Springing into Action (DM SteveK) Friday May 22nd, 2009 11:08:17 PM
Preparation Spells are cast and the CoC become bats that *sqeek* into the air.
It soon becomes evident that there are other bat swarms about, perhaps this is a great idea after all!
It takes 10 minutes to fly from the secure shelter to the fortress of Quinn's Temple. (take time off spells, please) In that time, the heroes come under the cloud and feel a drop in temperature, the gloom making shadows lengthen and hope whither. There is something here, something that doesn't, quite, manifest in a physical reaction, but something there nontheless...
After 10 minutes of flying in a bat swarm, the CoC make it over the walls of Quinn's fortress and hovers over the brewery. It has no windows, but an open barn-door entrance that goes to the non-functioning brewery.
The CoC appear to be unnoticed as Peerimus ends the Animal Shapes spell and the group is able to conduct thier first actions.
.................................
We are in combat rounds!
One round actions only. There are no alarms or other action suggesting the CoC are noticed. Combat rounds is only to ensure timing.
Map is 10x10 feet. Will try and get a better map out soon.
Kazak Ac 36 Hp 197 Freedom of Movement Friday May 22nd, 2009 11:57:18 PM
As Peerimus's shapechage spell fades ..... the dwarf checks his equipment .... keeping quiet .... Kazak checks the floor ... checking for dusty footprints .... " we should not leave tracks as much as possible till we start battle " ... whispers the dwarf
Knowing most of his magics are short term ... the dwarven warrior chooses not to use them just yet .... he steps near his brother and the mighty Yorrick ... the defensive wall or offensive jugganut .... whatever is called for .... and awaits the unfolding of their next move .....
active magic Freedom of movement (from Peerimus)
Angus HP 71/71, SR 20, AC 20 Saturday May 23rd, 2009 8:34:03 AM
Angus lands and turns back into his human form and whispers "Luck is on our side. This is a perfect spot to prepare."
Angus looks over at Durgan "Do you smell the hint of hops. Sweet bitterness."
Angus takes out his rods and one scroll before casting polymorph on himself as he now takes the form a a pixie. "That feels more familiar." Angus squeeks.
"Just a few more spells to cast if we get the time." Angus comments to the group.
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes
Permanent: See Invisible
Rash Trinka hps 174/142 AC 33 d20+8=10 ; Saturday May 23rd, 2009 9:50:32 AM
(ooc Steve in the chance to save some real life time, I am going to post all of my spells and you can interrupt the list if we need to)
Rash lands and turns back to her normal human frame. Her first act is to cast her true seeing spell and take a hard look around. (spot check 10, not the best) She sets her shield to hovering (round 2) beside her and then pulls out her sword and covers it silversheen (round 3) Finally she casts a mass bears endurance giving everyone another +4 on their consitutions if they already don't have boasting magic for that stat.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes Freedom of movement 10/160 minutes True seeing 1/160 Bears Endurance 1/160
Durgan Stonewall Saturday May 23rd, 2009 10:15:20 AM
Durgan sniffs the air. "Bah! ye know Angus, the durned vampires probably drank all the good stuff anyway." Durgan looks around though...just in case.
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 Saturday May 23rd, 2009 12:45:45 PM
The group forms up, Peerimus puts a finger to his lips. Too many ears about, the less talking the better. The druid steps over to Angus and whispers in his ear, "Your Message Spell." He then point to Xenia and points out the door and points to his eyes and ears.
Peerimus then sets his own animated shield active.
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: (2) Heal, (2) Sunbeam Level 8: EarthQuake, Sunburst, Animal Shapes Level 9: Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Angus HP 71/71, SR 20, AC 20 Saturday May 23rd, 2009 12:49:42 PM
Angus see Rash casting more spells and follows suit "You got the idea Mamma Rash."
Angus will cast in addition to his Polymorph
Protection from Evil Shield Arcane sight from a scroll
Angus points at Peerimus and whispers "The message spell is already on."
Xenia nods without a word spoken. The gestures from Peerimus speak with crystal clarity.
