the wizard used it. Still, Firn'gear knew better than Jurgen. And so he would keep silent on the matter.
Even with his mind half on Firngear, he is debating how to deal with the liches. Jurgen is tempted to attack L2, but decides not to risk wasting the clay on a mirror image. Instead, he flings his hands towards L1, with it forcing the golem parts to the trapped lich [Attack Roll: d20+19=31 [Actually a 30, since the roll should be +18]. Damage: 11d6=40 hp. I presume that the clay counts as a blundgeoning weapon for the purposes of damage reduction?].
"As long as the one in the tentacles is stuck, turn your resources on the other two. Domi and I can deal with a trapped, silenced undead..." He laughs, ready to continue his assault.
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [950/1300 Minutes] - Resist Fire [735/780 Rounds] - Shield [112/156 Rounds] - Protection from Evil [35/78 Rounds] - Mirror Image x7 [90/110 Rounds] - Haste [10/15] - Exhausted
Spells Cast: 0 x Level 0 - 2 x Level 1 - 3 x Level 2 - 3 x Level 3 - 2 x Level 4 - 3 x Level 5 - 3 x Level 6
Kazak - Ac 30 Hp 174/184 Resist energy-fire 30 pts , Haste Bull str , Friday January 9th, 2009 8:34:24 PM
Taking Durgans lead ... the dwarf chugs the potion ..... and starts to leviate upward and then over and down the otherside of the wall of force ......
"Come on brother lets get to dem der lichy thingys " growls Kazak
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer) Bull str - (potion) Scarab of golem bane
Durgan AC 35(36) Hp 204/212 Saturday January 10th, 2009 8:35:32 AM
"Aye brother. Let's get one. I'm gettin tired of all these spellcasters, with the worst one still waitin' fer us upstairs."
Actions: levitate over wall with Kazak
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 108.0/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 27/30 rounds remaining haste - +1 attack, +1 dodge AC, +1 reflex saves, +30 speed, +1 attack, 11/14? rounds remaining levitate- 29/30 rounds remaining
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
The Star Mages Tower-fourth floor round 26 [DMBZ] Saturday January 10th, 2009 9:09:30 AM
Trace keeps his bow ready and when lich3 pokes his head above the all of force, 4 arrows streak towards it.
Xenia moves to cause problems for the other lich now, flying around the wall and bringing the area of silence near lich2
Peerimus and Yorrick move to the other side of the room, ready to intercept the levitating lich. (row S is technically off the map, moved to far wall) You are not exhausted again. I assumed fatigued pushed into exhausted with combat, but there is nothing in the rules on this.
Angus drops an extra wall of force onto the scene, trapping one of the liches.
Rash casts fly and moves up to the wall, ready to go over it.
Jurgen dumps a pile of clay golem onto the lich trapped by the tentacles.
Kazak and Durgan ready to get over the wall and into action.
OOC- to save a day of posting, I am moving everyone over the wall who were prepared to do so. check map for current location.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
lich1 is trapped by the tentacles and stands waiting. lich2 notices it is in the area of magic silence. It moves towards the stairs, and once out of range of the silence, casts a spell. You see no visible effect, but the lich seems to be concentrating. lich3 finds itself free of silence and takes advantage to cast a spell, taking down one of the walls trapping it.
clay golem 1 AC? Hp -50+/? down clay golem 2 AC? Hp -100/? down lich1 AC23 Hp 48/74 grappled -DM note: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 grapple does not need to be broken if the above are met. lich2 AC23 Hp 74/74 mirror image, ? lich3 AC23 Hp 74/74 mirror image, spectral hand, levitate
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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.
Angus AC 27 HP 66/66 d20+14=34 ; d20+14=23 ; d20+14=18 ; d20+14=25 ; 6d6=17 ; 6d6=15 ; 6d6=22 ; 6d6=17 ; d20+24=38 ; d20+24=34 ; Saturday January 10th, 2009 11:08:08 AM
Angus will take a 5 foot step upward and be at 15 feet in height.
Angus will hold out three fingers and send empowered three scorching rays at Lich 1 in the tentacles
All eight Angus pixies blow smoke off of their fingers and see what shape the Lich is in.
Angus spellcraft rolls to determine what spells were cast 38, 34 (one being disentegrate). Arcane sight will tell Angus at least that there is a missing wall of force.
Angus calls out "The boxed lich is now free and on your flank as he took down one wall of force."
Mage Armor - 15 hours Resist Energy Fire - 32/1500 rounds Resist Energy Electricty - 31/1500 rounds Resist Energy Cold - 30/1500 rounds Resist Energy Acid - 29/1500 rounds Resist Energy Sonic - 28/1500 rounds Herosim - 27/1500 rounds Protection from Evil - 26/150 rounds Shield - 25/150 rounds Polymorph into a Pixie -24/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 17/150 rounds 7 extra images Haste on all (but Xenia) - 6/15
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Xenia (AC27, HP86/86) Sunday January 11th, 2009 7:41:35 AM
This won't do no more good here in this magic quiet. the rogue thinks to herself. She slips it back into her haversack as she glides above the deader, following him about the room with her mobile blanket of magicker stopping Silence.
Note: Ready Action. Move with Lich2 when he moves.
Rolls and Actions Hide 54 (+20 w/Invisibility -5 for Full Movement) Put away wand, and Ready Action
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69), Blinking (End r27)
Position: Dependant on Position of Lich. Preferably 10ft up and in the square directly to the northeast of Lich2, but may vary depending on physical barriers to the northeast of Lich2. Please adjust at your digression.
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
DM Post for BZ Only (DM SteveK) Sunday January 11th, 2009 9:38:34 AM
I found the Centaur prophesy...
Highlight to display spoiler: { She begins the spell, but then shudders and a starry field looks out of her wide eyes. This does not appear to be the spell you were expecting.
"Children of Chaos, hear our plea The signs are there for those who see Tower of Light with anger will leave Noble Race hammer and bow will cleave Gates be many, gates be none Before the Great Migration is done Yet beware the side that seeks not change For..."
And the centaurs' eyes return to normal as she slumps in exhaustion.
For the one before, it wasnt a phrophesy, rather an extended dream-state, so it isn't very compact. Peerimus and Firngear experienced a time when the Migration had already happened, the dwrarf/elf war was over, and the Star Mage Tower was destroyed, and the PCs had thier retirement dreams come true. This was done from the Chaos Adversary to keep the CoC from continuing thier current quest. No details on HOW those events came to pass...}
Posting Report for Children of Chaos - (DM SteveK) Sunday January 11th, 2009 8:06:42 PM
DM BZ MTWTFS
DM BZ XXXXX-5 Posts = 100% (Saturday Post for next Monday)
The Children of Chaos continue to battle thier way up the Hook City's Star Mages Tower towards a mad wizard who is trying to siphon all magic into himself. Will they make it in time?
One hiccup with Ted's internet, but all told, terrific posting!
SteveK
Jurgen [AC: 22 - HP 90/90] Sunday January 11th, 2009 10:41:27 PM
After spending far too much time considering and planning how he would climb over the Wall of Force, Jurgen takes the easy route and starts to cast Polymorph. His first thought is a Will-o'-wisp, but he realizes that in his exhausted state that he would be unable to even get up off the ground. Instead he matches Angus and becomes a pixie. Fortunately for Jurgen, he no longer has anything to carry and his very weak state doesn't bother him too much [Strength of 1, at the moment].
Taking his very small body upwards, Jurgen flies over the walls of force to I29.
Spells Cast: 0 x Level 0 - 2 x Level 1 - 4 x Level 2 - 3 x Level 3 - 2 x Level 4 - 3 x Level 5 - 3 x Level 6
Peerimus AC 34 HP 110/112 and Yorrick AC 31 HP 166/166 Monday January 12th, 2009 8:08:06 AM
Peerimus and Yorrick remain where they are, the walls of Force have effectively taken them out of the combat. A small price he thinks, given the undead things are now seperated and the rest can bring them to destruction one at a time.
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 144.6/150 minutes Yorrick and Peerimus Protection Fire 143.7/150 minutes 133/150HP Peerimus Freedom of Movement 144.8/150 minutes Protection from Lightning 144.9/150 minutes, Fire Seed Single Acorn 148.0/150 minutes Yorrick Animal Growth 146/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
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, fly, prayer d20+19=33 ; Monday January 12th, 2009 9:27:46 AM
Rash points a finger at L2 and brings down a column of fire and holy magic on its evil head, (ooc Maximized flame strike from incense of meditation) doing 90 points of damage to the lich (reflex save for 1/2 damage is 23)
Rash will then move towards L3 preparing to engage it next round moving to n30
Reminder!!! Group has a prayer spell on!!!
spells cast for combat: true seeing 48/150 rounds freedom of movement 37/1500 rounds Haste from Angus 6/15 rounds Prayer on the group 4/15 rounds. Fly 2/150
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, CL14; See Invisibility, SR18, Tongues d20+20=25 ; 10d6=29 ; Monday January 12th, 2009 9:58:49 AM
Firn'gaer draws his Staff of Fire as he moves to E27. He casts Fireball from the staff. He targets E/F-35/36 with the fireball hoping to catch both both L1 and L2 in the area of the flames.
Fireball: damage 29, Reflex save DC21
Lhari (2/6 charges remaining for day)
Black Tentacles (9/12): Grapple against L1 - DC25 Wall of Force (Lhari - 11/13) Wall of Force (Firn'gaer - 12/14)
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
Kazak - Ac 30 Hp 174/184 Resist energy-fire 30 pts , Haste Bull str ,Prayer d20+28=43 ; d10+14=21 ; Monday January 12th, 2009 6:02:56 PM
The dwarven warrior feet touch the ground as he levitates down to the floor ........ " lets pound der bones to power brother "
Shield up and stone sword unsheathed .(lets charge these crypt loungers" growls... Kazak as he advances side by side with Durgan to the nearest lich ....(range ?? i don't have access to the map )
1st swing d20+28=43 damage d10+14=21 !!
ooc: assumed had to move before attacking so only took one swing
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer) Bull str - (potion) Scarab of golem bane Prayer( from Rash Trinka)
Durgan AC 35(36) Hp 204/212 d20+26=39 ; d8+8=14 ; Monday January 12th, 2009 8:34:31 PM
"I'm right with ye brother. Let's get him before he shoots out anymore durned spells."
Actions: charge lich3 and attack attack = 39, damage 14
Active Effects: message -hours dodge feat on lich3 stoneskin -DR 10/adamantine, 108.0/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 27/30 rounds remaining haste - +1 attack, +1 dodge AC, +1 reflex saves, +30 speed, +1 attack, 11/14? rounds remaining levitate- 29/30 rounds remaining prayer- +1 attack, damage, saves, skill checks. ?/15 rounds remaining -2 AC from charging
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
The Star Mages Tower-fourth floor round 27 [DMBZ] d20+7=21 ; d20+15=19 ; Monday January 12th, 2009 9:05:32 PM
Xenia follows lich2 when it moves, keeping it covered with magical silence.
Angus shoots scorching ray at lich1 damaging it with fire. (need SR roll next time please) undead, no crit. Angus determines one of the liches cast disintegrate at the wall of force trapping it. The other lich was blocked by the silence and its' spell failed.
Jurgen polymorphs into a pixie and flies over the wall, hoping to aid where he can.
Peerimus and Yorrick remain trapped behind the wall, and they watch the battle unfold.
Rash drops a flame strike on lich2, ending the miserable creature's existence. (save =21)
Firn'gaer also hits lich1 with a scorching ray, finishing it off. (SR check next time please)
Kazak takes advantage of the haste to circle around behing the lich, then gets in a good solid hit, but the hit is deflected by the lich's mirror image spell
Durgan charges the lich, and connects with another solid hit, also negated by an image. Only three images of the creature remain...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ lich3 tries to cast a spell defensively to avoid having it disrupted by the warriors around it, but after watching its' two comrades destroyed by fire within a few moments of each other, it is unable to maintain the concentration needed. A good spellcraft check identifies the lost spell as cone of cold.
clay golem 1 AC? Hp -50+/? down clay golem 2 AC? Hp -100/? down lich1 AC23 Hp 48/74 grappled, down lich2 AC23 Hp 74/74 mirror image, down lich3 AC23 Hp 74/74 mirror image- 3 images remaining, spectral hand, levitate
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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.
Rash Trinka ac 37 113/130 hps freedom of movement, true seeing, fly, prayer haste d20+15=26 ; d20+15=26 ; d20+10=12 ; d20+5=23 ; 2d4+19=23 ; 2d4+19=21 ; 2d4+19=27 ; 2d6=6 ; 2d6=6 ; 2d6=8 ; Monday January 12th, 2009 10:24:24 PM
Rash with her true seeing spell on has no trouble with the mirror image spell and strikes using a power attack with her falchion using a +5 power attack. She sighs at the lack of power and misses her combat buff spells but still feels like she has done enough to cause the undead some discomfort
Hit ac 26 for 23 + 6 holy weapon = 29 - 15 damage reduction= 14 Hit ac 26 for 21 + 6 holy weapon = 27 -15 damage reduction = 12 Hit ac 28 (possible critical but assuming undead it doesn't get critical) 27+ 8 holy damage = 35 - 15 damage reduction is 20 Total damage is 46
true seeing 49/150 rounds freedom of movement 38/1500 rounds Haste from Angus 7/15 rounds Prayer on the group 5/15 rounds. Fly 3/150
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
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 144.5/150 minutes Yorrick and Peerimus Protection Fire 143.6/150 minutes 133/150HP Peerimus Freedom of Movement 144.7/150 minutes Protection from Lightning 144.8/150 minutes, Fire Seed Single Acorn 147.9/150 minutes Yorrick Animal Growth 145/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
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 13th, 2009 12:55:11 AM
Angus is pleased to see two liches drop and the third in trouble.
Angus nods to Jugen at his pixie form.
Angus uses his arcane sight to look for the Liches life vessles.
Trace (94/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty d20+28=30 ; d20+28=43 ; d20+23=40 ; d20+18=23 ; d8+7=15 ; d8+7=8 ; d8+7=14 ; d8+7=13 ; 2d6=2 ; 2d6=12 ; 2d6=5 ; 2d6=9 ; Tuesday January 13th, 2009 2:04:54 AM
I think we can start dropping these walls. Anyone need healing?
Trace fires four arrows at lich 3
hit ac 30 15 hps 02 holy = 17 hps hit ac 43 08 hps 12 holy = 20 hps hit ac 40 14 hps 05 holy = 19 hps hit ac 23 13 hps 09 holy = 22 hps
total dmg 78 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
Xenia (AC27, HP86/86) Tuesday January 13th, 2009 9:05:29 AM
Down, down ... and ... down. Three down. These Chaos Guys don't mess around.
Xenia slips the arrow with the Silence spell on its fletching into her haversack. Sound returns. The voices of the Chaos Guys. The crazed squishy sounds of the rubbery tentacle magic.
"I'm good, Elfie. No healing needed here." The rogue slips out of the shadows, but, still Invisible, her voice comes from thin air. "Xenia, checking in."
"While you guys climb over them invisible walls, I'll give these Magic Deaders a once over. See if they have any good stuff."
"Did you tell 'em what I said, Angus? 'Bout the Angel Thinger upstairs?"
The bodies of the liches seem to move on their own as the invisible rogue goes quickly through their possessions. Its easy when you know where to look.
Rolls and Actions Search 30 (Taking 10 for bodies of Liches for Good Stuff)
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69)
Position: Probably end up at E33, searching Lich number 1 last.
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Firn'gaer - AC17, HP 61/97, CL14; See Invisibility, SR18, Tongues Tuesday January 13th, 2009 2:19:09 PM
"Lhari, Trace is right. Can you dismiss your wall?" Firn'gaer dismisses the wall he cast.
Lhari (2/6 charges remaining for day)
Black Tentacles (8/12) Wall of Force (Lhari - 11/13) - Dismissed Wall of Force (Firn'gaer - 12/14) - Dismissed
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
Jurgen [AC: 22 - HP 90/90] 3d8+5=19 ; Tuesday January 13th, 2009 2:21:52 PM
Jurgen flies over to Rash, using yet another charge from the Cure Serious Wounds wand, and healing the cleric [19 hp]. "Good job, Rash. Your help has been greatly appreciated." He adds with a smile, before flickering around the room with his pixie wings. "You too, Angus and Xenia."
"The phylacteries are a problem we'll have to deal with later. I would rather Liches free than a new, insane, Power. Perhaps the Tower will be able to help us with that, later..." Jurgen says the last with a bit of hesitance, uncomfortable at the possibilities in front of the group. Knowing the future, even in random glimpses, was dangerous. A risk the Children were forced to take, perhaps, but Jurgen didn't like it. How did you interpret events? And was there a chance them? What if the Children were walking straight into the trap. "Knowing there is a trap..." He whispers to himself.
When Xenia mentions the "Angel Thinger" a brief rage comes over Jurgen. His wings start him towards the stairs before he controls himself. There was no way there was really a celestial upstairs. It would be insane for the wizard to capture one. But if it were an illusion, it would be easy enough for the Children to disprove... He continues flying over towards the stairs, the little pixie wings limping him towards them. Words of celestial run through his mind, as he tries to recall the right things to say. The quiet mutterings of a pixie practicing celestial can be heard. If it looks like the group was headed upstairs, Jurgen gives a slight turn to Peerimus and asks quietly. "Can I be among the first to go up?"
Spells Cast: 0 x Level 0 - 2 x Level 1 - 4 x Level 2 - 3 x Level 3 - 2 x Level 4 - 3 x Level 5 - 3 x Level 6
Xenia (AC27, HP86/86) Tuesday January 13th, 2009 3:39:04 PM
2nd Post:
"Thanks, Armored Guy." At the sound of her name, the dark rogue looks up briefly from her task. (Not that you could see her, though, being 'nvisible and all.) "You're ... um ... Jurgen. Right? I noticed Peerimus calling you that."
"What trap you talkin' 'bout?" she asks, proving that no matter how quietly you whisper to yourself, don't do it 'round a Spy Girl if you don't wanna be overheard. (Listen 32)
Rolls and Actions Search 30 (Taking 10 for bodies of Liches for Good Stuff)
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69)
Position: Probably end up at E33, searching Lich number 1 last.
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Kazak - Ac 30 Hp 174/184 Resist energy-fire 30 pts , Haste Bull str ,Prayer Tuesday January 13th, 2009 5:42:37 PM
As Rsh Trinka finishes oof the last lich ..... Kazak heads towards the stairs that lead upward .... but stops at the steps ...." whats da plan for taking da next level ? .....we gotta keep moving ... can't let Dar da magicman get to comfortable ... we need to keep da pressure on him ..."
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer) Bull str - (potion) Scarab of golem bane Prayer( from Rash Trinka)
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, prayer haste *second post* Tuesday January 13th, 2009 5:47:34 PM
OOC this is assuming the lich is dead! Not sure if it is!
Rash says, "I do still have my true seeiing spell on. Let me take a look first to make sure that we aren't dealing with an illusion. They do seem to like to bait their traps."
Jurgen [AC: 22 - HP 90/90] Tuesday January 13th, 2009 7:46:16 PM
When Kazak mentions the wizards name, Jurgen flies towards the dwarf with all due speed. "Do not say his name! Gargul himself wouldn't say it! If the God of Death himself was wary of speaking that name, then we should be just as afraid!" His little pixie head looks like it is going to explode.
After an intense stare at Kazak, he turns towards where the voice of Xenia came from. Unable to see her, Jurgen talks to the air. "Yes, I'm Jurgen. As for traps... Unfortuantely, I'm not talking about the kind you can disarm. I just hate prophecies. That's all. Knowing the future is the worst kind of trap I know of..."