"I'll report forces and movement too," the rogue mouths, keeping the words down in her throat. Creeping into the shadows at the edge of the doorway, Xenia peers out onto the scene at the corner of the temple with the front gate to the right and the barracks to the left.
While the others spell up, she reports in, keeping the Chaos Guys appraised of what they're gonna have to be killing down.
Active Effects: Longstrider 50/1h, Invisibility 5m
Items Expended: Wands: Longstrider 47/50
DM transition to BZ Saturday May 23rd, 2009 8:34:34 PM
OOC- Steve is having more work moving than he was expecting.(moving -ugh) In order to maintain the high quality game you have all come to know and love, I will be taking over on Monday. :)
We are in combat rounds. You may post up to three rounds of actions until I post on Monday(likely in the afternoon or early evening) Any questions etc, please email me.
Trace ac 33 hp 104/104 Rhino ac 28 hp 76/76 (,) 38/50 bane arrows Monday May 25th, 2009 12:13:18 AM
Trace drinks barkskin +5 and heroism potions and then cast cat's grace to prepare for the attack.
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
Jurgen [AC: 41 - HP: 160/160] Monday May 25th, 2009 4:10:06 AM
[OOC: Hey Brian. You might not buy the ability to do my Major Image trick. If not, I'll take it back and have Jurgen add a Heroism to his defenses.]
Jurgen, having often experienced being polymorphed, isn't particularly bothered by being a bat. When he hits the ground he immediately draws his sword and prepares to defend the others. When he realizes they are safe, if only for the moment, he glances around at the surroundings and starts casting a spell immediately.
His first thought was to protect himself with more spells and so he adds a Shield spell and a Shield of Faith potion to his defenses. Then, what he hoped would be his clever idea.
He looks to the Children, "Stay close together". And then Jurgen drops a Major Illusion on the area around the group. He tries to mimic the room as it is, without the Children in it. In a way, he's using the spell as a very limited, very shoddy from of invisibility. It wouldn't allow the Children to move around, but if someone came in to check the room, they might leave when it appeared empty. And it might buy the Children more time to buff up.
"As long as we stay fairly quiet, we should have as much time as necessary to prepare... And if anyone comes in, we have the chance to ambush."
Active Magic Level 18 Shield of Faith [2/1800] Level 14 Shield [3/140] Alter Self [604/2800] Greater Magic Weapon [All Day] Major Image
Rash Trinka hps 142/142 AC 33 Monday May 25th, 2009 6:25:41 AM
ooc Same actions as above but lose the Mass Bears Endurance for now.
Angus HP 71/71, SR 20, AC 20 Monday May 25th, 2009 9:09:15 AM
Polymorph Pro Evil Shield
Xenia (AC29, HP92/92) Monday May 25th, 2009 9:34:52 AM
It takes only a few whispered words, while she's watching. Between pauses in her report, the dark rogue calls on the magic of her ring and boots in anticipation of the coming battle.
Rolls and Actions Activate Ring of Blinking,Winged Boots (In addition to Ring of Invisibility)
Durgan Stonewall (AC 37; HP 230/230) - Sub/Al Monday May 25th, 2009 9:36:06 AM
Casks in a brewery. Even before a battle you can't help but wonder what's in them. A muted grumble escapes Durgan's lips. There are more important things at hand. The dwarf draws a succession of potions, drinking them down. None of them comes anywhere near a palatable taste.
Rolls and Actions Drink Potions: Barkskin, Blur, Protection from Evil
Active Effects: Message 15/160, Barkskin 30m, Blur 3m, PoE 1m
Threshold of Death round 1 - DMBZ Monday May 25th, 2009 10:00:22 PM
OOC- short duration spells begin counting duration this round
The group has flown into the compound in bat form. You have circled around some guard towers on either side of the main gate. There was some movement within, but nothing you believe that noted you. the many bat swarms give excellent cover. You give the compound the once over and land within the brewery to change back into 'normal' and prepare for an expected fight. Several moments pass quickly, but so far, so good. (the three rounds)
Kazak readies himself.
Angus casts polymorph to turn back into a pixie, and(two out of three spells from your last post- you pick) He also reminds everyone that message spell is active.