Peerimus AC 34 HP 110/112 and Yorrick AC 31 HP 166/166 Tuesday January 13th, 2009 8:07:36 PM
Peerimus stands calmly and as the walls go down, he moves towards the stairs, "Fast as you can Xenia, we're moving up, don't be too long." Peerimus is moving straight towards the next flight and apparently not waiting.
"Jurgen. Angus goes first. We want his eyes up there soonest. You can move directly behind. the rest of us as before. No one runs in and no one just opens fire." Peerimus inhales as if he is about to add a great deal more, but then simply bites his cheek and exhales instead. Yorrick moves directly behind the druid with a grunt.
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 144.4/150 minutes Yorrick and Peerimus Protection Fire 143.5/150 minutes 133/150HP Peerimus Freedom of Movement 144.6/150 minutes Protection from Lightning 144.7/150 minutes, Fire Seed Single Acorn 147.8/150 minutes Yorrick Animal Growth 144/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
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
Durgan AC 35(36) Hp 204/212 d20+26=35 ; d20+21=36 ; d20+16=20 ; d20+26=34 ; d8+8=11 ; d8+8=15 ; d8+8=15 ; Tuesday January 13th, 2009 10:05:38 PM
Durgan attacks the lich with his warhammer, making sure the creature stays down.
Active Effects: message -hours dodge feat on lich3 stoneskin -DR 10/adamantine, 108.0/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 27/30 rounds remaining haste - +1 attack, +1 dodge AC, +1 reflex saves, +30 speed, +1 attack, 11/14? rounds remaining levitate- 29/30 rounds remaining prayer- +1 attack, damage, saves, skill checks. ?/15 rounds remaining -2 AC from charging
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
The Star Mages Tower-fifth floor round 29 [DMBZ] Tuesday January 13th, 2009 10:30:21 PM
Rash ignores the images and strikes the lich several times.
Angus look around for the liches' phylacteries, but finds nothing that would likely qualify.
Trace puts four arrows into the lich, the first three destroy images, but the last one hits. The arrow itself does not damage the creature, but the holy energy washing out from it does. The lich convulses and crumples to the ground.
Xenia puts away the silenced arrow, and checks to see if there was anything worthwhile on the liches. She finds several things which are probably valuable and maybe magical. She thinks she has found everything, and a quick check by Firn'gaer and Angus' ability to see magic auras confirms it.
Firn'gaer and Lhari drop the walls of force. Everyone is able to cross the room freely now.
Jurgen cures Rash, then becomes agitated and anxious to get to the next floor when he hears about the celestial creature there.
Kazak gets ready to move, not wanting to give the wizard Dar any breathing room.
There is some wory about uttering the wizard's name aloud. Now what was it Gargul said exactly?...
Durgan makes sure the lich is staying down, then moves to the stairs by his brother.
Peerimus waits until the searching is finished, then gets everyone moving for the next floor. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You reach the next floor, identified by Firn'gaer as 'divination'. There is indeed a celestial creature here. Those who are familiar with such creatures would identify it as a ghaele eladrin. It resembles a radiant female elf. She is kneeling on the floor, with her head sagging. As you get closer, you discover that she is not dead, but merely asleep? Suddenly, she opens her eyes, which are glowing with a strange magical light and looks up.
"The Children will come...", she whispers but the words seem not her own. Then she continues, quietly at first then getting louder. The words come out less as speech and more like a chant.
"Children of Chaos, hear our plea The signs are there for those who see Tower of Light with anger will leave Noble Race hammer and bow will cleave Gates be many, gates be none Before the Great Migration is done Yet beware the side that seeks not change For..."
Then she is finished. She slumps again for a moment, blinks her eyes, and then the glow is gone. "Who are you? Where is the wizard?"
OOC- advanced an extra round for the searching and moving to next floor.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 DIVINATION 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 this round. Assume all party is near the eladrin. Otherwise state position.
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 37 130/130 hps freedom of movement, true seeing, fly, prayer haste *second post* d20+19=31 ; 2d8+10=18 ; Tuesday January 13th, 2009 10:41:58 PM
ooc disregard and delete the above post please. BZ beat me by 20 seconds
Rash decides to let the party leaders deal with the angel. She takes a hard look around the room with her true seeing spell and then walks over to Firn'gaer and reaches out and touches him saying, "Let me cure your wounds brother." (ooc not sure if I need to beat his spell resistance but rolled just in case. Rolled a 31)
Rolled a cure moderate roll giving Firn'gaer 18 hitpoints back. Burned Status to do it.
Rash says, "Talk fast Peerimus, I have spells dwindling away and I think we are going to need them in the future."
true seeing 51/150 rounds freedom of movement 40/1500 rounds Haste from Angus 9/15 rounds Prayer on the group 7/15 rounds. Fly 5/150
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
Trace (94/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty d20+12=18 ; d20+17=31 ; d20+30=37 ; d8+7=8 ; 2d6=3 ; Wednesday January 14th, 2009 2:00:37 AM
Trace flies up behind the brothers at a central point of the group, floating in the air Trace keeps his head on a swivel and checks for danger lurking near. With bow ready Trace will ready a shot for any danger that attacks or begins casting a spell on them.
spot 31 listen 18 attack , hit ac 37 8 hps damage, 3 holy = 11 hps total
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
Jurgen [AC: 22 - HP 90/90] Wednesday January 14th, 2009 2:33:44 AM
"The Children have come..." Jurgen speaks, not necessarily to the eldrin, but more to the force that was channeling the prophecy. Then, he does speak to the eldrin in Celestial.
"I am Jurgen, a paladin of Domi. And we are the Children of Chaos. Gargul has called after us to eliminate the wizard. He is on the floors above us." He stops the flowing, almost sing-song language of celestial and moves to common. Part of him wants to remain with in the divine presence, but he knows the group has to get up the tower as fast as possible. "It is likely he knows we are here after him, but speed is probably important anyway. Can we help you, in any way? Or should we go upward and return for you if we succeed?"
Xenia (AC27, HP86/86) d20+9=13 ; Wednesday January 14th, 2009 10:17:49 AM
Prophesies? Knowing the future? Huh? Whazzat? The dark rogue tips her head to one side, a sure outward sign of a mental shrug. These Chaos Guys get themselves into some weerdo stuff. Probs best not to pursue it now, though. That Jurgen guy looks to be an intense sort of excitable type.
Upstairs, Angel Girl wakes up, and more weerdness ensues. Whazzat? Where's the Wizard? Whazzat!?! The dark girl rolls her green eyes, a sure outward sign of a mental throwing up of hands. "Pay no attention to the man behind the curtain," she whispers under her breath.
"Hiya." Xenia gives her signature hand wave to Angel Girl before realizing that she's invisible. "Um ... You can't see me, but I'm Xenia. Alexandria Merryman Next, Miss Angel, and I'm with these guys. First, I gotta say, that I'm kinda lost. That is to say, I'm not really sure what's going on either. Like you, I mean. But, I met these guys 'afore, and they come to me to be good folks. They're fighting their way up this tower for some reason, and I gotta believe that it's a good one."
"I guess what I mean to say, in the end, you know, is, well, we can, maybe help you, like Jurgen says, and I was thinking that you could maybe help us too. I mean, you look like you can fight and do magic and stuff. Would you come with us? Would you help us fight our way to the top of this tower?"
Rolls and Actions Diplomacy 13 (for the request. not very likely.)
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69)
Position: Not Applicable.
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Angus AC 27 HP 66/66 Wednesday January 14th, 2009 10:31:09 AM
Angus will comment to Xenia "I relayed the message, but we were a bit busy with the liches to take a look at what you found."
Once up stairs Angus again comments to Xenia "And look what you did find. Very interesting Conduit."
All eight pixie Angus's will bow to the "elf" and squeek "I am Angus Deminoff. Who are you and how did you find yourself in the Star mage Tower? Are you injured or need assistance as we may be able to render aid as well?"
Kazak - Ac 30 Hp 174/184 Resist energy-fire 30 pts , Haste Bull str ,Prayer Wednesday January 14th, 2009 7:41:46 PM
"All .. right ... all right ... i won't say dat wizards name again " growls Kazak " as he aits the groups next move .....
Taking Peerimus's cue ... the dwarven warrior trudges up the stairs after Angus and Jurgan ....stopping as some of the Children of Chaos talk to the angel .....looking impatient ... the dwarf growls "Grrrrr"....we should keep moving .... no rest till we finish da task "
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer) Bull str - (potion) Scarab of golem bane Prayer( from Rash Trinka)
Firn'gaer - AC17, HP 79/97, CL14; See Invisibility, SR18, Tongues Wednesday January 14th, 2009 9:45:01 PM
Before ascending to the Divination floor, Firn'gaer casts Polymorph into Lhari to recharge the staff to full power.
Firn'gaer listens to the others speak to the outsider. He focuses on the magic in the area. Using his Arcane Sight he scans the room for magic other than what is carried by the group. He wants to make particular notice to magical traps that might be set.
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-fifth floor round 30 [DMBZ] Wednesday January 14th, 2009 10:38:11 PM
"Thank you Jurgen, paladin of Domi", the eladrin replies. "But perhaps I can help you instead. And greetings to you all, Children of Chaos. Some new faces I see, and some old as well, alas such is the nature of Chaos."
"Have faith Xenia, for though Choas flows strongly with them, their hearts are pure. And when I look at you I see..." The eladrin stops. "You will see soon enough. It is not for me to say."
The eladrin turns to talk to Angus with an amused expression played out upon her face. Smiling, she says to Angus, "The wizard you seek brought me here through the gate upstairs. Though unknown to him, I came willingly as a servant of the Powers to aid you. And aid you I shall. I offer my powers of healing, and some of you look as though you could use it. After that, I believe my part in this tale is at an end." smiling "For now".
OOC- The eladrin has a number of healing spells available including restoration(fatigue or exhaustion) and heal. Please speak up with any requests, but note each spell cast uses up a round.
Firn'gaer does not notice any magical traps in the area.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 DIVINATION 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 this round. Assume all party is near the eladrin. Otherwise state position.
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+12=14 ; d20+17=24 ; d20+30=48 ; d8+7=13 ; 2d6=9 ; Thursday January 15th, 2009 3:28:23 AM
Trace continues his watch for the group , listening and watching, waiting to stop any that advances.
spot 24 listen 12 attack , hit ac 48 13 hps damage, 9 holy = 22 hps total readied shot
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
Angus AC 27 HP 66/66 Thursday January 15th, 2009 9:37:58 AM
Angus and his 7 pixie images simile back at the elf "You are very kind to offer help. What is your name? Can we escort you back to the gate if that is your means to go home?"
Angus will wait for answers from the elf before continuing. "Do you know anything about this wizard that brought you hear? Do you know why he brought you hear as I doubt his original plan was to assist those that wish to stop him?"
Angus continues to hover.
4 rounds off spells - Will update this weekend as I am on the road.
Xenia (AC27, HP86/86) Thursday January 15th, 2009 9:42:19 AM
You will see soon enough? It is not for me to say? There's a funny feeling when Angel Girl looks at her. It's like she can see her. With the Invisible magic on even. More than that. It's like she can see through her and into her, like she was all transparenty. This Southern Place is really weerdo land. No wonder the Chaos Guys are the way they are.
"Powers?" Of the many semi-hysterical thoughts that roll through the dark girl's head, this one she speaks aloud. "What powers? What's a power?" she asks from out of the thin air of her invisibility. Xenia throws up her invisible hands in frustration. No eye-roll this time. This time the full deal.
"I'm fine, Ma'am. Thanks for the offer of healing." The rogue's voice carries an edge of control, suppressing her feelings of frustration upon being thrown into this Situation Of Extreme Difference and her worry at having left the Shields in such a dangerous spot. Wynn would have no idea what had become of her. He'd be worried. The rogue bites at her full dark lips with her white even teeth.
"Um ... I'm gonna take a sneaky peek up to the next floor, 'kay? I'll report back to Angus." She folds her arms to her sides and arrows up the stairs.
"Sooner we crack this tower thing the better, Angus."
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69)
Position: Flying in Stairwell, poking head up.
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, prayer haste Thursday January 15th, 2009 11:02:00 AM
Rash Trinka says, "If she can heal the exhaustion of the dwarf, that would be good. (Can't remember who is still exhausted) but we must keep moving before our enemy devises more traps and other nasty surprises."
Rash also turns to Xenia and says, "Let me follow behind you sister. While I can't match your sneakiness, I might be of aid in ferreting out magical traps and seeing through illusions."
Rash will give Xenia room but will follow behind both guarding her back and looking for anything sneaky with her true seeing spell. She will fly so not to make noise walking.
true seeing 52/150 rounds freedom of movement 41/1500 rounds Haste from Angus 10/15 rounds Prayer on the group 8/15 rounds. Fly 6/150
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
Jurgen [AC: 22 - HP 90/90] Thursday January 15th, 2009 7:28:05 PM
Nobody needs to ask Jurgen if he is still exhausted. He looks tired to his very bones. "Do you have a name that we can call you by?" Jurgen asks, while deciding whether it was worth the time wasted to have the celestial heal him.
Jurgen will also ask for a Heal spell to rid him of his exhaustion. "I'll go last and you can all go ahead of me, if you need to. I can catch up." And, in the meantime, he pulls out a scroll of Heroism and casts it on himself.
Spells Cast: 0 x Level 0 - 2 x Level 1 - 4 x Level 2 - 3 x Level 3 - 2 x Level 4 - 3 x Level 5 - 3 x Level 6
Kazak - Ac 30 Hp 174/184 Resist energy-fire 30 pts , Haste Bull str ,Prayer Thursday January 15th, 2009 8:10:05 PM
The dwarven warrior gives a respectful nod to the angelic creature ....then looks at his friends ..... scuffing his boots on the floor ... then tapping it impatiently ..... he growls
" times awasting ....can't let dat un-named wizard " as he looks at Jurgan " any more time ..... we need to keep da pressure on .... no rest for dat wizard " ...... as Kazak edges towards the stairs and peeks as Xenia scouts ahead ..... " be careful " whispers Kazak
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer) Bull str - (potion) Scarab of golem bane Prayer( from Rash Trinka)
Firn'gaer - AC17, HP 97/97, CL14; See Invisibility, SR18, Tongues Thursday January 15th, 2009 10:19:53 PM
Satisfied that there are no traps or other magic of interest, Firn'gaer will ask to be healed of his remaining injuries. "Let's hope we get to the top without much more resistance because I don't have much left that would be useful."
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 34 HP 110/112 and Yorrick AC 31 HP 166/166 3d8+5=12 ; 3d8+5=20 ; 3d8+5=17 ; Thursday January 15th, 2009 10:37:07 PM
Peerimus stands silently for the most part. Angels were not within his realm of expertise. Jurgen could handle that mantle, but move on they did need to do. Peerimus nods to the Eladrin as she offers help and lokks a bit sideways to Jurgen, but says nothing to him. "Your offer is appreciated." Peerimus eyes catch Kazak and Durgan. "Kazak, the Heal Spell, Durgan and Yorrick for the restorations. Jurgen if need be have a Restoration placed on you to remove the fatigue, and then we move."
Looking to the others, While the Eladrin casts the spells, anyone with wounds should see me and I can cure them. Peerimus pulls out a wand and touches Trace curing him [Heal 12] So theorhetically Firngaer and Kazak get healed as well. [Firn Heal 20 Kaz 17] Total actions 3 rounds
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 144.1/150 minutes Yorrick and Peerimus Protection Fire 143.2/150 minutes 133/150HP Peerimus Freedom of Movement 144.3/150 minutes Protection from Lightning 144.4/150 minutes, Fire Seed Single Acorn 147.5/150 minutes Yorrick Animal Growth 143.7/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
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
The Star Mages Tower-fifth floor round 35 [DMBZ] Thursday January 15th, 2009 10:38:51 PM
edit- for Peerimus post.
The eladrin gladly heals the party, taking care of fatigue and wounds with her spells. Firn'gaer, Kazak, Peerimus, Yorrick and Jurgen all receive heal or restoration spells.(Durgan already healed by Rash) She smiles as she informs Angus that she believes the wizard intended to torture her for information. "But your arrival changed his plans and he forgot about me. I will not travel back through the gate, I have another destination in mind. Fare well Children of Chaos and may the Powers bless you."
Xenia and Rash are impatient and scout ahead. Xenia pauses at the top of the stairs as she surveys the room and immediately spots two creatures on patrol. They resemble giant floating eyes, with many waving eyestalks waving about on their heads. They circle the room on patrol, and every so often they stop suddenly as if examining something on the floor.
Xenia is about to report back when Rash comes up behind her and sees through the clever illusion. The beholders are just illusions. Very clever illusions. As Xenia and Rash watch, they notice there is a repeating pattern to the 'beholders' behavior that the illusions repeat over and over as they circle the room.
There are no other creatures present. A strange scraping noise can be heard coming from the next floor up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 ILLUSION 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 this round, on the move.
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 35(36) Hp 204/212 Thursday January 15th, 2009 10:48:33 PM
"Were all healed up? All right then, let's get moving eh?" Durgan stomps over to the stairs plate mail and weapons clanking loudly as he moves. He waits to hear from the scouts remaining ready to charge up the stairs if need be.
Actions:
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 107.0/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 22/30 rounds remaining haste - expired levitate- 24/30 rounds remaining prayer- +1 attack, damage, saves, skill checks. 2/15 rounds remaining
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, prayer haste Thursday January 15th, 2009 10:49:00 PM
Rash taps Xenia on the shoulder and says, "The beholders are illusions but there could be mundane traps set in the room. My spell would reveal any secret doors but I am not sure if it will find normal traps. Unless the wizard is trying to get us to waste our spells, I don't see much point in the illusions unless they are distractions for traps. This is your area of expertise I think. Do you want to go look around and make sure the others can safely pass while the angel heals the others?"
true seeing 53/150 rounds freedom of movement 42/1500 rounds Haste from Angus 11/15 rounds Prayer on the group 9/15 rounds. Fly 7/150
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
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, prayer haste Thursday January 15th, 2009 10:50:16 PM
second post
If the group starts coming up the stairs while Xenia is searching, Rash will stop them and explain that the beholders are illusions.
Xenia (AC27, HP86/86) Thursday January 15th, 2009 11:16:52 PM
Note: In order to tap Xenia on the shoulder, you need to hit a Spot DC of 34.
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty Friday January 16th, 2009 12:23:43 AM
Trace bows his head to acknolage the angle and then moves up in postion behind the brothers for support. "Ready"
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
Xenia (AC27, HP86/86) d20+20=30 ; Friday January 16th, 2009 8:51:55 AM
"Sure, um, Rash. I'll give the place a good check. Go back and tell the others that I'm gonna clear a path straight across the floor to the other stairs. That's the only path that's sure, though. They start wandering to the sides, they're on their own."
"Also, tell, 'em to wait here, 'kay? You wait too. I'm hearing stuff from next level up. A strange scraping noise. I'll report back through Angus."
Floating straight across the room at five feet above the ground, Xenia keeps her eyes open for traps. Then, rising up through the next set of stairs, the rogue pokes her head up once again for a look around, relaying what she finds to Angus through the Message spell.
Peerimus agrees with Xenia as the Message gets relayed back. A final nod of thanks to the Eladrin and he gestures for Durgan and Kazak to move up the stairs. "Though I am not for being bunched at the top of this stair. Xenia has a straight path cleared to the next stair. Kazak go out about halfway, Durgan 10' behind him. Then Jurgan, Rash and myself. Those with flying, stake out a spot above one of us. So when we get the clear or other word from Xenia, we'll be moving all the much faster."
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 144.0/150 minutes Yorrick and Peerimus Protection Fire 143.1/150 minutes 133/150HP Peerimus Freedom of Movement 144.2/150 minutes Protection from Lightning 144.3/150 minutes, Fire Seed Single Acorn 147.4/150 minutes Yorrick Animal Growth 143.6/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, prayer haste Friday January 16th, 2009 10:41:02 AM
ooc Rash is already up the stairs
Jurgen Friday January 16th, 2009 8:29:02 PM
Jurgen follows with the group, flying above but still in the position Peerimus asked. He feels awkward in the air, with the spellcasters and not down with the fighters, but for now he keeps his pixie form.
(I'll calculate spells and everything this weekend. Busy night for moi!)
Angus AC 27 HP 66/66 Sunday January 18th, 2009 9:52:50 AM
Angus bows to the elf "Thanks for the assistance to my new friends, but I still want to know your name." Angus will wait to hear the name before moving on.
"You are very powerful to have been captured. What information could you know that the Wizard need so badly? We may be able to use it to our advantage?"
After speaking with the elf, Angus will move up to the next level and comment to Rash.
"Nice job on spotting the illusions. Those are well done."
Flying quickly Angus will take up his postion at the back of the group 15 feet up.
Mage Armor - 15 hours Resist Energy Fire - 39/1500 rounds Resist Energy Electricty - 38/1500 rounds Resist Energy Cold - 37/1500 rounds Resist Energy Acid - 36/1500 rounds Resist Energy Sonic - 35/1500 rounds Herosim - 34/1500 rounds Protection from Evil - 33/150 rounds Shield - 32/150 rounds Polymorph into a Pixie -31/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 24/150 rounds 7 extra images Haste on all (but Xenia) - 14/15
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Kazak - Ac 32 Hp 184/184 Resist energy-fire 30 pts , Haste Bull str ,Prayer Sunday January 18th, 2009 11:11:02 PM
The dwarven warrior nods aknowlegment to Peerimus ..... and heads up the stairs ahead of Durgan ....stopping halfway up as directed .... Kazak peers forward trying to see whats ahead with out much luck .... then raises himself on his toes hoping for a better veiw ...... but settles for word to reach him from Rash and their new scout Xenia .....
Taking a moment to switch the scarab and his amulet .... hopefully no more golems are ahead
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer) Bull str - (potion) Scarab of golem bane Prayer( from Rash Trinka)
Firn'gaer - AC17, HP 97/97, CL14; See Invisibility, SR18, Tongues Monday January 19th, 2009 3:00:25 PM
Firn'gaer moves up to the next level along with the others.
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-fifth floor round 36 [DMBZ] Monday January 19th, 2009 4:55:20 PM
Rash identifies the beholders as illusions allowing the party to bypass them. they were no doubt here to slow you down.
Xenia makes her way across the floor looking for traps and finds nothing. The path to the next floor is clear.
Peerimus gets everyone organized again and sets the order for traveling cautiously to the next floor.
The eladrin smiles at Angus. "I don't know what he wanted, he never had the chance to question me.When next we meet, you may call me Aria." The eladrin goes down the stairs, leaving the same way you came.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Xenia scouts ahead, trying to find the source of the noise. Upon reaching the next floor, she sees a large gate that the wizards used for practice, and also as Firn'gaer can tell you, to travel from one Star Mages Tower to another. The gate is glowing, and Dar must have left it turned on. From her hiding spot near the stairs, Xenia can see a large clawed hand sticking out of the active gate into the room. Its' claws scrape across the floor as if the creature is trying to use the stone floor to pull itself through into this world. Xenia can tell it hasn't succeeded yet, but it is making progress. Soon a pair of horns appear...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 CONJURATION 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. I will send empty room with gate, please put position you move to in your post as you enter the 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.
Xenia (AC27, HP86/86) Monday January 19th, 2009 6:40:02 PM
OoC: Is there enough of the creature sticking out of the Gate to attack? I don't see any sign of the creature on the map.
Posting Report for Children of Chaos - (DM SteveK) Monday January 19th, 2009 7:03:52 PM
MTWTFS
The Children of Chaos have a small respite in the level of Divination by talking with an eladrin. Prophesies and support come for the CoC for the fight to come...
Will they make it in time?
SteveK
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, prayer haste Monday January 19th, 2009 8:08:25 PM
Rash hurries up the stairs to support Xenia and sees the bad creature starting to come through the gate. "Firn'gaer! Get up here and close this gate quick!!! I don't think we want to fight this thing!"
Rash readies her sword and starts to advance on the beast scanning the area looking for illusions and traps.
true seeing 55/150 rounds freedom of movement 44/1500 rounds Haste from Angus 13/15 rounds Prayer on the group 11/15 rounds. Fly 9/150
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
Angus AC 27 HP 66/66 Monday January 19th, 2009 8:39:31 PM
OOC: Haste is Over!
Angus bows again to Aria "Have a safe journey. I hope we do meet again."
Angus and his seven mirror images start to move up to the next level, but he waits for more ground pounders to advance in front of him.
Mage Armor - 15 hours Resist Energy Fire - 40/1500 rounds Resist Energy Electricty - 39/1500 rounds Resist Energy Cold - 38/1500 rounds Resist Energy Acid - 37/1500 rounds Resist Energy Sonic - 36/1500 rounds Herosim - 35/1500 rounds Protection from Evil - 34/150 rounds Shield - 33/150 rounds Polymorph into a Pixie -32/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 25/150 rounds 7 extra images Haste on all (but Xenia) - Ended
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
The Star Mages Tower-fifth floor round 36 [DMBZ] Monday January 19th, 2009 8:49:57 PM
OOC- I did not put the creature on the map as it is not technically in the room. You can attack it if you want, but it will be partially shielded due to most of its' body is still on another plane. Other options besides fighting could be available...
Durgan AC 35(36) Hp 212/212 Monday January 19th, 2009 8:54:59 PM
Durgan grunts as he pushes his way past Angus. "Whatsa matter wizard? Scared? Hehe. Don't worry me and me brother will protect ye. Come on Kazak, Let's go see what miss sneaksy found."
Actions: Move up to room and provide a barrier for the squishy party members to stand behind.
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 106.9/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 22/30 rounds remaining levitate- 23/30 rounds remaining prayer- +1 attack, damage, saves, skill checks. 1/15 rounds remaining
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
Xenia (AC27, HP86/86) Monday January 19th, 2009 9:37:01 PM
"Um .... Angus ... There's sump'in bad coming out of a hole up here. Tell the guys. There's sump'in bad coming out of a hole up here. It's got horns. And it's got a big big claw."
The dark rogue draws a tanglefoot bag and then rises up to the ceiling, skirting the circumference of the room at ceiling height.
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69)
Position: N36 (20ft up)
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+15=21 ; Monday January 19th, 2009 10:34:56 PM
Peerimus moves quickly as word reaches back to the group about something nasty coming through a gate. The druid may not be very knowledgable in such things, but he does know a fight with some extra planar creature is not in the group's best interest. Calling out to Firngaer, "Can you wall it off?" Peerimus knows gates are powerful magics, especially pernament ones like this one. The thought of trying to pernamently unmake it is terribly unlikely. A quicker solution needed to be found.
Peerimus glances upwards, even if Lhari and Firngear both could span the entire distance of the room the wall would only be 10' high. Whatever it is could probably get through. Peerimus begins casting, but can not overcome the Towers dampening field on his conjuration spell. "Blast." he mutters. "Everyone as fast as you can, get to the stairs. We will seal them behind us." [SNA VII via Transmute Metal to Wood Caster check 21 fails]
Peerimus heads for the stairs to the next floor.
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 144.0/150 minutes Yorrick and Peerimus Protection Fire 143.1/150 minutes 133/150HP Peerimus Freedom of Movement 144.2/150 minutes Protection from Lightning 144.3/150 minutes, Fire Seed Single Acorn 147.4/150 minutes Yorrick Animal Growth 143.6/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
Angus AC 27 HP 66/66 Monday January 19th, 2009 11:06:43 PM
Angus hears Xenia's whispered plea "Xenia got a big nasty that sounds like an outworlder with horns and claws. Everyone get ready."
Angus looks down on Durgan from above and squeeks "No, not afraid. I work best when unmolested and it looks like you would do an excellent job keeping me free to do some hard hitting."
Angus flits after Durgan, but makes sure he hangs back to give Durgan room to use his weapon.
Kazak - Ac 32 Hp 184/184 Resist energy-fire 30 pts , Bull str ,Prayer Monday January 19th, 2009 11:30:55 PM
"Hehehehe " laughs Kazak at the banter between Durgan and Angus ....as he rushes after his brother ...." just don't aim to low when we're in front of ya " growls the dwarf with humor in his voice....
His feet clattering on the steps ....Kazak does his best to keep up and to Durgans right side .... looking form a dwarven wall of steel as the reach the next level ......
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer)?? Bull str - (potion) Scarab of golem bane (removed for now ) Prayer( from Rash Trinka)
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty d20+28=40 ; d8+7=15 ; 2d6=4 ; Tuesday January 20th, 2009 12:15:58 AM
OOC: if haste is gone, anyone have one left? Trace needs it, wish i could have it on me forever.
no penalty on partial cover for Trace...........
Trace floats up with the others and pulls back on his arrow, if enough time, Trace will fire an arrow to may be slow the horned beast or push it back,
hit ac 40, 15 hps dmg, 4 holy = 19 total
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
Firn'gaer - AC17, HP 97/97, CL14; See Invisibility, SR18, Tongues d20+12=14 ; d20+12=20 ; d20+24=44 ; d20+10=19 ; Tuesday January 20th, 2009 1:10:54 AM
Firn'gaer reaches the top of the stairs as the cries for him to get his butt up there. He sees the creature starting to crawl through the gate. "Lhari, let's see if we can keep that think from entering our world."
Firn'gaer throws a targeted greater dispel at the gate itself, and Lhari (if willing) will place a wall of force just in front of the gate so that the creature becomes "stuck" and is unable to pull itself through anymore than it already has.
Knowledge check to see if Firn'gaer knows what it is by what is showing - KS (arcane) DC44, (planes) DC19
Wall of force (11/11 rounds) Greater Dispel fails.
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-fifth floor round 36 [DMBZ] Tuesday January 20th, 2009 1:57:49 PM
OOC- hectic day today. Post may be late but I should be able to have it in by 10:00pm. Hopefully sooner.
From the corner of her sharp green eyes, the dark rogue spies the DM in a frenzy of Otherwise-Occupying-Activity. Quickly, before he can turn his attention back to the game, she goes for an illegal extra action, reaching inside her jet black doublet to secretly palm the Ultra Blastonic Demon Demiser.
Unfortunately, the Demiser, being a classic BFG, does not lend itself well to secret palming from doublet to hand, and the move is all but way too obvious. Xenia, caught in the act, gives a sheepish grin and slips the arm sized gun back into her haversack.
Rolls and Actions Initiative vs DM 21 Sleight of Hand 14 (Nat1)
Jurgen d20+19=32 ; d20+8=10 ; Tuesday January 20th, 2009 5:44:15 PM
Jurgen sees the gate and is tempted into dropping his Polymorph. Instead, he relies on Firn'gear to block it off. He looks over the gate while flying to the next set of stairs. He strains to think of whether, if the mages of the group pooled their resources, the gate could be shut down [Spellcraft Check - d20+19=32] [Arcane Knowledge Check - d20+8=10].
"Peerimus, what of the Star Mages below us? Whatever comes through the gate might go after them instead of us... That is a chance I'm not sure we can take."
The Star Mages Tower-fifth floor round 37 [DMBZ] Tuesday January 20th, 2009 9:41:28 PM
Rash readies for trouble.
Angus moves up, following the dwarf brothers.
Durgan moves up and readies to provide cover for whoever needs it.
Xenia prepares a stalling tactic.
Peerimus tries to summon some help but is stymied by the Towers' magic. Then he asks if anyone can wall off the gate to slow the demon down.
Kazak moves up alongside Durgan and asks Angus to be careful when aiming spells.
Trace asks for a boost from a haste spell if such is available. Then he plants an arrow into the demon's arm. If the arrow does any damage, the demon does not acknowledge it.
Jurgen worries about what will happen to the mages below if the party does not deal with the gate.
Firn'gaer comes upon this chaotic scene, and tries to shut the gate down with some dispelling magic, asking Lhari to seal it off with a wall of force if he fails. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Firn'gaer failed the dispel to shut down the gate. Lhari succeeds in dropping a wall of force in front of the gate. There is nowhere near enough room for the demon to get through. Firn'gaer is unable to discern the type of demon, but now that everyone is in the room, you can see beyond it through the gate. The scene must be something out of the Abyss. Hellfire gives the whole area an eerie red glow, and the heat there must be unbearable for mortals. The demon trying to get through the gate is not identified, but you can tell it must be very powerful. No less than 6 pit fiends hover behind it, waiting their turn to come through. Many dozens of lesser demons wait behind them. But none dare make a move while waiting for the one at the entrance now. It may even be a demon Lord.
"Sooooon. I will be there. Worship me and I will let you die in peace.........Resist me and I will consume your entrails for a hundred yearsssssssss..."
OOC- The wall is currently holding it at bay. What do you do? Do you proceed or deal with the gate now?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 CONJURATION 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 this round unless combat commences.
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 35(36) Hp 212/212 Tuesday January 20th, 2009 9:45:32 PM
"Hmmmm. I seem to have left my demon stompin boots at home. Anybody got any ideas?"
Actions:
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 106.7/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 21/30 rounds remaining levitate- 22/30 rounds remaining prayer- +1 attack, damage, saves, skill checks. 0?/15 rounds remaining- ?expired?
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, prayer d20+15=30 ; Tuesday January 20th, 2009 10:29:22 PM
Rash looks at the others and says, "I don't feel like we should leave this at our back. I will also try and close the gate." Rash raises her hands and says, "The Powers of this land reject you! The powers of this land rise up and deny you. Stay you foul beast! Rash puts everything she has into the spell (adding in a hero point of +2 for a total of 32, 33 if prayer helps at all)
true seeing 56/150 rounds freedom of movement 44/1500 rounds Prayer on the group 12/15 rounds. Fly 10/150
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
Angus AC 27 HP 66/66 Tuesday January 20th, 2009 11:00:50 PM
Angus looks at the scene and whistles a mornful note "That does not look like fun at all. We need to shut this thing down."
Angus and his pixie images watch and wait to see the result of Rash's greater dispel magic and he comment "Nice job and right on target too. What form you have girl. I will have to attempt that twirl at the end in the future as it was a nice touch."
Angus waits with his own greater dispel magic if Rash's fails or has no effect.
Mage Armor - 15 hours Resist Energy Fire - 41/1500 rounds Resist Energy Electricty - 40/1500 rounds Resist Energy Cold - 39/1500 rounds Resist Energy Acid - 38/1500 rounds Resist Energy Sonic - 37/1500 rounds Herosim - 36/1500 rounds Protection from Evil - 35/150 rounds Shield - 34/150 rounds Polymorph into a Pixie -33/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 26/150 rounds 7 extra images Haste on all (but Xenia) - Ended
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Jurgen Tuesday January 20th, 2009 11:00:54 PM
Any result of the Spellcraft or Knowledge checks? (Which were actually 34 and 12, I forgot to add Heroism)
Kazak - Ac 32 Hp 184/184 Resist energy-fire 30 pts , Bull str ,Prayer Tuesday January 20th, 2009 11:09:14 PM
"Heh .... your teeth ain't big enough to chew on me ......ya ... horned beast " growls Kkazak
" Ccan the wall of force hold dem ?? ...if so i say we keep moving upward towards the wizard .... if we kill him it might close da gate ??? ... right ..??? he opened it ... if we kill him will it close da gate ??" inquires the dwarven warrior
The dwarf moves towards the stairs to climb upward to the next level .....
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer)?? Bull str - (potion) Scarab of golem bane (removed for now ) Prayer( from Rash Trinka)
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty Wednesday January 21st, 2009 3:36:09 AM
Trace waits for general direction from Peerimus on what direction they need to head.
"That thing looks strong, makes the dragon look like a dog digging in trash, I hate deamons, if we cant close the gate then I say we devise a battle plan, lay traps and surround the gate then drop the wall and destroy that thing.
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 Wednesday January 21st, 2009 7:22:52 AM
"Dealing with our real problem may very well deal with the gate" the druid says softly. Rash and Angus both cast thier most powerful dispels and the Druid winces. Two more things that will not be available to the group to try and stop the wizard. Problem was they were just as correct as he was. Use nearly all they had to take out this gate and the power coming through and they fail above. Leave this and use everything they had against the wizard and if what they can see comes through they fail a little later.
Peerimus speaks up in a loud voice. Xenia, If you cannot disable the gate!" Assuming niether spell just took it down.
"We move on! Our mission stands infront of us. If Able we come back to this and do what we may." Peerimus clenches his jaw, puts a hand on Yorrick and runs for the stairs up.
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 144.0/150 minutes Yorrick and Peerimus Protection Fire 143.1/150 minutes 133/150HP Peerimus Freedom of Movement 144.2/150 minutes Protection from Lightning 144.3/150 minutes, Fire Seed Single Acorn 147.4/150 minutes Yorrick Animal Growth 143.6/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
Xenia (AC27, HP86/86) Wednesday January 21st, 2009 7:42:59 AM
"Wait! Wait, wait, wait. Wait!"
The dark rogue zooms over the heads of the others to head them off at the stairs. Her voice, coming directly before and above the dwarf's head serves in stead of her visual presence as a brake to the general rush to the stairs.
"Lemme at least take a peek at what's up there 'afore we charge in. May wanna get stuff ready down here, yeah?"
Whispering to her ring again, she sets the Wold to blinking. Then Xenia rises up for a look see.
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69), Blink (End r44)
Position: N36 (20ft up)
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Angus AC 27 HP 66/66 Wednesday January 21st, 2009 9:15:59 AM
Angus did not cast his greater dispel magic spell as he is waiting to see what effect Rash's has on the gate. No sense in wasting resources.
Jurgen Wednesday January 21st, 2009 4:17:44 PM
Jurgen doesn't have anything to offer for solving the gate problem. Prayer might help, but Domi's touch was weaker on this end of the Wold. Not to mention that praying whenever you reached an impossible task wasn't exactly couragous. "We have to keep moving. If The Wizard becomes a Power, the Southern Continent will have more of a problem than a gate to the Abyss. He is the priority."
He floats over to Peerimus and adds another thought to the druid's mass of difficulty. "Are we paying any mind to the prophecies? Do we care that we're probably going to split the Star Tower with our actions?
Spells Cast: 0 x Level 0 - 2 x Level 1 - 4 x Level 2 - 3 x Level 3 - 2 x Level 4 - 3 x Level 5 - 3 x Level 6
The Star Mages Tower-fifth floor round 38 [DMBZ] Wednesday January 21st, 2009 7:37:20 PM
under construction. Will give Firn'gaer a little more time.
Firn'gaer - AC17, HP 97/97, CL14; See Invisibility, SR18, Tongues Wednesday January 21st, 2009 8:40:08 PM
If the gate isn't dispelled. "You guys go. I'll stay here and keep the gate blocked off as long as I can. I don't have many spells left, so I won't be much help. But Lhari and I should be able to keep this up for 10 minutes or so. Hurry and end this quickly."
Lhari, I know this will be asking a lot of you, but I promise that if you are to die today, then so will I. I can give you no more reassurances than that, my friend.
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-fifth floor round 38 [DMBZ] d20+20=21 ; Wednesday January 21st, 2009 9:29:39 PM
Everyone waits with anticipation as Rash makes another attempt to shut down the gate. Rash concentrates and is able to focus the dispelling energy well enough to turn the gate off. The demon screams in agony as it is denied the chance to wreak havoc upon the mortal realm, and to make matters worse it is not quite quick enough to retract its' arm when the gate closes. The demon's severed claw lays upon the floor in front of the gate and it takes a few moments for the creature's unnatural scream to leave your thoughts.