Rash casts true seeing(nothing out of the ordinary yet), activates her shield, and coats her weapon with magicked silver. The experienced cleric appears to be ready for action.
Peerimus starts to coordinate the group's actions, advocating silence. He asks Xenia to scout, then activates his shield.
Xenia activates two of her magic items while she keeps watch. The girl stands invisibly outside the door, looking over the courtyard. She can see someone- or something in the watchtowers, keeping lookout towards the road.(more than one creature spotted) There are a number of mindless undead in the courtyard, they appear to be zombies and skeletons. They are not worth the time it would take to strike them down, but they could still raise an alarm. Thanks to Jurgen's illusion spell, they take no notice of the group as they shamble by. Xenia can make out a building which might be the stables, and several other buildings as yet unidentified. Then she spots trouble. A creature which is very obviously a werewolf is moving along, its' nose to the ground sniffing for intruders. It won't be fooled by an illusion.
Trace takes time to drink two potions and cast a spell.
Jurgen casts major image and cloaks the room. He follows up with shield and shield of faith.
Durgan drinks three combat potions down while he checks over the inventory. He almost chokes on the third potion as he spots an unopened keg of a rare dwarven ale called Old Frothingslosh.(rl beer name!) He also sees a keg of Dark Stout. he grows somber for a moment. Dark Stout is usually drank as a toast in honor of fallen warriors. Hopefully, he will have no need for it today.
Firn'gaer(I'll give you three rounds if you get them in before my next post)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The group now has a quick decision to make as Xenia relays the information about the werewolf. Stay here and fight off the expected minions in the somewhat defensible building, or strike out and cut through the few minions currently about before they gather in numbers and try to find the leaders. Both plans have merits and pitfalls... (or do as adventurers do and come up with plan C)
OOC- Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- Use the map in Steve's last post for this round. I will update tomorrow based on your actions.
Kazak Ac 36 Hp 197 Freedom of Movement , silversheen Monday May 25th, 2009 11:32:20 PM
Readied for action ..... the dwarf grins as Durgan finds the intact ale kegs ....." we'll come back for those " .... mouths Kazak to his brother .......
Taking a moment ... while Xenia scouts outside .... the dwarven warrior apllies silversheen to his steel sword .....thankful of the druids forward thinking ......
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour)
Trace ac 37(+5 barkskin and cats grace) hp 136/104(bears endurance) 38/50 bane arrows Tuesday May 26th, 2009 1:57:51 AM
Trace will apply silver sheen to 20 arrows and activate his ring of invisability. Hearing that a wof is coming, he notches a silver sheen arrow and readies for the worst.
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
20/20 silver sheen arrows 38/50 bane arrows
active magic: bears endurance 2/160 barkskin 1/150 cat's grace 1/15 heroism 1/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Durgan Stonewall (AC 37; HP 230/230) - Sub/Al Tuesday May 26th, 2009 8:50:28 AM
"Aye," Durgan whispers back to his brother. "That we will." At the report of werewolves, the dwarf slides his waraxe from its place upon his back. Even in the dim light beneath Quinn's unnatural cloud, silver glints from the fine edge of the curved blade.
"Are ye ready to shake the earth?" he whispers to Peerimus. "If ye can make with the enlarging magic, Firn'gaer, I'll stand by ye till you bring down that Forbiddance."
Rolls and Actions Drink Potions: Barkskin, Blur, Protection from Evil
Angus HP 71/71, SR 20, AC 26 Tuesday May 26th, 2009 9:20:04 AM
Angus hovers over the group ready for action. "Are we taking out the werewolf with magic or stick to the original plan and set up the diversions?"
Angus is waiting to cast a variety of spells (this round in a supplimental post) once the plan is clear.
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 3/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 2/160 Shield - 1/160
Permanent: See Invisible
Xenia (AC29, HP92/92) d20+24=35 ; Tuesday May 26th, 2009 9:31:09 AM
"I'm gonna scout the northwest tower," Xenia whispers to Angus over the message spell. "Betting they got archers up there."
Rising up, the dark rogue follows the roofline of the buildings to the northwest corner of the courtyard for a better look at the critters in the towers.