The gate is off, but still hums with obvious power. Fortunately Firn'gaer is aware that it can only be activated from this side or from another Star Mages Tower. Still, considering what just tried to come through it, the fact that it is turned 'off' doesn't stop you from being a little nervous about it.
Jurgen had tried to identify the creature, but he recalls nothing about it.
Peerimus resents the loss of yet more resources which may be sorely needed to stop the possibly quite powerful wizard Dar.
Jurgen worries about the potential impact of the prophecies.
Firn'gaer offers to come back and place as many wall of force spells as necessary in front of the gate until the group completes their mission. Firn'gaer feels from Lhari that she is willing, but also a sense of sadness that her time in this Wold may be coming to an end.
Xenia halts the group at the stairs and scouts ahead. On the next floor, she discovers that unlike the rooms below, this floor is meticulously clean. No debris, rubble or unkept apprentice work areas to be found. The school supplies present are all extremely orderly and well accounted for. The desks and tables are lined up with perfect symmetry, and not a speck of dust or dirt can be seen.
In the middle of the room is a large cleared area going straight across to the wooden stairs which give access to the roof. The roof hatch is open. A single creature can be seen here, and it appears to be vigilantly guarding the stairway. It is obviously expecting trouble as it spends much time observing the stairway area. The creature is a Marut inevitable. Is this the same one encountered recently by the Children of Chaos? Xenia wouldn't know...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 CONJURATION 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 this round unless combat commences.
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 35(36) Hp 212/212 Wednesday January 21st, 2009 9:41:18 PM
Durgan walks over and kicks the bloody claw with his boot. "Well, what are we supposed to do with this durned thing?" He walks away back towards the starwell to wait for word on the next floor from Xenia. The whole time he grumbles about wizards and their toys. "Hopefully we've see the last of his ugly mug. Speakin' of mugs, that reminds me that I could use a pint right about now."
Actions:
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 106.7/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 21/30 rounds remaining levitate- 22/30 rounds remaining prayer- +1 attack, damage, saves, skill checks. 0?/15 rounds remaining- ?expired?
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
Xenia (AC27, HP86/86) Wednesday January 21st, 2009 9:49:28 PM
"It looks like a Metal Guy, Angus. And with the noise you guys have been making, no wonder it's on to us."
"Warn the guys. I'm gonna fly ahead and see what's on the other side of him."
With those words, the dark rogue arrows across the room and slips past the giant metal man for a peek at what lies beyond.
Rolls and Actions Hide 54 (+20 from/Invisibility) Move Silently 34 Spot 37 Listen 32 Tumble 36 (if necessary to move through the Metal Guy's space at full speed.)
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69), Blink (End r44)
Position: Unknown
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Kazak - Ac 32 Hp 184/184 Resist energy-fire 30 pts , Bull str ,Prayer Wednesday January 21st, 2009 11:20:22 PM
Kazak just grins as Durgan rambles on about wizards and stuff ... " your in good spirits eh ?" teases the younger brother ....
Moving partly up the stairs but keeping a discreet distance back so Xenia can scout without being trampled Durgans boots :-) .....
"She say anything Angus ? ... huh ?? ....." .... waiting for the scouting report .... " nice work with closing the gate ....Rash ....."
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer)?? Bull str - (potion) Scarab of golem bane (removed for now ) Prayer( from Rash Trinka)
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, prayer Wednesday January 21st, 2009 11:33:56 PM
Rash walks over to Firn'gaer with a bit of a smug look on her middle-aged face. She claps him on the shoulder and says with a smile, "It's all about faith my friend. Obviously the Powers are with me and don't hold you in much regard. I suppose if you try just a little harder next time, your dispel magic might work as well as mine but....I doubt it." Rash gives the mage a playful punch to the arm and a smile to take the sting out of her barb letting him know that she is just playing with him.
Rash will start heading up to the next level and when she peeks at the next foe she says, "What the heck is that thing? Anyone ever see it before and maybe know its weaknesses?
rue seeing 57/150 rounds freedom of movement 45/1500 rounds Prayer on the group 13/15 rounds. Fly 11/150
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
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty Thursday January 22nd, 2009 3:01:17 AM
Trace gives his blood lust grin that he has gained as of late, "I bet his weakness is two dozen arrows sticking out of his head." Trace gets ready for the move up stairs, arming himself with the adamite arrows.
Trace moves with the others to the stairs.
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
Angus AC 27 HP 66/66 Thursday January 22nd, 2009 8:00:23 AM
Angus receives Xenia's message "Got it. A metal guy."
Angus turns tot he group "Xenia has spotted a metal guy of some sort guarding the stairs to the roof. I wonder what the metal guy is? Let's be careful."
Angus continues to slowly fly behind the group as it proceeds.
Mage Armor - 15 hours Resist Energy Fire - 42/1500 rounds Resist Energy Electricty - 41/1500 rounds Resist Energy Cold - 40/1500 rounds Resist Energy Acid - 39/1500 rounds Resist Energy Sonic - 38/1500 rounds Herosim - 37/1500 rounds Protection from Evil - 36/150 rounds Shield - 35/150 rounds Polymorph into a Pixie -34/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 27/150 rounds 7 extra images Haste on all (but Xenia) - Ended
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Peerimus AC 34 HP 110/112 and Yorrick AC 31 HP 166/166 Thursday January 22nd, 2009 10:13:27 AM
Peerimus says a silent prayer of thanks to Mother for assisting Rash and then another small prayer to her to calm the proud wizard and one he truly considers family, Firngaer to simply roll with Rash's comments. Later he would talk to the cleric about it. Now was not a good time and hopefully Firngaer would see it that way as well.
Assuming Peerimus gets the description relayed he pauses at the stairs. Jurgen's words filter through and he continues to turn the prophesy over and over in his head. As he has been doing almost since he first heard it. The scope of whom the prophesy directly refers was narrowing fast. Glancing Jurgen's direction he answers solemly, "I know my friend. All we may ask ourselves is what is right by our own hearts and gods. The associations this wizard has allied himself with and those that he has attempted to use is what I jugde and move on. The prophesy will attend to itself. What we know is but a fragment. What lies beneath the surface is dark to us. So I move as I must. You know we are in the right with what we do now. Though I believe we are about to stand against those for whom change is an impossibility."
Peerimus gives Yorrick a good rough rub, "Let us move my friend." Peerimus and Yorrick head upstairs to the next level to square off against the Marut, one of Order's most powerful enforecers.
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 144.0/150 minutes Yorrick and Peerimus Protection Fire 143.1/150 minutes 133/150HP Peerimus Freedom of Movement 144.2/150 minutes Protection from Lightning 144.3/150 minutes, Fire Seed Single Acorn 147.4/150 minutes Yorrick Animal Growth 143.6/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
Posted by Al
Firn'gaer - AC17, HP 97/97, CL14; See Invisibility, SR18, Tongues Thursday January 22nd, 2009 2:36:43 PM
"Rash, I would think you of all would not be critical about the failings of faith. It was your faith in the Power that failed when you cast in stone, and it was my magic that released you from that prison." He says in a mono-toned voice as if he is thinking about something else. "So, if you want to look for any failings in faith, you should look inward. In any case, now is not the time for a theological debate. Rash, wouldn't you agree."
He focuses his attention to the mechanical being barring their path. "I wondered where he had gone to." he says looking at the mechanical man. He looks to the others, "I think we should talk to it first. We had fairly favorable discussions with him the first time we met. He seemed like a celestial jailer, maybe he can give us more information about what's going on."
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
Jurgen d20+18=38 ; d20+18=24 ; 2d4=6 ; Thursday January 22nd, 2009 5:39:58 PM
While Rash thanks the Powers and Peerimus thanks Mother, Jurgen takes the moment to thank Domi. He also grabs the demon claw and stores it away. He doesn't have a particular reason, just a feeling that it shouldn't be left around.
He also floats up the stairs with the group and prepares to throw an Acid Arrow if the metal creature attacks [Ranged Attack Roll - d20+18=38 Critical Threat d20+18=24 - 2d4=6 x 2 = 12 Damage this round - 2d4 more damage each round for 5 more rounds].
Spells Cast: 0 x Level 0 - 2 x Level 1 - 4 x Level 2 - 3 x Level 3 - 2 x Level 4 - 3 x Level 5 - 3 x Level 6
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, prayer Thursday January 22nd, 2009 8:13:13 PM
Illegal post:
Rash looks at Firn'gaer and sighs, "Why is it men just never have a sense of humor? Why always so serious? Yes we might die in a few minutes but that doesn't mean we can't enjoy what time we have left. All you men are the same, even my husband. Come on admit it! Don't you find this situation just a wee bit exciting? We are fighting for our lives against liches, golems, demons, mad mages and now some metal creature. We have met, talked to and been aided by an Angel. All of this has happened in the last hour! I suppose you would rather be home boiling potions! Enjoy the moment gnome! It could be your last. Might as well have some fun with it."
Firn'gaer - AC17, HP 97/97, CL14; See Invisibility, SR18, Tongues Thursday January 22nd, 2009 9:29:54 PM
Illegal post:
"Rash, I not always serious, but to answer your question . . . no I am not excited about all that has happened - at least not any more. Of all of the family and friends who started out with me on this journey, Peerimus is the only one who still here. All of the others . . ." Firn'gaer stops and his eyes swell as he thinks of those now gone. "All of you, I barely know. That is not to say that I would not see that nothing harms any of you, . . . but . . . we huddled in a shelter in the middle of the Ice Veins for warmth, we battled an arch-lich. Nothing like those three, but evil with real power; we battled in the ruins of the Floating City as it was falling down around us. We fought lycanthropes and the natural world itself. These are the people I lost on this grand adventure. No, this life no longer holds the same excitement as it once had. I've left too much of along the way."
The Star Mages Tower-fifth floor round 39 [DMBZ] Thursday January 22nd, 2009 9:33:22 PM
The group prepares to head to the next level as Xenia scouts ahead. Jurgen picks up the severed claw, not comfortable leaving it out in the open.
Xenia moves to scout up the stairs and as she does so she has to quickly throw herself to the side as another creature comes down the steps. This one is another creature from the plane of Law, a kolyarut. As it enters the room it nods its' head at the Marut. They both activate magic upon themselves, then the kolyarut speaks. "Come forth servants of Chaos. My master has bid me to destroy you. I am known as the Seneschal and I am your doom."
OOC- I have Xenia's position as halfway up the stairs to the roof.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 TRANSMUTATION 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. Add your position on the map in your post, otherwise DM takes best guess.
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 35(36) Hp 212/212 Thursday January 22nd, 2009 9:45:36 PM
Durgan impatiently stamps his foot and waits for the scouting information. "Well? What's taking so durned long eh?"
Actions:
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 106.7/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 21/30 rounds remaining levitate- 22/30 rounds remaining prayer- +1 attack, damage, saves, skill checks. 0?/15 rounds remaining- ?expired?
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
Xenia (AC27, HP86/86) Thursday January 22nd, 2009 10:12:55 PM
"There's two of 'em now, Angus. You hear 'em. That's the little one, calling you guys out."
"They're sittin' directly across the room from your stairs. You might want cloud cover or sump'in if you're gonna come charging out, 'cause I think they're ready and waitin' for you."
"I'm gonna slip upstairs and see if anything else is waiting."
The Chaos Guys are pretty far away. No guarantee Angus even heard. But, gotta make sure what's up here before they walk into an even bigger mess than this already looks like it's shaping up to be.
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69), Blink (End r44)
Position: I39 (Rising up the stairs)
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Angus AC 27 HP 66/66 Thursday January 22nd, 2009 10:33:41 PM
All eight pixie Angus's nod as he gets Xenia's message "And now there were two. Got it girl."
Angus looks at his new firends and squeeks "The metal guy now has a friend folks and they are ready for us and ready to do battle to protect their master. This is the final push. Buff up now as you may not get another chance."
Angus casts improved invisibilty on himself.
From out of thin air and above the center of the group, Angus adds is low tones "Haste will be coming in a bit."
Angus will follow the others up into the room (assuming they go, as Angus will wait for ground pounders) and immediately move off to the right side and keep the maximum distance between himself and the two foes. Angus will then see what he can see with arcane sight and see invisible.
Mage Armor - 15 hours Resist Energy Fire - 42/1500 rounds Resist Energy Electricty - 41/1500 rounds Resist Energy Cold - 40/1500 rounds Resist Energy Acid - 39/1500 rounds Resist Energy Sonic - 38/1500 rounds Herosim - 37/1500 rounds Protection from Evil - 36/150 rounds Shield - 35/150 rounds Polymorph into a Pixie -34/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 27/150 rounds 7 extra images Improved Invisibility on Angus - 1/15 rounds Haste on all (but Xenia) - Ended
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Kazak - Ac 32 Hp 184/184 Resist energy-fire 30 pts , Bull str ,Prayer Thursday January 22nd, 2009 11:06:23 PM
"Patience brother ....oh now there's two of dem ... are dey armed ?? .... hmm side by side brother " growls Kazak
The dwarven warrior readies himself for the charge up the steps .... picturing in his mind his actions ..... and tactics ....... making sure he doesn't get caught out of position like last time ... "dat sneaky dragon " mumbles Kazak to himself as a shiver runs thru his body remembering the emerald beast
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer)?? Bull str - (potion) Scarab of golem bane (removed for now ) Prayer( from Rash Trinka)
Jurgen [AC 39 - HP 150/150] Friday January 23rd, 2009 1:51:50 AM
Jurgen thinks about Angus and Firn'gear, making a quick plan. He lowers his voice to barely a whisper. "Peerimus, let's not waste our time fighting them. With a Wall of Force," he nods to the mages, "perhaps two, we can just block them into a corner. It's going to require some fancy footwork on someone's part in order to get out of there before the magic walls come up, but if Angus warns me via the Message spell just before the wall comes up, I can probably tumble right by and get out. Then we go upwards... I think it's our best bet for being able to face the Wizard with enough resources to defeat him."
He pulls out a potion of Shield of Faith and drains it back. And then he looks to Peerimus, knowing the druid was weighing the risks of the plan. "There aren't any better options. I'd nominate Xenia, but she'll be more useful against the Wizard and wouldn't stand a chance if she got stuck. Besides, she wouldn't have Domi on her side." He grins and, when Peerimus approves the plan, drops his Pixie form and fades back into the Troglodyte.
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [942/1300 Minutes] - Resist Fire [721/780 Rounds] - Shield [98/156 Rounds] - Protection from Evil [21/78 Rounds] - Mirror Image x7 [86/110 Rounds] - Polymorph [97/110] - Heroism [291/300 Rounds] - Shield of Faith [98/98 Rounds]
Spells Cast: 0 x Level 0 - 2 x Level 1 - 4 x Level 2 - 3 x Level 3 - 2 x Level 4 - 3 x Level 5 - 3 x Level 6
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty Friday January 23rd, 2009 3:41:25 AM
Trace takes up postion high in a corner and waits for the scene to unfold, then he will show the machines what gargul looks like.
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
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, prayer, resist energy Friday January 23rd, 2009 6:40:14 PM
Rash Trinka agrees with the plans discussed and then casts resist energy on herself protecting her from Electricity. She will follow along sword out when the group moves out.
Tue seeing 58/150 rounds freedom of movement 46/1500 rounds Prayer on the group 14/15 rounds. Fly 12/150 Resist energy 1/150 (electicity)
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
Firn'gaer - AC17, HP 97/97, CL14; See Invisibility, SR18, Tongues Friday January 23rd, 2009 10:34:07 PM
Firn'gaer nods in agreement to the plan. The plan isn't going to be easy to pull off. The two are probably intelligent, but it seems like the least costly way, from resources, to handle them, at least for a short period of time anyway.
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes), Shield (120 rounds) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
Peerimus AC 34 HP 110/112 and Yorrick AC 31 HP 166/166 Saturday January 24th, 2009 10:30:11 AM
Peerimus nods in agreement, "We try and wall them off and simply get up the stairs.. When the walls start going up call them out Angus and Firngear. The rest of us can't see them. If one of them is the same creature we met on the shores, I have a spell that will help keep him away. I recall he was wearing or was made from a great deal of metal."
"Haste us and lets go. Durgan and Firngaer are first, then Kazak and Angus, then Trace and Jurgen, Rash then myself and Yorrick"
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 143.7/150 minutes Yorrick and Peerimus Protection Fire 143.8/150 minutes 133/150HP Peerimus Freedom of Movement 143.9/150 minutes Protection from Lightning 144.0/150 minutes, Fire Seed Single Acorn 147.1/150 minutes Yorrick Animal Growth 143.3/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
The Star Mages Tower-fifth floor round 41 [DMBZ] Sunday January 25th, 2009 8:12:01 PM
OOC- advanced two rounds for prep spells.
The group casts several spells to prepare for what is expected to be a tough fight. Xenia can see that the two inevitable creatures are also preparing themselves for battle. They seem to be unconcerned about the groups' possible combat ability.
Peerimus gives the word and everyone moves out, storming up the stairs. Angus and Firn'gaer lead the way in and drop walls of force as they move into the room. The two creatures are trapped in the corners, unable to use their dimension hopping powers to get free. The kolyarut calling itself the Seneschal draws a powerful looking longsword and taps it on the nearly invisible wall, then puts the weapon away. "Agents of Chaos, you may have escaped me for now, but I will track you down. I will not sleep, will not waver in my duty. We will have a reckoning."
The way to the roof is clear.
As you head up the stairs to the roof, you emerge to find the human wizard Dar standing near the edge opposite you. He has his back turned towards you and his hands clasped behind his back. A staff sticks out from his pack, but he is otherwise unarmed. Of course, a wizard is never really unarmed. He speaks in a light voice, one familiar with authority and maybe even nobility.
"You are too late. I am impressed you got past all of my servants but it was for nothing. You may leave. Although...", he says with a grin as he turns to regard you. "You're not going to leave are you?"
OOC- :) What do you do?...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 ROOF 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. Add your position on the map in your post, otherwise DM takes best guess.
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 25th, 2009 9:12:54 PM
"So that's who you came all this way for, huh? Whazee mean, 'Too late.', Angus? Too late for what?" You can hear the sigh in the girl rogue's voice.
"You tell those Chaos Guys they got a lotta 'splaining to do when this is all over, Angus. A lotta 'splainin'."
She flattens her arms at her sides and jets straight across the roof, arrowing toward the Wizard Guy. "Gonna be just to the west and in front of him, Angus. To the west." The Invisibility from her ring covers her across most of the open expanse of the roof. At the last second, she veers off and dives into the shadow of the Wiz Guy himself.
Rolls and Actions Hide 54 (+20 from/Invisibility) Move Silently 34
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69), Blink (End r44)
Position: I16 (120ft move - ground level)
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, resist energy, holy aura d20+8=19 ; Sunday January 25th, 2009 9:38:16 PM
(ooc Thanks Brian, Rash will cast her Holy Aura on the group before they move up the stairs. I believe I get everyone but not sure about Xenia. Everyone gets +4 deflection bonus on AC, +4 resistance bonus for saves, spell resistance of 25 vs evil spells or spells cast from evil casters and if evil creature attacks hits them that evil creature must make a fort save vs being blinded DC 26. Hope this helps guys)
Prayer is at an end!!
Rash will come out on the roof and take a strong look around using her True Seeing spell (spot check 19) and then ready her dispel magic spell to counter any spells the mage might cast. (Ready action dispel magic)
Tue seeing 60/150 rounds freedom of movement 48/1500 rounds Fly 14/150 Resist energy 3/150 (electicity) Holy Aura 2/15
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
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty d20+28=41 ; d20+28=41 ; d20+23=34 ; d20+18=37 ; d8+7=11 ; d8+7=15 ; d8+7=15 ; d8+7=9 ; 2d6=8 ; 2d6=9 ; 2d6=5 ; 2d6=11 ; Sunday January 25th, 2009 10:46:33 PM
Trace moves up with the others, when up, he moves exactly 30 fee from the wizard at a 45 degree angle from him. Trace waits for the others to move into postion. With his own blood lust grin, "Well your dead no matter what when we came up here, we'll just move the reason from prevention to revenge on what you have done. Then we, the true power of chaos will show your well laid out plans what chaos can do to a plan!" Trace begins his assult with four adamite arrows streaking down.
when Trace can take a full action he lets the arrows fly hit ac 41 11 hps, holy 08 = 19 hit ac 41 15 hps, holy 09 = 24 hit ac 34 15 hps, holy 05 = 20 hit ac 37 09 hps, holy 11 = 20
total dmg = 83 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
Peerimus AC 34 HP 110/112 and Yorrick AC 31 HP 166/166 d20+23=36 ; 3d6+15=28 ; d6=4 ; d20+26=36 ; Monday January 26th, 2009 7:08:49 AM
Peerimus moaves past the Inevitables and up the stairs. A reckoning it says. Peerimus makes eye contact with it and nods. They are not hard to find. Up the stairs Peerimus stops with Yorrick. "Lateness is a matter of perception master wizard. As you are still here, I do not see that we are." Peerimus's mind races over possible courses of action. They knew far too little. Only that this man assaulted the guild and consorted with some rather unpleasant and evil creatures. Far too much unknown, perhaps somethings could be diulged in conversation. Trace lets fly with lethal force Peerimus's lips thin, but he understood the rage buring within the elf. It was inconvenient at the moment though. The druid begins casting and with a ursine growl to start the spell, Yorrick moves on him.
Yorrick charge attack 80' move Hit AC 36 dmg 28 Fire 4 Grapple 36
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 143.5/150 minutes Yorrick and Peerimus Protection Fire 143.4/150 minutes 133/150HP Peerimus Freedom of Movement 143.3/150 minutes Protection from Lightning 143.2/150 minutes, Fire Seed Single Acorn 146.9/150 minutes Yorrick Animal Growth 143.1/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
Angus AC 27 (31 Holy Aura) HP 66/66 Monday January 26th, 2009 9:06:48 AM
Angus hears Xenia's plea "The wizard took over the tower as a stepping stone to taking over the Wold. Something to that effect."
Angus lays down the Wall of Force and stays invisible as he moves up the stairs.
As planned, Angus keeps a Greater Dispel Magic ready to see what the Wizard Does.
A late post by DM missed a day's posting, but I'm not penalizing anyone for that. Sunday posts to be marked as Monday next posting report.
The Children of Chaos have battled through all the layers of the Hook City Star Mages Guild and have reached the roof! There, the Wizard Dar tells the heroes it is too late. Is it too late? Or can our heroes find a way to still stop the mad wizard from stealing all the magical power of Hook City?
SteveK
Jurgen [AC 39 - HP 150/150] 13d6=45 ; d20+13=31 ; Monday January 26th, 2009 3:32:58 PM
Jurgen watches the situation instantly turn to chaos and rushes forward behind Trace's arrows. He bellows out to the wizard as he moves, "There is nothing in this Wold so powerful it cannot be undone". After thirty feet he stops and readies an action. At the end of the round he will throw Chain Lightning at the wizard [Readied action in case Dar summons allies this round, otherwise he's the sole target. 13d6=45 damage - Reflex save vs Dc 23 for half - Caster Level Check (in case he has Spell Resistance) d20+13=31]
He positions himself to Charge the wizard next round.
Spells Cast: 0 x Level 0 - 2 x Level 1 - 4 x Level 2 - 3 x Level 3 - 2 x Level 4 - 3 x Level 5 - 3 x Level 6
Kazak - Ac 32 Hp 184/184 Resist energy-fire 30 pts , Bull str d20+15=22 ; d20+10=30 ; d20+5=24 ; Monday January 26th, 2009 7:55:58 PM
Bursting onto the roof behind the others .... Kazak spies the wizard standing near the edge .... hoping to escape .....watching Trace's arrows streak at their target ...... and his fellow chaos members react to his presence ...... the dwarf adds his own tactics to disrupt the wizard .... not within sword striking range .... yet ....quickly withdraws and fires them at the feet of the wizard .... striking the stone wall by the wizard ....... hoping that they can disrupt the wizards plans of escape .....
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer)?? Bull str - (potion) Scarab of golem bane (removed for now ) Prayer( from Rash Trinka)(expired)
Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a --4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
Firn'gaer - AC21, HP 97/97, CL14; See Invisibility, SR18, Tongues d20+16=18 ; 5d4+5=14 ; Monday January 26th, 2009 9:29:15 PM
Firn'gaer waits with an empowered magic missile in case Dar casts a spell. The missiles will disrupt his spell, hopefully.
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes), Shield (119 rounds) 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, fly, resist energy, holy aura Monday January 26th, 2009 10:10:33 PM
(illegal post) Rash sees that Angus is ready to dispel/counter a spell and decides to let his go first and will use hers only on a quickened spell after his.
Durgan AC 35(36) Hp 212/212 Monday January 26th, 2009 10:20:22 PM
"Well, look here wizard. Are ye gonna make this easy or hard? You weren't none too nice to them fellas downstairs. I'm no great friends with too many wizards but they didn't seem to be a bad sort. So which kind are you eh? The good sort or the bad sort?"
Durgan smiles as his brother tries out some old trusted tactics. "Nice move brother. Wasn't too many years ago ye would have just charged him instead."
Actions: move up to Dar
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 106.7/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 21/30 rounds remaining levitate- 22/30 rounds remaining haste holy aura
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
The Star Mages Tower-fifth floor round 42 [DMBZ] Monday January 26th, 2009 11:01:39 PM
OOC- just as a reminder for all who may be unfamiliar with it: Rash's spell(holy aura) grants several bonuses, but they do not stack with popular items you may have. Specifically a cloak of resistance and ring of protection do not stack, you get whichever is the higher bonus.
As the Children of Chaos emerge onto the roof, the more aggressive party members take no chances with the unknown wizard and start launching several attacks. In their zeal, Xenia is even caught with one of them. ( Xenia is deafened, can still send message by spell, but not receive.)
Xenia keeps her invisibility active and flies across the rooftop to hover near Dar. (Xenia may not be aware? that the Tower has antimagic fields surrounding the roof at a 60 foot radius away from the roof. Flying too high might be a problem.)
Rash casts a holy aura on the group(all), then remains ready with a dispel. She spots nothing out of the ordinary with her enhanced sight.
Trace fires several arrows, showing the wizard the group means business.
Peerimus casts a spell(which one?) while Yorrick moves in to engage.
Angus keeps a dispel at the ready.
Jurgen casts a chain lightning at the wizard.
Kazak throws several thunderstones at the wizard, accidentally hitting Xenia as well.
Firn'gaer readies a spell to damage the wizard in case he gets something through the dispel magic already aimed at him.
Durgan moves up ready to block an attack by the wizard against a weaker companion or to attack if able. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dar doesn't move, doesn't even flinch as attacks, spells, arrows, and even alchemical items are thrown his way. None of it seems to affect him. Even Yorrick's mighty paws fail to so much as scratch the unassuming wizard. "HAHAHA! I LOVE adventurers! You do not fail to disappoint. So much for negotiating then. Don't you even want to know what I am doing or why? Very well. Know this, you cannot harm me. I have created the artifact downstairs, and through it, I have absorbed enough magic energy to grant myself immortality."
"And now that I have this absolute power, I will force ordered Law upon the lands. There will be nothing but unprecedented peace as far as the eye can see. And I will make sure everyone follows the rules. Isn't that a noble goal? No more War? No more suffering? Now then, why don't you cease these pointless attacks before I get angry."
Dar turns to regard the city again, turning his back to you. He looks out as if surveying the domains he thinks he already owns. "Why don't you join me? You have proved yourselves capable. I have watched you a long time through the eyes of my servant Dweezil. Think on it."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 ROOF 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.
Angus AC 27 (31 Holy Aura) HP 66/66 Tuesday January 27th, 2009 9:21:27 AM
The invisible Angus and his invisble images cringe "Not another power mad entity that wants to rule the Wold. What happened to free will!" Angus squeeks out and then move 10 feet to the right.
Angus contines "So it is your law and nothing else. What of those that disagree with your law. Men and creature know what is best for themselves and do not need to be told what to do. You sound like a power drunk man that thinks he knows what is best for everyone, but you can not know."
Angus moves back to his original position "Let this folly go and come back to reality before you get hurt. You can not control each and every situation as a little bit of Chaos will always seep in."
Angus is hopeful the wizards down below are doing there job and taking control fo the artifact or this could be a long day.
Angus will gain 10 feet of elevation after he stops speaking.
Mage Armor - 15 hours Resist Energy Fire - 45/1500 rounds Resist Energy Electricty - 44/1500 rounds Resist Energy Cold - 4231500 rounds Resist Energy Acid - 42/1500 rounds Resist Energy Sonic - 41/1500 rounds Herosim - 40/1500 rounds Protection from Evil - 39/150 rounds Shield - 38/150 rounds Polymorph into a Pixie -37/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 30/150 rounds 7 extra images Improved Invisibility on Angus - 3/15 rounds Wall of Force 2/15 rounds Holy Aura fro Rash 2/15 rounds: +4 AC, +4 saves, 25 SR Haste on all (but Xenia) - Ended
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Xenia (AC27, HP86/86) d20+9=18 ; Tuesday January 27th, 2009 9:31:58 AM
The dark rogue taps her ear. Right. Like that'll clear the ringing. Sure. That's what you get for being 'nvisible. That's what you get for hanging out with Chaos Guys. Chaos Guys are, like, chaotic.
"Angus? Can you hear me? Got caught in the Thunder Blast. Can't hear a thing." Oh fram and farble. But, though the girl rogue may not be able to hear much beyond the bells in her head, she is an expert at reading lips.
"YEAH. A'RIGHT. I'LL LISTEN TO YOU." Her own words come to her, muddy through the deafening hum. "HI. I'M XENIA. SORRY, I'M 'NVISIBLE."
"SO, WHY'NCHA TELL US WHAT SORTA LAW YOU'D BE FORCIN'? IN DIRT CITY WHERE I WAS GROWED UP IT'S THE HOUSES THAT MAKE THE LAW, AND IT'S MOSTLY WHAT YOU CAN GET AWAY WITH, IF YOU KNOW WHAT I MEAN. ON THE BIG FLOAT, WHICH IS WHERE ME AND WYNN AND THE CRIMSON SHIELDS LIVE, THE OVERLORD SETS THE LAW, AND IT'S MOSTLY ABOUT WHAT'S JUST AND RIGHT. BUT SOMETIMES THAT'S HARD A'CAUSE THERE'S NOT ALWAYS ENOUGH GOODS AND FOOD AROUND FOR EVERYONE TO HAVE WHAT THEY NEED. THAT'S NOT JUST AND THAT'S NOT RIGHT, BUT IT'S REAL. SO, LIKE, THAT'S A PROBLEM."
"Can you hear me? A'cause this is hurting my throat."
"SO, WHAT YOUR LAWS GONNA BE? HOW THEY GONNA HELP EVERYONE. HOW'S EVERYONE GONNA BE WELL AND HAPPY, HUH? IF YOU CAN GIVE EVERYONE THAT, YOU CAN COUNT ME IN."
"BUT I GOTTA KEEP ONE THING IN MIND. THIS IS SUMP'IN MY DA USED TO SAY. ANY LAWS FORCED ON FOLKS AIN'T LAW. WHEN MOST FOLKS DON'T AGREE TO YOUR LAWS, THEN IT AIN'T LAW. LAW AIN'T WHAT YOU GOT. WHAT YOU GOT IS TYRANNY. THAT'S SUMP'IN I DON'T THINK EITHER ONE OF US WANTS. 'CAUSE IT ONLY LASTS SO LONG AS THE ONE DOING THE TYRANNY LASTS, AND WE ALL GOTTA DIE SOMETIME."
"TELL US 'BOUT YOUR LAW AND HOW IT'S GONNA DO GOOD FOR FOLKS."
"OH, AND WHILE YOUR AT IT, COULD YOU TELL ME WHAT THESE CHAOS GUYS GOT AGAINST YOU AND FOR WHAT REASON IT WAS THAT WE CHARGED UP THIS TOWER TO GET TO YOU?"
Rolls and Actions Diplomacy 18 (Good for Indifferent to Friendly)
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, resist energy, holy aura Tuesday January 27th, 2009 11:11:14 AM
Rash lets the others lead the conversation. She looks down at her new tattoos and holds up her hands and sends a prayer to the Powers. "Powers, give us the strength to bring down this madmen. I know it isn't your plan to only have one side reign surpreme. I beseech you to give your agents the wisdom and ability to bring this misguided man down."
Rash tries to invoke her tattoos summoning the power of chaos to their aid.
Tue seeing 61/150 rounds freedom of movement 49/1500 rounds Fly 15/150 Resist energy 4/150 (electicity) Holy Aura 3/15
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
Angus AC 27 (31 Holy Aura) HP 66/66 Tuesday January 27th, 2009 1:16:56 PM
Angus whispers to Xenia "I hear you loud and clear. Can you hear me?"
Angus is doubtful he will get a response, but he has to try with his old friend.
Firn'gaer - AC21, HP 97/97, CL14; See Invisibility, SR18, Tongues Tuesday January 27th, 2009 2:15:13 PM
Firn'gaer follows Rash's lead and attempts calls forth the chaotic powers that the Children have within each of them. Clenching his fist, powers of chaos lend me some of your power. The iron fist of Law has erupted and threatens to suffocate the Wold in its iron grip. We were called upon to defeat the Destroyer and maintain the balance between Order and Chaos, we are now called upon to prevent the pendulum from swinging too far towards a strict and suffocating Order. We know this cannot be. Powers of chaos give us the power to throw down those who would suffocate the Wold in rigid order.
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes), Shield (118 rounds) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
Xenia (AC27, HP86/86) Tuesday January 27th, 2009 3:49:08 PM
2nd Post:
Wazzat? Deafened, though she may be, there's little that escapes the sharp eyes of the dark girl. From the corner of her green peepers, Xenia spies the clenching of fists and the raising up of hands.
Huh? Wazzat? Just like those Chaos Guys. Always doing weerdo stuff.
Angus AC 27 (31 Holy Aura) HP 66/66 Tuesday January 27th, 2009 5:09:41 PM
Angus hears Xenia's less than whisper "The Chaos group all have strange tatoos. You and I only have our Crimson Shield rings for identification. No bar codes and such on our bodies."
Peerimus AC 34 HP 110/112 and Yorrick AC 31 HP 166/166 d4+1=2 ; Tuesday January 27th, 2009 6:50:26 PM
Peerimus finishes casting, and summons a few allies. {Spont Cast SNA VIII Whirlwind 2 Pixies with Sleep Arrows} The Pixies are natually invisible, but Peerimus knows thier approximate location and can also speak with them. "Hold on my word my friends." he says aloud. Pixies are 20' up and 20' in front of Peerimus. Next the druid growls and Yorrick lowers a mighty claw to the stone roof top without striking. The bear stays precisely where he is however, a few feet from Dar.
Much of any statements he would have made have been done so and much of what Dar has said, Peerimus sees no reason to disbelieve. They knew of the artifact and what it was meant to do. They knew for the most part it was functional and they knew that a northern being of power beyond mortals was concerned about Dar. That last bit brought a small smile to Peerimus' face, though he quickly pushes it aside and it is suddenly replaced by a flash of insight. Possib;y from the very being calling himself the god of Life and Death.
"We are agents of balance master wizard!" he calls out. "We stand for choice, for freedom of will, of the pain wrought with knew life and death. Absolute Order would bring stagnation and the slavery of unyeilding death. Only in the sheer nothingness of pitch can there be no change. You claim a noble goal, but it is the void that will come. the unmaking of all life and with it even the unmaking of death itself. For so long as a single entity exists, Change, Growth amd Chaos will move with it."
Peerimus pauses and then continues, "You must step from the road."
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 143.4/150 minutes Yorrick and Peerimus Protection Fire 143.3/150 minutes 133/150HP Peerimus Freedom of Movement 143.2/150 minutes Protection from Lightning 143.1/150 minutes, Fire Seed Single Acorn 146.8/150 minutes Yorrick Animal Growth 143.0/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
Jurgen [AC 39 - HP 150/150] Tuesday January 27th, 2009 9:00:52 PM
Jurgen glances over at Firn'gaer and Rash, attemping to convince the powers into working for them. He wonders whether chaos would let itself be harnessed. Perhaps it would. Or perhaps the Star Mages' plan would work in time. Regardless, time had to be bought. Even if his words didn't have any power of the wizard, Jurgen would use them to buy as much time as possible. And then, if it came to it, they would fight. And probably be devastated. But that would be a problem for later.
"Dar, I am a paladin of Domi, an agent of the Crones of Chaos," he shows the holy symbols tattooed to his hands, "and an emissary of Gargul. My friends and I have been gathered from across the Wold to stop you. And as I hear your intentions, I am definitely tempted to join you. Years of living under the Chaos powers has been tiring. And there is a nobility in what you want to do, even ignoring that which we know and you do not about what will happen here. But what do you offer me that I don't already have, wizard? If I were to join your side, what would I gain in place of my losses? Can you replace the love that Domi has for me? Can you protect me from Gargul's fury? Can you even protect yourself, for that matter?" He continues moving towards Dar as he speaks, less aggressive than he had intended moments ago. He stands at I15, next to the wizard. "You have much to offer this continent and, perhaps, the Wold. You are a man of both resource and talent. And I would hate to see it all wasted, but it will be if you insist on this course of action. We will fight you and, if possible, kill you. Granted, you may be able to destroy us. But what of the next group? We have friends in the Sargrass Plains who the mantle of Chaos may fall to after us. And if you gained the attention of the Dragon Consortium? Would you be willing to kill everyone in order to ensure order? What damages would you be willing to do to your soul in order to make the Wold a place of perfect Law? What damages would you do to the Wold to see your goal fulfilled?"
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [941/1300 Minutes] - Resist Fire [718/780 Rounds] - Shield [95/156 Rounds] - Protection from Evil [18/78 Rounds] - Mirror Image x7 [83/110 Rounds] - Heroism [288/300 Rounds] - Shield of Faith [95/98 Rounds] - Holy Aura [14/15]
Spells Cast: 0 x Level 0 - 2 x Level 1 - 4 x Level 2 - 3 x Level 3 - 2 x Level 4 - 3 x Level 5 - 4 x Level 6
The Star Mages Tower-fifth floor round 43 [DMBZ] Tuesday January 27th, 2009 11:00:59 PM
Rash and Firn'gaer attempt to get the Powers of chaos to aid the group through the magical tattoos. But to no avail. It could be important. If this force of Law was so powerful, why didn't the Powers of Chaos help? Perhaps the Powers are testing the Children of Chaos? Or...
Peerimus summons some help, while the rest of the group tries to convince the powerful wizard to reconsider his goals. Considering the power level, the group tries for diplomacy. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Ah! I see now", says Dar. "Your specialty is in giving speeches? I'm disappointed. I expected more. And I'm sorry to say Jurgen, but I need not fear those other groups either. Not even the Dragon Consortiums. None will touch me." Dar seems ready to continue with a long winded speech explaining his superiority when the entire Tower shakes. A loud rumble makes its' way to your ears, then the Tower shakes again and an explosion can be heard. it seems the wizards downstairs are making some progress.