Rolls and Actions Rise up 10ft, Double Move
Hide 54 (+20 Invisibility) Move Silently 34 Spot 39 ( to pick out creatures in the towers ) Listen 35
Position: Lower left corner of F4 / 10ft Elevation
Active Effects: Longstrider 50/1h, Invisibility 5m, Fly 5m, Blink
OoC: Could we have elevations? Elevations of the walls, the towers, the temple, and the roofs of the outbuildings?
Firn'gaer d20+15=17 ; d20+15=22 ; d20+15=31 ; Tuesday May 26th, 2009 1:32:09 PM
Firn'gaer will cast Shield, Mass Enlarge (on whoever wants it), and then Greater Dispell at the Forbiddance.
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 Tuesday May 26th, 2009 2:20:16 PM
Peerimus applies Silversheen to his club and nods at Xenia's report of the Werewolf. The Forbiddance spell might still be in affect and so he looks to Firngaer to confirm. If the wizard has in deed taken it down as expected, the druid looks to Angus. "Time to assail the gate with something nasty. Put is as close as you can. We want them to believe the initial attacks are the result of us very close to the outside of the compound, not thta we are already inside. So Angus earth or air, personally I think Air to feint our ability to send strikers in. I'm going to hit the barracks. We give them a few seconds to react and then move fast into the temple itself. Durgan Kazak and Yorrick will bull rush the rest of us a path. The object is to get inside, not pause to cast a spells or move off to engage."
Peerimus then seems to think a moment and then adds, "Unless one of our main targets presents themselves to see what is going on. In that case hit him with everything we got, Do not target them with spells or dispel magics, area affects. Don't need to step into Spell Immunity, counter rings or spell turning."
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: (2) Heal, (2) Sunbeam Level 8: EarthQuake, Sunburst, Animal Shapes Level 9: Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Rash Trinka hps 142/142 AC 33 Tuesday May 26th, 2009 3:08:55 PM
Upon hearing Peerimus's words, Rash decides to hold off on the Mass Bear's endurance and instead pulls out a scroll and casts Protection from Evil (15th level). I am going to hold off on some of my more powerfull spells now that we are going into the temple. I expect we will need the healing." She turns to Peerimus and Trace and says, "If things bog down in the temple, find a defensible room if we want to stay and duke it out a bit. I will cast consecrate on the room which will help against some of the undead. It is gonna make them a bit angry at me as well. Sorting of like taking a poop on their alter but I think it will make us more effective and them less.
Also don't forget I have turning abilities. I think I can blow up most of the minor undead. I am sure the vampires will be beyond my skills especially in their stronghold but I can give it a shot."
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes Freedom of movement 10/160 minutes True seeing 2/160 Protection from evil 1/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Angus HP 71/71, SR 20, AC 26 Tuesday May 26th, 2009 4:28:31 PM
OOC: How large are the squares on the map? I need to know to set distances, etc.
Angus will summon a Large Earth Elemental right beside the gate.
The elemental will not arrive until next round with instructions to attempt to break down the gate until anything approaches then attack what ever approaches within 20 feet of the gate.
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 4/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 3/160 Shield - 2/160 Summon Large Earth Elemental 1/16
Permanent: See Invisible
Jurgen [AC: 41 - HP: 160/160] Tuesday May 26th, 2009 8:33:18 PM
Jurgen, happy that his illusion was even remotely useful, keeps it up while he adds a coat of Silversheen to his rapier. Now the Children were going get themselves into combat and it was going to be rather chaotic and crazy and many other fun words that start with c.
"I'll take up the rear guard and make sure everyone gets in there safely." He bounces his sword back and force, ready to use it. "If the opportunity presents itself, I may provide another distraction. We'll see what happens in the next few seconds."
Active Magic Silversheen [1/600] Level 18 Shield of Faith [3/180] Level 14 Shield [4/140] Alter Self [605/2800] Greater Magic Weapon [All Day] Major Image [1/3]
Threshold of Death round 2 - DMBZ d20+13=17 ; Tuesday May 26th, 2009 11:09:54 PM
Kazak adds silversheen to his weapon, and expects to help his brother raid the brewery later.