You can feel powerful magical energies whipping around you like leaves caught in a windstorm. For the first time since you have met him, Dar no longer wears a smug expression upon his face. He turns a bright crimson red as he points an accusing finger at the group. "YOU! What have you done!? He goes to push past Yorrick and the dwarves when he realizes that he can no longer just brush you aside. "Very well then! I will deal with you first, then those who are foolish enough to believe they can damage my masterpiece!"
Dar begins casting a spell...
OOC- I believe Angus is the only one with a dispel readied? Angus roll, DC is 31
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 ROOF 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 35(36) Hp 212/212 Tuesday January 27th, 2009 11:05:17 PM
"Great. Now he's mad. I don't suppose anyone would like to leave the mad wizard alone? No? Oh well. Come on brother, let's go show this guy what we think about power mad wizards trying to take over the world."
Actions: move to right side of Yorrick to cut off Dar from retreat that way, and block for Trace.
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 106.7/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 21/30 rounds remaining levitate- 22/30 rounds remaining haste holy aura
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty d20+28=38 ; d20+28=40 ; d20+23=38 ; d20+18=30 ; d8+7=9 ; d8+7=10 ; d8+7=11 ; d8+7=15 ; 2d6=8 ; 2d6=6 ; 2d6=7 ; 2d6=5 ; Wednesday January 28th, 2009 2:25:47 AM
(ooc: I dont have a map in my email, if everyone is on the roof, trace takes action one, if not then action two)
action one: Trace drops the tree token in the doorway blocking the wizards escape and then turns back to him and readies to start fireing his bow.
action two: Trace will drop the coin and fire four arrows.
hit ac 38 09 hps, holy 08 = 17 hit ac 40 10 hps, holy 06 = 16 hit ac 38 11 hps, holy 07 = 18 hit ac 30 15 hps, holy 05 = 20 total dmg = 71 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
Peerimus AC 34 HP 110/112 and Yorrick AC 31 HP 166/166 d20+9=18 ; d20+9=11 ; d6-2=4 ; d6-2=3 ; d20+23=34 ; d20+23=34 ; d20+23=26 ; d20+21=29 ; 3d6+15=22 ; 3d6+15=31 ; 3d6+15=26 ; 3d6+8=17 ; d6=1 ; d6=1 ; d6=5 ; d20+33=49 ; d20+15=22 ; Wednesday January 28th, 2009 8:02:26 AM
As Dart shouts, Peerimus remains passive, Step from the path Dar, or we shall force you from it. Dar casts, Peerimus shouts, "Take him!"
The pair of invisble Pixies move to M 15 G 15, flanking the wizard and fire. AC 18 and 11 Wizard has ne dex bonus to AC Dmg 4 and 3 Sleep DC Fort 15
Yorrick swipes at him with claws and fangs AC 34/34/26/29 Dmg 22/31/26/17 Fire 1/1/5 Grapple 49
Peerimus readies to try and counter the wizards next spell DC 22
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 143.4/150 minutes Yorrick and Peerimus Protection Fire 143.3/150 minutes 133/150HP Peerimus Freedom of Movement 143.2/150 minutes Protection from Lightning 143.1/150 minutes, Fire Seed Single Acorn 146.8/150 minutes Yorrick Animal Growth 143.0/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
Angus AC 27 (31 Holy Aura) HP 66/66 d20+19=33 ; Wednesday January 28th, 2009 8:39:27 AM
OOC: Greater Dispel Magic roll from last round 33 - Sucess!!!!! Those spell penetration feats come in handy.
Please note that Angus never cast his third haste - HASTE IS NOT ACTIVE
Mage Armor - 15 hours Resist Energy Fire - 46/1500 rounds Resist Energy Electricty - 45/1500 rounds Resist Energy Cold - 441500 rounds Resist Energy Acid - 43/1500 rounds Resist Energy Sonic - 42/1500 rounds Herosim - 41/1500 rounds Protection from Evil - 40/150 rounds Shield - 39/150 rounds Polymorph into a Pixie -38/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 31/150 rounds 7 extra images Improved Invisibility on Angus - 4/15 rounds Wall of Force 3/15 rounds Holy Aura fro Rash 3/15 rounds: +4 AC, +4 saves, 25 SR Haste on all (but Xenia) - Ended
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
The Star Mages Tower-fifth floor round 43 [DMBZ] Wednesday January 28th, 2009 8:58:33 AM
OOC- spell penetration does not affect dispel checks, just checks to beat Spell Resistance.
Xenia (AC27, HP86/86) Wednesday January 28th, 2009 9:46:20 AM
Wizard Guy's lips stop making sense all the sudden. That, and the hand waving, has gotta mean some sorta spell. Well, don't need that deduction to tell that all talk has gone to the garbage heap. Musta had sump'in to do with the tower shaking all the sudden.
Oh well. Stuff happens. And when stuff happens, you gotta happen back at it.
The dark rogue reaches back to her haversack and orders up the arrow with the Silence magic still on its feather fletching. Eyes on Mister Wizard she prepares to follow him like she did with the Undead Weerdos.
Inside, she gives a little mental sigh. Be nice to know what the fram jamblies is going on.
Rolls and Actions MEA: Take Silenced arrow out of Haversack SA: Ready Action: Move to follow the Wizard wherever he might go. (60ft available) Hide 50 (+20 w/Invisibility, -5 for full range of movement)
Position: Unknown - See Ready Action (ground level but flying)
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Angus AC 27 (31 Holy Aura) HP 66/66 Wednesday January 28th, 2009 12:39:14 PM
OOC: Angus stands corrected. Angus is not able to counter the Wizards much too powerful spell. We may be in trouble.........
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, resist energy, holy aura Wednesday January 28th, 2009 3:54:25 PM
Rash sees that the negotiations have gone their normal route and quickly casts a maximized flame strike at the mage hoping to take him down quickly. She will try and avoid her friends and only catch the mage in its power (Damage is 120 points of damage) Sorry I am travelling and don't have my books but I think it is a reflex save 21 Fire protection only partially works since it isn't strickly fire.
Tue seeing 62/150 rounds freedom of movement 50/1500 rounds Fly 16/150 Resist energy 5/150 (electicity) Holy Aura 4/15
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
Jurgen [AC 39 - HP 164/150] d20+23=43 ; d20+23=31 ; d6+4=8 ; d6=3 ; 2d6=10 ; 6d6=14 ; d20+18=38 ; d20+18=31 ; d6+4=9 ; d6=6 ; 2d6=8 ; d20+18=22 ; d6+4=8 ; d6=5 ; 2d6=4 ; Wednesday January 28th, 2009 4:07:25 PM
After his extended speech, Jurgen figures that Dar would be somewhat reasonable. As it turns out, he was just someone else who had gone crazy from power. "So be it..." Jurgen raises his sword and proceeds to unleash a fury of attacks on the wizard.
Fueled by the Heroism spell, his first attack pierces the wizard with ease, unleashing the stored Vampiric Touch as well. His second attack mirrors the first, digging into the wizards flesh with certainty. With his final attack he takes a chance and calls upon Domi to help him Smite the Evil within Dar, unsure of whether the wizard is actually evil at all. He lunges forward to drive the rapier into the wizard, but is entirely too clusmy in his attack.
Hit AC 43 -- Critical Threat -- Critical Hit vs AC 31 -- Critical Damage: 12 [Piercing] + 3 [Electric] + 10 [Holy] + 14 [Vampiric Touch] = 39 Damage Hit AC 38 -- Critical Threat -- Critical Hit vs AC 31 -- Critical Damage: 14 [Piercing] + 6 [Electric] + 8 [Holy] = 28 Damage Hit AC 22 -- Damage: 8 [Piercing] + 5 [Electric] + 4 [Holy] + 2 [Smite Evil] = 19 Damage Total Damage: 86
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [941/1300 Minutes] - Resist Fire [717/780 Rounds] - Shield [94/156 Rounds] - Protection from Evil [17/78 Rounds] - Mirror Image x7 [82/110 Rounds] - Heroism [287/300 Rounds] - Shield of Faith [94/98 Rounds] - Holy Aura [13/15]
Spells Cast: 0 x Level 0 - 2 x Level 1 - 4 x Level 2 - 3 x Level 3 - 2 x Level 4 - 3 x Level 5 - 4 x Level 6
Jurgen [OOC] Wednesday January 28th, 2009 4:42:54 PM
Hey BZ. You probably missed it in my giant wall of text, but last round I moved Jurgen next to Dar to I15.
Which, I believe, puts me right in the path of Rash's Flame Strike. Unless we're talking a cylinder at J14-15 and K14-15. In which case, I have absolutely no problems with it since it won't kill Xenia and utterly destroy Yorrick and Jurgen's ability to manage in combat. :D
Also, I know it's highly unlikely, but can Jurgen burn a hero point for Angus to get a reroll on that Greater Dispel Magic? I really don't want Dar to have a chance to cast that ruddy spell. It'll probably be a "Kill everyone everywhere" spell. =p
(Here's the link to Rash's Flame Strike: http://www.dandwiki.com/wiki/Flame_strike )
Kazak - Ac 32 Hp 184/184 Resist energy-fire 30 pts , Bull str d20+24=37 ; Wednesday January 28th, 2009 7:28:02 PM " Capture him !!! ..... somebody get some rope to tie da stupid wizard up " growls Kazak as he joins the big bear in grappling the wizard .... tackling the mage .... as he tries to brush past them .....
grapple attack d20+24=37
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer)?? Bull str - (potion) Scarab of golem bane (removed for now ) Prayer( from Rash Trinka)(expired)
The Star Mages Tower-fifth floor round 44 [DMBZ] Wednesday January 28th, 2009 10:41:44 PM
OOC- Jurgen, note on position: Due to the nature of play-by-post, Position is sometimes a difficulty, as things might be done differently if we were all sitting around a table together.(wouldn't that be sweet!) Therefore I tend to be lenient(I hope so anyway) with spell area placement, figuring the characters know how to use these spells without hurting comrades. If invisible though... As for passing off hero points- sorry. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Angus fails the dispel. Dar completes his spell, then seems to stand motionless while a number of attacks come his way. (Please mark off all spells used etc.) When the dust clears, Dar is no longer present. You are shocked to discover he has moved, and is now the proud owner of a number of defensive spells. The first spell must have been powerful indeed.
All the attacks end up hitting nothing as Dar was not actually at that location when those attacks hit!
Xenia begins to move to intercept, when his new location is revealed.
Angus has another dispel readied. (please roll, same DC 31)
Peerimus tries to stop the next spell as well, but misses. (with the 22)
Trace dropped a tree token in the stairwell, blocking the exit, knowing the wizard cannot teleport away. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dar's next spell cuts off the warriors.(unless dispelled by Angus) A wall of force cuts the roof of the Tower in half, dividing the Children.
As Dar prepares to toss his next spell at the back of the group, those trapped behind the wall of force might be glad. At least until the Tower shakes with another rumble, this one more violent than the last, and the only way down is blocked off...
OOC- Dar's description: A middle aged human male, with dark hair and a snobbish tilt to his chin. As you look at him now, you can see several spell effects about his person. Most noticeable is the 10 foot glowing sphere of energy surrounding him. His image shifts between two different locations, making him look blurry. Those who can see him with arcane sight know he has many protections layered about himself.
OOC- Remember your goal.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 ROOF 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 35(36) Hp 212/212 Wednesday January 28th, 2009 10:45:03 PM
"Confound it!" Durgan mutters a long stream of curses in dwarven as he eyes up the wall blocking the way to get to grips with the wizard. "THAT'S what I don't like about wizards! They never stand still long enough to hit them!"
Actions:
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 106.7/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 21/30 rounds remaining levitate- 22/30 rounds remaining haste holy aura
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty d20+28=32 ; d20+28=41 ; d20+23=39 ; d20+18=35 ; d8+7=15 ; d8+7=15 ; d8+7=10 ; d8+7=10 ; 2d6=9 ; 2d6=7 ; 2d6=9 ; 2d6=4 ; Thursday January 29th, 2009 2:02:31 AM
(ooc: assuming that since Trace is in the air he can shoot over the wall, take action 1, if he can not shoot over the wall then take action two)
action 1 Trace resumes his way with the bow and fires four arrows into the wizzard. Trace thinks to his bow, "is the wizzard thinking more than one move ahead or is he reacting? What is his plan of escape?"
action 2 Trace will cast entangle from the tree and hope that it is close enough to the wizzard
hit ac 32 15 hps, holy 09 = 24 hit ac 40 15 hps, holy 07 = 22 hit ac 38 10 hps, holy 09 = 19 hit ac 30 10 hps, holy 04 = 14 total dmg = 79 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
Xenia (AC27, HP86/86) Thursday January 29th, 2009 8:01:26 AM
Gotta clear our spell guys.
The rogue jets ahead and takes her sphere of Silence with her. The world stops blinking around her as the spell from her ring ends.
Shooting directly by the Wiz Guy and then up behind him, the canny rogue watches his eyes for the slightest sign that he spies her. Then she rises up, directly behind him, holding the arrow out behind her, as far away from her guys as she can.
There, she waits for him to move, hoping to move with him, to shadow him wherever he might go.
Rolls and Actions Move and ... SA: Ready Action: Move to follow the Wizard wherever he might go. (60ft available) Hide 50 (+20 w/Invisibility, -5 for full range of movement) Spot 37
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69), Deafened (End r640)
Position: Unknown - First Move to J37 10ft high then See Ready Action (55ft move - 10ft up)
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Note: Center Silence spell from the Intersection to the Southwest of the Square in which Xenia is located.
Angus AC 27 (31 Holy Aura) HP 66/66 d20+15=21 Thursday January 29th, 2009 9:54:01 AM
OOC: Please remember that Angus and Fingner each have on arcane sight and Rash has on true seeing. If Dar was an illusion (project image, illusion, invisibility, mislead) last round and was the reason our spells and attacks failed, some of us may have known ahead of time.
Did any of the Kids of Chaos get AoO's on Dar if he was not an illusion and he moved????
========================================
Angus's counterspell roll for his readied action greater dispel magic.
21 (No Good)
Angus is seeing the futility of attempting to counter Dar's magic and tries another tack. First he scans the area for magic as he wants to make sure of Dar's location. Is the Dar he is looking at the real McCoy or an illusion.
Angus moves forward and hovers over the Wall of force at a height of 20 feet (higher if the wall is higher - What is the wall height?)
Angus prepares to get much more offensive next round.
If Angus is in Xenia's silence spell he will back up, but stay above the level of the wall of force.
Mage Armor - 15 hours Resist Energy Fire - 47/1500 rounds Resist Energy Electricty - 46/1500 rounds Resist Energy Cold - 451500 rounds Resist Energy Acid - 44/1500 rounds Resist Energy Sonic - 43/1500 rounds Herosim - 42/1500 rounds Protection from Evil - 41/150 rounds Shield - 40/150 rounds Polymorph into a Pixie -39/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 32/150 rounds 7 extra images Improved Invisibility on Angus - 5/15 rounds Wall of Force 4/15 rounds Holy Aura fro Rash 3/15 rounds: +4 AC, +4 saves, 25 SR Haste on all (but Xenia) - Ended
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Firn'gaer - AC21, HP 97/97, CL14; See Invisibility, SR18, Tongues Thursday January 29th, 2009 1:17:46 PM
Firn'gaer uses Lhari to cast Wall of Force and close off the stairs. The wall goes from f37/f38 to n37/n38. This is about 50-ft; so, Firn'gaer will make the Wall 20-ft high and center 30-ft section of the wall will be 30-ft.
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours), Endure Elements (24 hours), Elf Vision (140 minutes), Shield (116 rounds) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
The Star Mages Tower-fifth floor round 44 [DMBZ] Thursday January 29th, 2009 3:02:55 PM
email sent about Dar. Angus, everything mentioned was taken into consideration.
Angus AC 27 (31 Holy Aura) HP 66/66 supplimental d20+24=40 ; d20+19=37 ; Thursday January 29th, 2009 3:41:18 PM
OOC: Nicely done BZ as you had me fooled.
=====================================
Angus senses that somthing is up with Dar and thinks hard on the subject. It must be something that is beyond his capabilities.
spellcraft check 40 arcane knowledge 37
OOC: Why could these rolls have not been for my greater dispel magics......
Jurgen [AC 37 - HP 150/150] Thursday January 29th, 2009 3:47:17 PM
"Durgan, Kazak, move to the wall!" Jurgen yells at the dwarves, pointing towards H-I24. "I'll move you over in a second!" He then starts yet another shape-changing spell, using Polymorph to transform him into a Hill Giant. With his new (and much stronger) form, he rushes over to G24 and prepares to lift the dwarves over wall, in a single manuever.
Spells Cast: 0 x Level 0 - 2 x Level 1 - 4 x Level 2 - 3 x Level 3 - 3 x Level 4 - 3 x Level 5 - 4 x Level 6
Peerimus AC 34 HP 110/112 and Yorrick AC 31 HP 166/166 d20+7=21 ; d20+7=22 ; d6-2=-1 ; d6-2=1 ; d6-2=4 ; d100=86 ; d100=39 ; Thursday January 29th, 2009 4:46:29 PM
Peerimus wrinkles his nose as Dar moves to the other side of the tower. Upon hearing of the Wall of Force now seperating the group, he is less concerned. Sure is quiet Peerimus moves to e/33 with sound returning enroute. Better Peerimus calls for the Pixies to maintain thier attacks.
Both fly forward [M and G 27] and fire. AC 21/22 dmg 1/1 %86/39 Fort DC 13
Peerimus calls for Yorrick to come slowly, there is a block in his path that he will need to come over. Peerimus is not concerned on it, the bear could practically step over the wall, but it will slow him for a few seconds. More the issue was Dar's new and very likely, formidable defences. The blurring affect was inconsequential. The odd glow he was more concerned with. Was it like the Wall of Color downstairs or something else. Peerimus would quickly perform a test and casts Baleful Polymorph. Fort DC 24 or turn into a newt
Yorrick moves forward and encounters the wall. The bear then steps/lumbers over it. [Yorrick has a 40' so a move and a move should do it and can stand up to almost 20' in size.]
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 143.4/150 minutes Yorrick and Peerimus Protection Fire 143.3/150 minutes 133/150HP Peerimus Freedom of Movement 143.2/150 minutes Protection from Lightning 143.1/150 minutes, Fire Seed Single Acorn 146.8/150 minutes Yorrick Animal Growth 143.0/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
Kazak - Ac 32 Hp 184/184 Resist energy-fire 30 pts , Bull str , Holy Aura Thursday January 29th, 2009 8:51:06 PM
"Aye " growls Kazak to Jurgan ...... " hey bro maybe you can climb over .... ya certianly are big enough "... as the younger dwarf looks upward at the enlarged dwarf .......
Heeding the tactical advice from the paladin ..... kazak moves up to the wall of force with his brother ......
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer)?? Bull str - (potion) Scarab of golem bane (removed for now ) Prayer( from Rash Trinka)(expired) Holy Aura (from Rash Trinka)(+4 Ac , +4 saves , spell resistance 25 )
The Star Mages Tower-fifth floor round 45 [DMBZ] d100=5 ; d100=85 ; d100=86 ; d100=66 ; d20+19=21 ; Thursday January 29th, 2009 10:29:44 PM
Trace flies above the height of the wall of force, then he cuts loose with his bow. 3 of them strike true. Trace can see even from this distance, the arrows do little damage to the mage. Trace's bow seems more worried about their possible escape than the wizard's.
Xenia repositions behind the wizard. He makes eye contact with her as she flies by, but doesn't turn to see where she ends up. he does not seem to be affected by the magical silence.
Angus misses another dispel. He repositions and gets ready to unleash his power. (You are already in front of the wall on the map.) He also determines that Dar used a time stop to power himself up.
Firn'gaer drops a wall of force behind the wizard, further cutting off his retreat.