Trace also adds silversheen and activates his invisibility ring.
Durgan makes ready to charge down the fort.
Angus reviews his spells, and readies himself for anything. Peerimus gives the go ahead and he begins summoing an earth elemental to start attacking the gate.
Xenia scouts a tower, trying to identify those within. Shes sees four figures in that tower, all watching the road for approaching trouble. They do not appear to be armed with ranged weapons. At least one of them is wrapped up in numerous cloth strips. (Extra description of compound below)
Firn'gaer casts shield, mass enlargeplease note in next post if you accepted this with your active effects, and then tries to dispel the forbiddance but fails.(all previous 3 rounds activity) Then he tries to dispel it again off of a scroll(please roll)
Peerimus sets up some battle commands. So far, things are going according to plan.
Rash increases her defenses from a scroll, and offers some advice on fighting undead.
Jurgen also adds silver to his weapon.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall. -distance- The current map is relative. I will make a 5ft squares map tomorrow.
The werewolf comes creeping along. Fortunately, Jurgen recalls his illusion spell can imitate odors and tries to fool the creature. It appears to be deceived and keeps going. Alert but unaware.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer. A loud screaming cry of triumphant release echoes from somewhere within the temple. The voice is too horrific to be considered made by a natural creature. The minions around you do not seem to react much to the scream, as if expecting it.(Or too mindless to acknowledge it.) The only significant creature between you and the Temple is the werewolf.
There is some activity by the stables, and it looks as though the 'riders' are beginning to prepare for another patrol.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- Will update tomorrow. Post movement with description and I will add you to the map tomorrow.
Xenia (AC29, HP92/92) Wednesday May 27th, 2009 9:14:33 AM
"Angus!" There's excitement in the rogue's voice. "I think them riders are going out on patrol again. Tell the guys to maybe wait up a bit. We can hit the compound after they leave and won't have to even fight 'em."
"They'll come back and everyone will be dead. Well ... deader than they already are now."
With her elf-born sight, Xenia monitors the activity on the other side of the courtyard.
"Oh, almost fergot. There's a mummy up in this tower along with three others. I'm gonna see if there's a way to seal them up top or make them have to jump down."
With that in mind, the rogue eyes the tower, her eyes searching for a door that might be jammed or locked.
Rolls and Actions More action possibly pending information.
Angus HP 71/71, SR 20, AC 26 Wednesday May 27th, 2009 12:04:52 PM
OOC: Map will help. What was the effect of the dispel magic on the forbidance?
--------------------------------------------
Angus listens to Xenia's report as he hovers and responds " I will relay the message, but it may be too late as there is an earth elemental coming to beat on the inside of the gate and block the riders progress."
Angus will pass on Xenia's report on to his fellow with the reservation that the earth elemental may keep the riders in the courtyard for the comming battle.
The earth elemental apears on the inside of the gate and starts to pound on it as it attempt to batter the door down.
Angus will ready an action to see what reacts to the elemental.
Uh oh ... The Stone Element Guy appears and begins beating on the door, letting the cat completely out of this bag. So much for waiting.
"I'm going straight to the front door, Angus," Xenia reports. "Check see if they're locked. I'm thinking not."
Folding her arms against her sides, the dark rogue arrows across the open courtyard over the heads of the wandering deaders, stealing their shadows as she goes.. By the side of the door, she pulls up and examines the door. Someone needs to open it, and the other guys will be too busy fighting their way here. When the time comes, she'll be there, ready to fling open the doors so that they can charge in.
For now, though, she listens for what might be on the other side.
Rolls and Actions Double Move / Drawing Bow
Hide 49 (+20 Invisibility, -5 for Full Movement) Move Silently 34 Spot 39 (for obvious locking mechanism on the door) Listen 30 (For movement just inside the door.)
Position: R19 on the new map / 15ft Elevation if there are shadows that high on the building. If not 10ft.
Active Effects: Longstrider 50/1h, Invisibility 5m, Fly 5m, Blink
Threshold of Death round 2 - DMBZ Add-on Wednesday May 27th, 2009 4:28:23 PM
The original spell missed, but the scroll is able to bring down the forbiddance.