Jurgen polymorphs himself into a hill giant, ready to start lifting anyone trapped behind the wall over it. Jurgen is also able to determine that the wizard's visible spell effects include displacement and globe of invulnerability
Peerimus repositions and commands the pixies to continue to attack. Their arrows fail to penetrate Dar's armor this time. Yorrick strides forward, then clambers up and over the wall. Peerimus tests Dar's defenses with a baleful polymorph spell. The wizard is shaken by convulsions as the spell takes effect! In mere moments Dar is transformed into a newt.
Kazak and Durgan move up to the wall so Jurgen can lift them over.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dar the Uniter AC 22+? HP? -5/? -polymorphed
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Tower shakes once again. This time there is a loud crack as a boom resembling lightning striking nearby. It is obvious now that there remains very little time until the Tower falls! What do you do?...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 ROOF 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 (104/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty Friday January 30th, 2009 2:15:19 AM
Trace offers a ride to any one person, not sure if he can carry more than that. If there is no objection, Trace will begin to start ferring everyone to the ground. "I can fly anyone to the ground before the tower falls, also I have a ring of feather falling to lend for the last one to go incase the tower goes before I get everyone.
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
Xenia (AC27, HP86/86) d20+16=28 ; d20+16=29 ; d20+11=22 ; Friday January 30th, 2009 8:04:31 AM
Another one of those Bad Feeling About This sorta shakes rocks the tower, and Xenia acts. The arrow with the Silence spell falls free of her hand as she drops down five feet toward the new.
"Hey Newt," she makes a quick stab, scooping up the four legged amphibian. "We're going for a ride." The girl rogue's eyes roam over the things that had fallen away from him when he attained newthood, when a thought occurs to her.
What about the Metal Guys downstairs? They had vowed to come after the Chaos Guys. Would that mean herself included? Would that extend to the Shields? Could she let that happen? If it were Jonas down there, would she just let him be crushed by Tower Quake? Would she?
"HEY! CHAOS GUYS? WHAT ABOUT THEM TWO METAL GUYS DOWNSTAIRS? I DON'T THINK THEY'LL BE ABLE TO GET OUT!"
Only then, does the dark girl realize, through the ringing of her own ears, that she cannot hear her own voice.
Rolls and Actions Touch Attack AC28 (Should be Enough) Grapple and Pin 29/22
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69), Deafened (End r640)
Position: J37 5ft high (5ft step - 5ft up)
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Note: Could you list all of the visible items that dropped onto the floor when Dar was Polymorphed?
Also, are we still in Round by Round action?
Angus AC 27 (31 Holy Aura) HP 66/66 supplimental Friday January 30th, 2009 1:19:59 PM
Angus looks at Peerimus's handiwork and remarks as a disembodied voice (still invisible) "Very impressions. I can see why you are a keeper."
Angus flies over to Kazak and as a disemboided voice again squeeks out "I will turn you into a Gargoyle temporarily so that you can fly is the tower flies, but you have to let it happen. Durgen you are next."
Mage Armor - 15 hours Resist Energy Fire - 48/1500 rounds Resist Energy Electricty - 47/1500 rounds Resist Energy Cold - 461500 rounds Resist Energy Acid - 45/1500 rounds Resist Energy Sonic - 44/1500 rounds Herosim - 43/1500 rounds Protection from Evil - 42/150 rounds Shield - 41/150 rounds Polymorph into a Pixie -40/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 33/150 rounds 7 extra images Improved Invisibility on Angus - 6/15 rounds Wall of Force 5/15 rounds Holy Aura fro Rash 3/15 rounds: +4 AC, +4 saves, 25 SR Polymorph on Kazak (Gargoyle +4 St, +4 Dex, +8 con, Flying)
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Firn'gaer - AC21, HP 97/97, CL14; See Invisibility, SR18, Tongues Friday January 30th, 2009 4:37:36 PM
Firn'gaer goes to the edge and jumps.
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, resist energy, holy aura Friday January 30th, 2009 5:45:19 PM
Rash goes to the edge and peeks over to see if Firn'gaer is road pizza.
Xenia (AC27, HP86/86) Friday January 30th, 2009 5:51:00 PM
OoC: Dude!!!
Jurgen [AC 37 - HP 150/150] Friday January 30th, 2009 7:02:09 PM
(OOC: Well, that's one way of solving our problem... I'm tempted to rush over and Telekinesis Firn'gaer to the bottom. Oy)
Firn'gaer - AC21, HP 97/97, CL14; See Invisibility, SR18, Tongues Friday January 30th, 2009 7:03:42 PM
We'll find out if anti-magic area goes all the way to the bottom. If Firn'gaer's fly turns back on then it doesn't. If not, then . . .
Kazak - Ac 32 Hp 184/184 Resist energy-fire 30 pts , Bull str , Holy Aura Friday January 30th, 2009 8:55:55 PM
Nodding at Angus's suggestion ... " ok ... i'll be open to it " .....growls Kazak ......
Turning towards Xenia as she continues to shout ....(love the role play Al )....the dwarven warrior claps his hands over his ears ..... " i hear ya ..... no need to shout ay da top of ya lungs ... girl " .... as his steel grey eyes give her a hard staredown ......
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer)?? Bull str - (potion) Scarab of golem bane (removed for now ) Prayer( from Rash Trinka)(expired) Holy Aura (from Rash Trinka)(+4 Ac , +4 saves , spell resistance 25 )
Peerimus AC 34 HP 110/112 and Yorrick AC 31 HP 166/166 Friday January 30th, 2009 8:56:40 PM
ooc again....why the big hurry to get to the ground and not try and get the mages causing the artifact to go boom? Course with the wizard who cast the walls now gone they can't be dismissed so.....
Peerimus walks over to Xenia and extends a hand as if asking her to put something in it. He then says 'Newt Please' Peerimus looks skyward and thanks the Pixies for thier services and then calls Yorrick to come over.
Looking at the group as they make thier way over the wall and in reply to Angus, "Hold on turning people into things please." he begins. "The tower is surrounded by anti magic designed to prevent creatures and beings from flying up here..."
He is about the continue when Firngaer steps off the ledge. Peerimus cocks his head to a side not comprehending the move, a litany of speeches he had lined up and fully prepared to use in addressing Savin surface. But that was not Savin. Very shortly it may not be Firngaer either. They were over 200' up and given the fact the wizard did not even make sure he was above the doorway to the tower where most likely a section of normal magic would remain, before foolishly and impulsively stepping off, his odds of survival were low. Unfortunately it also made possible rescue of the other wizards somewhere below in the possibly collapsing citadel a much more remote possibility as well. For now he had to wait over a minute for the Walls of Force to come down. then do battle with the Inevtiables and then negotiate back down the tower to the mages.
Peerimus turns back to Xenia, "I have to ask a hard thing from you. About 5 levels below us a small group of wizards are frantically trying to overload the artifact to which Dar referred and that which gave him such power. Thier efforts allowed for our victory here, but may also be the cause of the structural issues we are whitnessing. My initial path just stepped from the Tower. We need you to slip through the ceiling, evade the beings just below us and rush as fast as you can to the wizards. Stop them if you can, get them out most importantly."
Peerimus speaks up, "Listen to me! Xenia is going after the wizards! I am going to open a hole to the floor below where we are going to drop in on the pair waiting for us. We will deal with them, while she makes for the mages. I can stone shape a hole into the floor. Gather around.
Peerimus recalls a a third level spell through his Pearl of Power
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 143.3/150 minutes Yorrick and Peerimus Protection Fire 143.2/150 minutes 133/150HP Peerimus Freedom of Movement 143.1/150 minutes Protection from Lightning 143.0/150 minutes, Fire Seed Single Acorn 146.7/150 minutes Yorrick Animal Growth 142.9/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
The Star Mages Tower-fifth floor round 46 [DMBZ] Saturday January 31st, 2009 12:00:56 PM
OOC- Ok, I will move this along, so we don't get bogged down by a major debate.
Firn'gaer decides to test the area of the anti-magic field. As the Tower is rocked by another explosion, you watch as Firn'gaer flies in a very haphazard manner as if the fly is turning off and then on again. Twenty feet from the ground, his fly spell returns to normal and he is able to land safely.
Knowledge of the arcane would lead you to believe that the fabric of the anti-magic field is tearing itself apart. Knowledge of architecture and engineering leads you to believe the Tower has mere moments before collapsing. The dwarves expect only a round or two left till that happens.
From his new vantage point, Firn'gaer can see scared townspeople running in all directions, mostly away from the Tower. He can also see that the wizards have mostly vacated the Tower already, by using the entrance/exit in the sewers where you first entered. They seem to be moving away from the Tower with some speed, expecting what is likely to happen next.
Jurgen [AC 37 - HP 150/150] Saturday January 31st, 2009 2:11:05 PM
Jurgen looks at Peerimus. "Does that solve our problem?" He sees the results of Firn'gaer's mild insanity and starts thinking about the rest of the group. He starts listing off those who can fly. "Xenia, Angus, Trace, Peerimus. Now Kazak and Durgan. If Rash can't, Trace can probably carry. The only problem left is Yorrick, right?"
Jurgen looks at the giant bear and would laugh trying to imagine Peerimus' companion flying, if the situation weren't so dire. "Peerimus, do you have any way of making Yorrick fly? Otherwise, I can stay with him and keep trying to Dimension Door as the magic protections fade away. Or Yorrick and I can jump and I can try to have my Dimension Door go off, just as we hit the 20 feet where Firn'gaer's magic started working properly."
Xenia (AC27, HP86/86) Saturday January 31st, 2009 8:09:07 PM
"NO TIME!" Xenia screams above the ... the Silence from her arrow? The residual bang from the thunderstone? The dangerously unsafe noises coming from the tower under their feet? ... Instead of handing off the newt, she shoves it under the left flap of her haversack, Into her arms she scoops the rest of the Wiz Guy's stuff. And runs for the edge of the roof.
"WHERE'S FERNIE?" she shouts, but then the direction that most of the Chaos Guys are looking pretty much answers that question. "oh."
"Poor bear." He looks so big soft and furry, the urge to throw her arms around him is near to overwhelming. Only the armload of Wizard Gear stands in the way. "I ... I used to keep some scrolls of flying magic around ... but ... I'm so sorry, Mister Bear."
"My boots can give you flying a couple more times today. Anybody need?"
Rolls and Actions
Active Effects: See Invisibility (End r320), Silence (End r224), Invisibility (End r68), Fly (End r69), Deafened (End r640)
Position: J37 5ft high (5ft step - 5ft up)
Items Expended: Scrolls See Invisibility; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Note: Could you list all of the visible items that dropped onto the floor when Dar was Polymorphed?
Also, are we still in Round by Round action?
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, resist energy, holy aura d20+15=26 ; d3=1 ; d4+1=4 ; Saturday January 31st, 2009 9:12:45 PM
Rash casts a Monster Summoning 8 calling for Janni to come to his aid. She then looks to the others and says, "Let's hope this rock hold up for a few more seconds. I have summoned Janni who can shrink Yorrick and then fly him down. I can take one also. We don't have to fly down, but just hover a few feet off the ground. When the tower collapses, it will fall from under us. Peerimus tell Yorrick not to resist the spells shrinking him. Explain that we will get him back to his normal size in short order!
Rash slowly climbs looking for a boundry of antimagic but stops around 15'
OOC rolled 26 to make spell check vs summoning. Just made it! Rolled d3 in error. 4 Janni will arrive next round.
Tue seeing 66/150 rounds freedom of movement 52/1500 rounds Fly 18/150 Resist energy 7/150 (electicity) Holy Aura 6/15
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
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty Sunday February 1st, 2009 11:11:08 PM
Trace moves to the edge and offers his feather falling ring one more time and offers to fly off anyone who accepts it, he will wait to the last minute.
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 Monday February 2nd, 2009 12:38:14 AM
Peerimus looks at Rash, "A Janni can only grow and shrink themselves and a summoned being will instantly wink out if it encounters anti magic." Peerimus takes a breath, "Jurgen go I will see you again soon."
"The rest of you get off with flight. Remember that the anti magice extended above the tower, if it falls with the tower the flight will be cut out with it. Better to try and move away from the tower as the spell cuts in and out. I will try and get Yorrick down"
Peerimus moves to the tree with Yorrick right at his side. "Mother watch over us." he says calmly to the air. "Steady Yorrick. When the tower goes and will try and be quick enough and let us hop Mother and Father are both watching."
Peerimus will stand ready to cast Transport via Plants with the destination of the great tree in the courtyard of the wharehouse. 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 143.3/150 minutes Yorrick and Peerimus Protection Fire 143.2/150 minutes 133/150HP Peerimus Freedom of Movement 143.1/150 minutes Protection from Lightning 143.0/150 minutes, Fire Seed Single Acorn 146.7/150 minutes Yorrick Animal Growth 142.9/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
Jurgen Monday February 2nd, 2009 1:05:15 AM
"Trace, take your ring to Rash." Jurgen points at the climbing cleric. He hopes she'll take it, but can't worry about that now. He gives a nod to Peerimus as he departs. He waves at Xenia, motioning for the rogue to follow him and he adds through the whisper spell to Angus. "Come with me. We're going to meet back at our warehouse, but I'm not going until after this tower collapses." Then, thinking that his Giant form was not going to help with the situation, Polymorphs again unto a hawk. Then him and Shay fly down, watching with awe as the Star Mages' efforts on the Southern Continent are shattered.
Angus AC 27 (31 Holy Aura) HP 66/66 supplimental Monday February 2nd, 2009 9:46:09 AM
Angus flies over and hovers invisibly above Durgan. "Get ready to become a Gargoyle, temporarily, like your brother. You must let the magic take you."
Angus will cast polymorph on Durgan.
Angus will yell out in a loud, but high voice "Let's get off the tower before it falls."
Mage Armor - 15 hours Resist Energy Fire - 49/1500 rounds Resist Energy Electricty - 48/1500 rounds Resist Energy Cold - 471500 rounds Resist Energy Acid - 46/1500 rounds Resist Energy Sonic - 45/1500 rounds Herosim - 44/1500 rounds Protection from Evil - 43/150 rounds Shield - 42/150 rounds Polymorph into a Pixie -41/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 34/150 rounds 7 extra images Improved Invisibility on Angus - 7/15 rounds Wall of Force 6/15 rounds Holy Aura fro Rash 4/15 rounds: +4 AC, +4 saves, 25 SR Polymorph on Durgan & Kazak (Gargoyle Flying)
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Durgan AC 35(36) Hp 212/212 Monday February 2nd, 2009 6:50:12 PM
Durgan crosses his arms and has a scowl on his face as he prepares to be polymorphed. "It just ain't right. Dwarfs were not meant ta be..." The rest of his cursing comes out as a series of hisses and clicks as he adjusts to the new form. Then he switches back to dwarven and speaks with the gargoyles voice. "So how do ye work these things anyway?" The dwarf turned gargoyle tentatively flaps his wings as he tries to take off into the air. Durgan is none too happy about it, but considering the alternative, he makes every effort to master the skill.
Actions: hover
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 106.4/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 19/30 rounds remaining levitate- 20/30 rounds remaining haste holy aura polymorph
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
The Star Mages Tower- outside round 50 [DMBZ] Monday February 2nd, 2009 7:37:34 PM
Xenia takes the armfull of Dar's possesions and heads for the side, trusting her flying boots.
Rash summons some creatures to pick her up and anyone else who needs a lift.
Trace moves to side, prepared to use his own magical flying. He waits to make sure everyone has a way off the roof.
Peerimus and Yorrick move to the tree. He casts a spell just as a wave of energy gushes out of the Tower. They both disappear.
Jurgen makes sure everyone is taken care of, then he polymorphs from a giant into a hawk and flies to the ground, his familiar following.
Angus remains in pixie form and after having polymorphed both the dwarves into gargoyles, he flies off the roof.
Kazak and Durgan turned gargoyles flap off the roof and try to control their new forms.
Firn'gaer is already on the ground and watches as the group escapes.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Another wave of magic energy washes out of the Tower and then the Wold goes silent. At least for those who were close to the Tower. For a few moments The group can hear nothing as they are temporarily deafened by the sound of the explosion. The Tower shatters completely and debris flies everywhere. Many of the nearby buildings are damaged. As the crumbling remains of the Tower crash to the ground, The group lands to find themselves surrounded by a vortex of magical energy.
Everyone's tattoos begins itching and burning. The pain becomes quite intense for a moment and then there is a flash of light so bright that closing your eyes does not keep it out. And then it is done. The light is gone, the sound returns to normal, and the Tower is now destroyed. it is the price that was paid to defeat a madman. But was it worth the cost?
As the group gets their bearings, you begin to notice that the magic energy that blasted its' way out of the Tower has not left you untouched. Angus and Xenia discover that they are now brandishing tattoos similiar to the ones that the Children of Chaos wear. What could it mean? Are they meant to stay?
Firn'gaer can feel Lhari touch his mind with their mental connection. "I feel different," Lhari says. "The magic changed me."
Xenia notices a slight glow coming from one of her magic items. Upon examination, she knows that it too has been changed. (email to be sent)
Peerimus only: Highlight to display spoiler: { When Peerimus arrives at the warehouse through the plant, he notices that all of his clothing has changed to a bright yellow color. He also finds that one of his magic items has been transformed. (email to be sent) }
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As the group looks around, they find that they are not the only ones to have been affected by the energy. Everywhere you look, you see townspeople with a multitude of impossible colors splayed across their clothing, buildings which have been turned onto their sides without damage, strange breeds of local animals as they have been magically combined, plants growing upside down, alterations to people such as skin, eye or hair color- just about any you can imagine. Into this mass of confusion comes the Star Mages of the Tower. They escaped by the sewer entrance that you first used to enter the Tower. They begin picking through the rubble, looking for personal possesions or anything of use that may have survived the explosion.
Randall approaches the group. "Ah, I am relieved you survived. As I am sure you can guess, we managed to overload the artifact. Then we got out when we saw it was going to explode. That was quite a show. I hope the Hook City government officials aren't too upset about all the damage."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As the mages pick through the rubble, there is no sign of the remains of the Inevetables. Did they escape also? Only time will tell. Then one of the wizards picks up a curious object. With an exclamation of surprise, he calls other nearby mages over to see. It is a piece of the Onnulus. Pieces of the artifact are strewn about the rubble. As the mages gather around it, one of them has an idea. "You know, now that I have seen how it works, I could probably make a new one. It shouldn't be too hard."
The statement hangs in the air for a moment, sinking in. Then the wizards all throw their hands up into the air and begin chanting spells. They all realize what it would mean to control such power as Dar wielded, or to stop others from controlling such power. It looks as though the several dozen Star Mages present are about to declare war upon one another. Unless someone intervenes...
OOC- still counting rounds. actions please...
Posting Report for Children of Chaos - (DM SteveK) Monday February 2nd, 2009 7:52:10 PM
With six DM posts this week and five posts required for 100%, gave opportunity to show who in our group really doesn't have a life outside of the Wold! :-) ......................
Turned into a newt, the evil mage is defeated, but the resulting backlash of power destroys the entire Star Mage's Guild Tower in Hook City!
SteveK
Peerimus AC 34 HP 110/112 and Yorrick AC 31 HP 166/166 Monday February 2nd, 2009 10:16:15 PM
Peerimus breathes deeply and offers another thank you to Father and Mother. The druid barely notices his own transformations as he goes over Yorrick with a fine eye for anything out of the ordinary first. Then his eye catches his own clothes and he pauses. "An odd effect here likely means others have been as well my friend. Let's get headed back to the tower by the main way. If they are coming this way, we should come together. If they need our help we should get there as quick as we can." The great explosion still echoees in his head, haste is required.
With the last thought, he and Yorrick move off at thier best speed [Both have Speeds of 40 not sure if we can jog or run, but will if able]
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 143.2/150 minutes Yorrick and Peerimus Protection Fire 143.1/150 minutes 133/150HP Peerimus Freedom of Movement 143.0/150 minutes Protection from Lightning 142.9/150 minutes, Fire Seed Single Acorn 146.6/150 minutes Yorrick Animal Growth 142.8/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, resist energy, holy aura Monday February 2nd, 2009 11:16:57 PM
Rash Trinka steps forward, her face stormy, and says, "Hold you fools. I am sick and tired of battle. Why would any of you want to possess this stupid artifact that just smashed your home? Why would you want to face us? Why would you want to try and possess an item that just drove your friend insane? Why would you want to face the group that just battled its way through all of your defenses and struck down the mage who dominated all of you!? The Powers have sent us to destroy this thing and they will not allow it to be rebuilt. Oh you can try but if you do, I have a feeling you will be seeing us again and I won't be as sweet.
We will take the pieces and destroy them. Or do you wish to face us and each other at the same time?"
Tue seeing 67/150 rounds freedom of movement 53/1500 rounds Fly 19/150 Resist energy 8/150 (electicity) Holy Aura 7/15
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
Jurgen [AC 39 - HP 150/150] Monday February 2nd, 2009 11:36:12 PM
Jurgen watches with through hawk-eyes at the violent explosion. As the deafness overtakes him he floats in the silence, for a brief moment. Was this the moment where this generation of Children were wiped clean and replaced? Death, he thought grimly back to his other wanderings into Gargul's domain, was usually much louder. And then everything returns. The Wold gains color again. The noises overtake his ears. And the pain fades.
As he touches the ground, he leaves his hawk-form to meet Randall. He simply smiles at the odd wizard's comments, focused on the pieces of the Onnulus. Recognizing the situation, he shouts. "CHILDREN! TO ME!" He hopes that the scattered group would gather on his voice. Peerimus wasn't around and there was still work to be done.
Drawing on his time in the city guard, his Protector ability to Draw Fire, and his natural charisma, Jurgen addresses the Star Mages. "The first of you to finish a spell will face immediate consequences. It took us a single spell to finish Dar off. Do not doubt our ability to stop you." He can't see Angus or Xenia, but he assumes the two of them will be ready to strike if necessary. Likewise, the rest of the Children would be ready if the situation came to it. "Dar's Onnulus drew the anger of Gods and Powers. Gargul himself was among those who sent us to stop him. If you wish to draw their fury, you will do so outside of Hook City and off the Southern Continent."
Active Magic: Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [940/1300 Minutes] - Resist Fire [714/780 Rounds] - Shield [91/156 Rounds] - Protection from Evil [14/78 Rounds] - Mirror Image x7 [79/110 Rounds] - Heroism [284/300 Rounds] - Shield of Faith [91/98 Rounds] - Holy Aura [10/15]
Spells Cast: 0 x Level 0 - 2 x Level 1 - 4 x Level 2 - 3 x Level 3 - 3 x Level 4 - 3 x Level 5 - 4 x Level 6
Angus AC 27 (31 Holy Aura) HP 66/66 supplimental Tuesday February 3rd, 2009 8:37:38 AM
Angus will keep invisible but shepard the two dwarves/gargoyles off the tower "Flap harder. Keep your body forward. You two are doing great. I expect you will be natural fliers the next time I polymorph you. Actually the next time I polymorph you will be into a Giant or a Troll I assume. I had a warrior monk friend that I use to polymoph into a troll and boy was he dangerous after that."
Once on the ground Angus will squeek "See that was not too bad was it. You can cancel the spell whenever you like."
OOC: The polymorph spell heal Kazak and Durgan 15 points, if needed.
Angus will then move over to the gathering wizards and cancel his improved invisibility "You are all fools. Did you not learn anything from Dar. Let men have their own free will and do not fiddle with things that wish to control you. Dar was more powerful than all of you and the artifact corrupted him and he was destroyed along with your tower. Worry about rebuilding your tower and town as you have a debt to pay back to Hook City."
Angus will wander off muttering to himself "This put a crimp in my search for a wizard to train me as an arch mage. Dar came so highly recommended too. I am glad I never made it for the interview. At this point I will have to work on my own."
Mage Armor - 15 hours Resist Energy Fire - 49/1500 rounds Resist Energy Electricty - 48/1500 rounds Resist Energy Cold - 471500 rounds Resist Energy Acid - 46/1500 rounds Resist Energy Sonic - 45/1500 rounds Herosim - 44/1500 rounds Protection from Evil - 43/150 rounds Shield - 42/150 rounds Polymorph into a Pixie -41/150 rounds (AC +2, Dex 18, Str 7, Con 11 Fly) Message spell on all party memebers - hours Mirror Image on Angus - 34/150 rounds 7 extra images Improved Invisibility on Angus - cancelled Wall of Force 6/15 rounds Holy Aura fro Rash 4/15 rounds: +4 AC, +4 saves, 25 SR Polymorph on Durgan & Kazak (Gargoyle Flying)
Permanent:
See Invisible Arcane Sight Tounges
Magic Items:
Rod of Maximize 2/3
Xenia (AC27, HP86/86) Tuesday February 3rd, 2009 9:31:02 AM
It had been a bumpy ride, shooting down from the heights of the tower in the wake of the two birds. (One real bird and the other a bird that used to be the Metal Guy. These Chaos Guys seem to be weerd like that.) Half falling, half flying, with the thunder of the collapsing tower one step from nipping off your toes.
Living through sump'in like that you should be able to have some time to appreciate it. Some quiet wherein you can reflect on how it's good to still be alive. A little time to feel the awe of all that destruction and stuff. (And to be secretly glad inside that it's not all your stuff what's been destroyed.)
But no. Everyone always finds a way to ruin moments like this. Quarreling Wizard Guys. Go figure. The invisible rogue draws another scroll and flies up above the melee of skinny guys screaming at each other like girls and tearing at each other's clothing.
She puts herself in place above the doothingee that they're fighting over, and makes ready to Silence them all.
Rolls and Actions Ready Action Cast Silence on another arrow Hide 54 Move Silently 34
Active Effects: See Invisibility (End r320), Invisibility (End r68), Fly (End r69), Deafened (End r640)
Position: Just above the Wizard with the Artifact (10ft up)
Items Expended: Scrolls See Invisibility, Silence; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Firn'gaer - AC21, HP 97/97, CL14; See Invisibility, SR18, Tongues Tuesday February 3rd, 2009 1:30:04 PM
"The artifact will be destroyed." Firn'gaer says moving up to the group gathered. "A power like that is too great a danger to be allowed to be remade. If the chanting does not stop and reason is seen, you will burn where you stand." He says to his brother and sister wizards with Lhari clutched in his hand and the dancing of electricity arcing and jump in the fingertips of the other hand. "I will not allow such power to be in the hands of those as power hungry as you."
[Not bluffing! If they don't heed Firn'gaer warning there is a double chain lightning bolt coming at them! He will give them more than one round :-)]
Kazak - Ac 32 Hp 184/184 Resist energy-fire 30 pts , Bull str , Holy Aura d20+10=26 ; Tuesday February 3rd, 2009 5:28:43 PM
Awkwardly flying in the form of a gargoyle ..... the dwarven warrior lands near his fellow Chaos members ....quickly dismissing the polymorph magic .... Kazak takes in his surroundings and the accompaning reactions of the towers destruction ........
Stepping next to Jurgan .... Kazak draws his stone sword and does his best to to looking imposing/intimidating .... (d20+10=26 intimidate check)....adding to support to his words ....
Active Magic RE- Fire 30 pts per (from Quinn's gift) Haste (from Firn'gaer)?? Bull str - (potion) Scarab of golem bane (removed for now ) Prayer( from Rash Trinka)(expired) Holy Aura (from Rash Trinka)(+4 Ac , +4 saves , spell resistance 25 )
Trace (104/104 hp) (ac 29) barkskin, cats grace, haste, flying, resist energy electricty Tuesday February 3rd, 2009 8:28:47 PM
Trace commands to fly and then moves up and away at a 45 degree angle no more than 30 feet away. "Let me know when to start dropping them, I'll start with the one holding one of the parts." Trace speaking loudly and with his bow aimed at the one holding the part.
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
Durgan AC 35(36) Hp 212/212 Tuesday February 3rd, 2009 10:08:55 PM
Durgan cancels the spell with a sputtering curse. Natural flier eh? I don't think so, and I did NOT just hear ye say ye were going to turn me into a durned troll."
As the scene unfolds before them, Durgan shows his displease at the wizards with a large frown. They probably can't see it underneath his beard though. "Just like a wizard to fight over another wizards' scraps." Durgan keeps his weapon ready. "You know, weve been through a lot, an I don't think ye want to mess with tired and irritated dwarves who aren't fond of wizards anyway. Why don't ye stop all that silly finger wagglin and take a break from the power trip eh?"
Actions:
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 106.4/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 19/30 rounds remaining levitate- 20/30 rounds remaining haste holy aura polymorph
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
The Star Mages Tower- outside round 51 [DMBZ] Tuesday February 3rd, 2009 10:27:40 PM
Peerimus and Yorrick begin running back towards the Tower area.
The wizards yield. In the space of a few moments, they realize the potential to be gained by fighting powerful and well armed adventurers as well as each other. Slowly they begin wandering off, and a few of them teleport away.
The wizard holding the fragment of the artifact stares at it thoughtfully for a moment, then drops it onto the ground. He too leaves. Most of the other fragments are buried in the rubble.
Nearby, the whistles of the town guard can be heard and several of the local protectors groups arrive on the scene. Fortunately there are no major injuries reported among the townspeople. But there are questions to answer, and the only wizards sticking around to answer the guard are Randall and the professor of Divination, Archimedes.
Randall sighs. "I will need to report all of this to one of the other Towers as soon as I can. It will take a great deal of effort to avoid a magewar. I only hope the Star Mages Guild can survive these events. It will take a long time for these wizards to trust one another again. I don't expect this Tower will be rebuilt soon."
Archimedes taps Angus on the shoulder. "Excuse me. I couldn't help overhear. You are looking for a mentor? I seem to be without any students at the moment..."
The nearby townsfolk wear their opinion plainly on their faces. They were afraid and distrustful of wizards before, and now with good reason. Some of them are angry. "Just wait till the City council hears about this! This is why there are so many laws and regulations for magic in the city!" He shouts at the backs of the departing wizards, but if they hear, they do not respond.
OOC- Take it away Steve! I hope everyone enjoyed this little episode, the repercussions of which could last a long time. Treasure list to be emailed when Steve is ready. Experience to be given at Steve's discretion.
Rash Trinka ac 37 130/130 hps freedom of movement, true seeing, fly, resist energy, holy aura d20+2=10 ; Tuesday February 3rd, 2009 11:39:29 PM
I am assuming the end of combat. Let me know if this is an error!
Rash will dismiss her summoned Janni with her thanks and moves over to the piece of the artifact and picks it up and stows it away. "For later destruction" she says to no one in particular. She will also poke around the ruins looking for more pieces and other interesting items while the others finish their conversations with the mages. (search check 10)
When Peerimus finally shows up, she will head over to him, slap him on shoulder and say, "Well it looks like we are done here finally. I need a bath, a meal and a drink...not necessarily in that order. Can we get some rooms? And we need to discuss the plans for Dar. I am not comfortable just leaving him as a newt. It seems cruel somehow but I am not sure if we should bring him back either. Something to discuss and pray on. Maybe I will send an augury to the Powers for some answers on that subject."
Angus AC 27 (31 Holy Aura) HP 66/66 supplimental Wednesday February 4th, 2009 7:49:25 AM
Angus smiles at Archimedes "I am always looking for good instruction. Dar came highly recommended. If you excuse me, do you have any references before I agree to be your student. I also have to thank the good Children of Chaos as I appear to have become one of them. I am looking to eventually become an Archmage. Do you have the ability to teach me?" Angus will end his polymorph and mirror image and bow to Arachimedes. "Excuse me please."
Angus goes over to Kazak "What do these tatoo things mean? I seem to have acquired one in all the fun."
Xenia (AC27, HP86/86) Wednesday February 4th, 2009 10:40:05 AM
Weerdos Xenia shakes her invisible head as the Tower Wizard Guys slink off to their various magic homes or magic realms or wherever they live. Sometimes Magic Guys are just so weerd.
With a small sigh, the girl rogue watches as the Big Girl who isn't a big girl anymore - Rash, yeah, that was the name - starts picking slowly through a pile of rubble. To speed things up, Xenia flies over the area, her keen eye picking out bits and pieces of Artifact along with other good Wizardy Stuff.
As she picks through the ruins of the tower, part of the rogue's mind wanders to Wynn and the Crimson Shields. How were they doing against the Diseased Undead and the Red Hood Ga'alies? How could she possibly get back in time to help? Even if Peerimus should make good on his promise and get her back to the Float, how would she get into the Under City again?
Xenia, absentmindedly, reaches up to scratch the back of her hand.
Maybe one of these Chaos Guys could do the Scrying Thingie for her, so she could maybe see what's going on there. It can't be good that the mind connection between her and Wynn is broke. That can't be good.
Again, the girl rogue rubs the back of her hand. Something under her glove really itches.
Rolls and Actions Search 30 - Taking 10
Active Effects: See Invisibility (End r320), Invisibility (End r68), Fly (End r69), Deafened (End r640)
Position: N/A
Items Expended: Scrolls See Invisibility, Silence; Wands CLW 45/50; Boots of Flying 1/3 uses/day
Kazak - Ac 32 Hp 184/184 Resist energy-fire 30 pts , Bull str , Holy Aura Wednesday February 4th, 2009 5:26:26 PM
The dwarven warrior smiles wryly as the mages disperse with all due haste ..... " Nice speech " ... growls Kazak to Jurgan .....
Looking about at the stange affects that the destruction of the Star Mages Tower has caused .... " Hmm ... i think they're will be some intresting concerstations happning soon wit da Hook City Council .....but guess da mages can do der own talking .... they have lots of explaining to do .. " adds Kazak outloud ....
"Heh ...dese here tattoo's .... well dey have some connection to the powers of chaos ....sorta guide us in what we need to do .... but i'm not totally sure how dey work or what exactly dey can or cannot do " replies Kazak to Angus ....." but i'm pretty sure dat der other factions of our true alignments dat crusade around da wold also .... all with some unkown and secretive agenda of the various powers "
"When Peerimus arrives ..... " do we wait for da authorities ? .... or shall we head home to da warehouse and weather the storm of da towns inquiry's ?"
The dwarf adds his own little search of the rubble to the others .... looking for anything of intrest
Xenia has Dar and he has to get back to her quickly. She's itching to try and get to the float. Can't blame her, all her friends battling there, Peerimus would try as hard as he could to get back to Jurgen, Firngaer and the others. What if she tries to short cut a ride with a nearby wizard. Blast, Should have tried to force her to give you Dar. No would have caused a near infinite amountr of trouble. The least of which was she is invisible are very adapt at hiding and he could not have found her at the time anyway. Must hurry though, the officials of Hook city will be looking for some answers and we are precisely in the middle of it. Perhaps some might try and tie the Tower's destruction to us. Peerimus's mind continues through scenerios of unpleasantness as he continues to hustle towards the Tower.
-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 143.2/150 minutes Yorrick and Peerimus Protection Fire 143.1/150 minutes 133/150HP Peerimus Freedom of Movement 143.0/150 minutes Protection from Lightning 142.9/150 minutes, Fire Seed Single Acorn 146.6/150 minutes Yorrick Animal Growth 142.8/150 rounds Wildshape usage 0/1 Elemental 3/5 Animal/Plant Tiny-Huge
Nice Brian thanks
Jurgen [AC 39 - HP 150/150] Wednesday February 4th, 2009 8:25:08 PM
"Thanks Kazak," Jurgen says with a nod to the dwarf. "As for the City Council... We may want to send a representative. I guess the extent of that will depend on what the guards have to say to us now. But I doubt that the Star Mages will be welcome back. At least in the short term. All because of a single man too. In the interest of stopping the prophecy, we may want to speak in the Star Mages defense."
"The events of today are going to be felt for a long time. Not just the tower's destruction, but we also have three liches who have a grudge against us, two inevitables with the same, and I'm not sure that I made us any friends by threatening to kill Star Mages." His face contorts a bit and he takes a deep breath. "But at least we've now got a mascot for the Children. As to what to do with Dar, it is up to Peerimus to decide. If we do free him of the spell, we would be gaining either a powerful ally or a powerful enemy. I think the benefits of Dar may outweigh the risks we'd take in removing the spell, but it is a difficult decision." He shrugs and lets his Troglodyte form fade.
"Angus," he looks around for the rogue as well and, not seeing her, assumes her presense, "and Xenia. If you want the longer story on today's events, the Children of Chaos, these markings..." he points to his tattoo, "I would be more than happy to tell it over dinner. It seems like you are to be with us for a long time."
Firn'gaer - AC21, HP 97/97, CL14; See Invisibility, SR18, Tongues Wednesday February 4th, 2009 8:57:46 PM
"I think we should let Master Archimedes and Randall handle the council. If the council wishes to speak to us after, then we will comply. But we are not official representatives of the Guild -- that would be Master Archimedes."
"I think we should collect the artifact pieces and remove them from the area. In Hook City, something like that brings with it too much attention. I believe getting them out of the city is our first priority."
Jurgen Wednesday February 4th, 2009 9:17:29 PM
"Nor should we take them home..." Jurgen adds to Firn'gaer's statement. "Either destruction or hiding them. Perhaps in the cave where that demon holed up?"
Firn'gaer - AC21, HP 97/97, CL14; See Invisibility, SR18, Tongues Wednesday February 4th, 2009 10:02:24 PM
"I have a spot. It is unknown and unreachable to all but a few. We have been there, and it is protected. Do not speak of it. We will discuss the location later."
Jurgen [OOC] Wednesday February 4th, 2009 10:03:15 PM
(I feel like spies! Weee)
Durgan AC 35(36) Hp 212/212 Wednesday February 4th, 2009 10:14:05 PM
Durgan grunts as he puts his weapon away. "Hmph! Wizards! they always gotta be so dramatic. They should try and settle disagreements over a keg or two of ale like a dwarf. You can resolve a lot of stuff with a keg of ale in ye."
Actions:
Active Effects: message -hours dodge feat on ? stoneskin -DR 10/adamantine, 106.4/110 min remaining, 90/110 dmg remaining aid - + 9 temp hp, +1 to hit(morale), +1 vs fear saves, 19/30 rounds remaining levitate- 20/30 rounds remaining haste holy aura polymorph
Used: 3/4 defensive stance remaining potion of enlarge person potion of aid potion of levitate x2
Xenia (AC27, HP86/86) Wednesday February 4th, 2009 10:29:41 PM
2nd Post
"Huh? What?" The rogue peers up from her revelry even from within her cocoon of temporary deafness. "Yeah, sure Jurgen. Dinner. Right. You know a good place around here, right? Yeah. Sure."
"Oh yeah!" Xenia reaches to her haversack and brings out a series of items. First a sequence of two cloth sacks. Then, a newt who was once a powerful wizard. "Sorry Newty Guy. Almost left you in there to die of not breathing." She stuffs him into one of the sacks and the secures the sack to her belt. Into the other sack she drops the pieces of the Artifact.
As this is going on the rogue's eye roves over the nearby faces. Hearing or seeing, there's not much that escapes her notice.
"I have a spot." Hmmm. Wonder what that's about?
Rolls and Actions Spot to Read Lips 37
Active Effects: See Invisibility (End r320), Invisibility (End r68), Fly (End r69), Deafened (End r640)
Position: N/A
Items Expended: Scrolls See Invisibility, Silence; Wands CLW 45/50; Boots of Flying 1/3 uses/day