I am working on the map. Thanks for your patience, I got thrown into this mix unexpectedly. I hope to have the map out within an hour or two from now.
Durgan Stonewall (AC 35; HP 230/230) - Sub/Al d20+26=36 ; d10+12=13 ; Wednesday May 27th, 2009 5:03:24 PM
"Larger than life," Durgan mutters under his breath as he looks down on the Children of Chaos from his new enlarged height.
"Time ta put down some undead, Brother," the dwarf whispers through his beard before charging out into the courtyard with shield ready and gleaming axe held high. At a place from which he can block the passage of any creature coming along the side of the temple, Durgan stops and holds his ground.
Rolls and Actions Ready Action: Strike the most dangerous looking creature that is or moves near enough to hit Durgan threatens.
Hit AC36, Damage 13hp
Position: P&Q/12&13 on new map
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10 - Round 1
Enlarge Person: +2 STR, -2 DEX, -1 attack, -1 AC.
Angus HP 71/71, SR 20, AC 26 Wednesday May 27th, 2009 6:18:46 PM
Angus sees that total surprise is now lost since Durgan advanced and he pulls his scroll of Darkvision and casts it on himself.
"The jig will be up real soon now."
Angus looks at Kazak and smiles as broadly as a pixie can "What are you waiting for? Go have some fun with your brother."
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 4/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 3/160 Shield - 2/160 Summoned Large earth elemental 1/16 Darkvision (from Scroll) - 0/30 minutes
Permanent: See Invisible
Rod of Maximize 0/3
Kazak Ac 36 Hp 197 Freedom of Movement , silversheen , Enlarge Wednesday May 27th, 2009 6:57:42 PM
A look of surprise creases the dwarfs face as Durgan charges forth into the courtyard .....looking back and fort quickly at the others .... until he hears the sorcerers response .... " fun it will be .... don't be too far behind ....." as the warrior returns the grin ....
With that said Kazak charges after his brother .... following in his footsteps .... moving slightly to his right ....forming a charging line and covering his flank at the same time ....
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer)
Jurgen [AC: 41 - HP: 160/160] Wednesday May 27th, 2009 8:12:49 PM
Jurgen stands behind, intending on being the last one out the door after Peerimus. Instead of standing there without action, he eyes the wide open room carefully. Then, he spontaneously casts a Wall of Thorns, protecting the Children from the training grounds masses and from those getting ready in the stables. He doesn't care if any of the undead are in the path of it. His only concern is making an L-Shaped wall to guard the Children's move.
[OOC: At the moment, the Wall has to go from N11-O11 to N22-O22, then it turns straight towards the tower where it moves to R22-S22 (and it has to change from a 10-foot wide wall to a 5-foot wide wall, because my caster level is only 14). Ideally, I'd like to make it an unbroken L-shape that is 10-feet wide the entire way from O11-P11 to O22-P22 and then from there to R22-S22. But for that, I'd need Durgan to shimmy over 5-feet. Up to you, BZ.]
Then, when Peerimus has cast his spells and everyone else has charged out, Jurgen runs with the group towards the door. His sword is ready and he looks backwards, letting everyone else worry about the front. If something wanted to attack the Children's backs, they'd have to go through him first.
Active Magic Silversheen [2/600] Level 18 Shield of Faith [4/180] Level 16 Message [150/1600] Level 14 Shield [5/140] Alter Self [606/2800] Greater Magic Weapon [All Day] Major Image [2/3] Wall of Thorns [1/1400]
Rash Trinka hps 142/142 AC 33 Wednesday May 27th, 2009 10:00:45 PM
Rash grips her falchion and follows behind the dwarves her arm quivering and ready to strike at any opponent who presents themselves. "Follow the plan and move to the temple."
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes Freedom of movement 10/160 minutes True seeing 2/160 Protection from evil 1/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Peerimus AC 28 HP 137/137 and Yorrick AC 31 HP 166/166 d20+19=29 ; 2d6+11=15 ; d6=4 ; d20+23=24 ; Wednesday May 27th, 2009 10:12:59 PM
With Durgan and kazak moving into the courtyard, it was time to act. Peerimus knows the approximate distance across the courtyard and casts the Earthquake spell. Directing the epicenter 40' towards the gate and 230' across the courtyard. The ground shakes and churns violently under the effects of the spell for 80' in all directions [epicenter at approximately n/o-32/33] http://www.d20srd.org/srd/spells/earthquake.htm
"We move for the temple"
A grunt in Ursine to Yorrick sends the great bear to Kazak's right, guarding the dwarf as he moves. Yorrick can easily keep pace and readies to strike anything that comes near. Hit AC 29 Dmg 15 plus 5 Fire with Ghost Touch for those who may be incorporeal
Peerimus himself moves just a few feet out of the door so as not to block it. Club in hand and scanning about Spot 24
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: (2) Heal, (2) Sunbeam Level 8: EarthQuake, Sunburst, Animal Shapes Level 9: Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Threshold of Death round 3 - DMBZ Wednesday May 27th, 2009 10:16:16 PM
OOC- sorry can't wait any more
Xenia takes a look at the various sources of increasing activity in the compound. There is a door in the base of the Tower(both). It is possible it could be bolted. She doesn't know of the inside of the Tower but can see the creatures at the top. She can see heavily armored men readying their horses hurriedly. They are not spouting flames at the moment, but the horses are very obviously the nightmares.
Xenia then moves to the front door of the temple. It is very quiet inside...
Angus finishes his spell and an earth elemental appears! It begins to bash at the gate, looking like it is trying to smash it down to let others on the outside get in.
Firn'gaer finally removes the forbiddance with a dispel scroll.
Durgan moves out into the courtyard, readying to clear a path or defend against a counterassault.
Angus casts darkvision off of a scroll, then prods Kazak into action.
Kazak moves out behind his brother, forming a wall of dwarven flesh and steel. The two enlarged brothers appear ready to control the battlefield.
Jurgen purposely takes up the rearguard, making sure nothing sneaks up on the group from behind. He casts a wall of thorns, trying to cut off a section of the courtyard from reinforcements.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Those who can see far enough in the darkness can observe the reactions of the guards. The creatures in the Towers start firing missle weapons at the earth elemental. The horsemen finish preparing and mount their steeds. The nightmares come to life, fire blasting from several places on their fiendish bodies. These guards seem focused to deal with the gate area first.
With the illusion now broken, the werewolf moves to engage the group and keep them from the temple. the creature howls and then orders the mindless undead around to attack. He moves to intercept the brothers and is hit once by Durgan. It screams as the silvery metal bites into his body. It seems to take a defensive fighting stance.
The mindless undead are too slow to strike this time, but they close in. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ werewolf- AC? Hp -13/?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall. -distance- The current map is relative. I will make a 5ft squares map tomorrow.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post. Updated map to be emailed shortly.
Trace ac 37(+5 barkskin and cats grace) hp 136/104(bears endurance) 38/50 bane arrows Wednesday May 27th, 2009 10:16:18 PM
Trace moves out into the court yard behind the others invisable, he will have a silver arrow at the read incase the wolf turns on them.
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
20/20 silver sheen arrows 38/50 bane arrows
active magic: silver sheen arrows 1/160 barkskin 1/150 cat's grace 1/15 heroism 1/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Threshold of Death round 3 - DMBZ add-on Wednesday May 27th, 2009 10:18:25 PM
doh! Two posts while I was typing. Make that three.
Rash moves to follow the push to the temple.
Peerimus drops an earthquake spell on the gate area.
"Yer not going to be long for this Wold, ye wee doggie." Durgan smiles down on the werewolf. "Do ye think, Brother Kazak?" Silver flashes through the air, cutting and slashing at the werewolf.
"Come to me now," the dwarf taunts, as he backs away five feet.
Rolls and Actions Hit AC31/AC27/AC34 Damage 21+16+19 = 56HP AoO if Applicable Hit AC27 Nat1 Hmmm, shouldn't damage be more for a Large Waraxe? Oops.
Position: P&Q/14&15 (5ft step north)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10 - Round 1
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 5/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 4/160 Shield - 3/160 Summoned Large earth elemental 2/16 rounds Darkvision (from Scroll) - 2/30 minutes Improved Invisibility - 1/16 rounds
Permanent: See Invisible
Rod of Maximize 0/3
Rash Trinka hps 142/142 AC 33 d20+2=22 ; Thursday May 28th, 2009 3:55:12 PM
(OOC Does true seeing help my vision at all?)
Rash sees the undead moving in and grabs her holy symbol and branishes it say, "Begone foul scum. Go back!"
Rash will turn undead, helping to free up space for her brethern to follow towards the temple. She will then keep heading towards the temple while scanning the area with her true seeing to make sure that nothing is moving in on them wieid... ok more weird.(ooc I don't have the charts with me but I rolled a natural 20 to move the undead. Wanted to get a post in a bit earlier this time.)
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 3/160 Protection from evil 2/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Kazak Ac 36(AC 35 enlarged) Hp 197 Freedom of Movement , silversheen , Enlarge d20+26=31 ; d20+21=39 ; d20+21=40 ; d20+16=31 ; d20+11=17 ; 2d8+12=18 ; 2d8+12=22 ; 2d8+12=21 ; 2d8+12=24 ; Thursday May 28th, 2009 7:23:49 PM
"Da sand is about run out on dis puppy ..... " growls Kazak as he slashes at the man-wolf .... the silver coated blade rips large rents into the beast .....
"No time to waste brother ... kill em as fast as we cam .... dem doggies have a nasty bite ...." growls the dwarf
With a peek to his right ... the mighty Yorrick covers the dwarfs flank .... " Da bear gota big bite too " .... grins Kazak
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer)
OOC: 10'ft reach while enlarged
Jurgen [AC: 41 - HP: 160/160] d20+14=19 ; Thursday May 28th, 2009 7:45:02 PM
Seeing the werewolf as more of a distraction than a hindrance, Jurgen decides to just get it out of the way. He stops running and casts Telekinesis. He doesn't have any intention of really trying to hurt the werewolf, instead he attempts to fling it over the Wall of Thorns and out of the way of the group.
And then he keeps running to the door.
Telekinesis: Sustained Force Target: Werewolf Will Save vs DC 22 or be thrown over the Wall of Thorns.
Active Magic Silversheen [3/600] Level 18 Shield of Faith [5/180] Level 16 Message [151/1600] Level 14 Shield [6/140] Alter Self [607/2800] Greater Magic Weapon [All Day] Major Image [3/3] Wall of Thorns [2/1400]
"Xenia, what waits just inside?" he asks through the message spell.
The druid ignores the zombie and heads for the door a grunt to Yorrick spins the bear to remove th threat.
Yorrick turns and strikes the creature with a great claw, [Hit AC 26 dmg 19 plus 5 fire] DM Note yorrick is not no the map but should be a large creature near Durgan and Kazak]
Yorrick then moves with Kazak towards the temple door
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: (2) Heal, *(2) Sunbeam Level 8: *EarthQuake, Sunburst, Animal Shapes Level 9: Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, Sunbeam /17 rounds Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Threshold of Death round 4 - DMBZ add-on Thursday May 28th, 2009 10:54:33 PM
OOC- Rash, if you mean the darkness, then yes. Al- didn't we just discuss weapon damage for different sizes in the rules center the other day ? :)
The earthquake pounds the front of the compound. One of the Towers falls, and the gate is all but destroyed. The stables also take a good hit, but with the wall in the way, it is tough to tell how much. (I will assume those flying are concentrating on getting to the temple. Otherwise, post your skill checks -spot etc.)
Rash obliterates all nearby zombies into dust. They are simple zombies after all, and not more powerful minions in disguise.
You can hear the nightmares and their riders(or what's left of them) attacking the elemental at the gate. For the time being at least, the minions are either distracted or dealt with.
The dwarf brothers give the werewolf a good pounding. Amazingly it is still standing. You can tell the extent of its' injuries though by the shrieking it made when the silvered weapons struck it. Jurgen gets it out of the way with a well placed telekinesis spell, sending it flying over the wall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Xenia opens the door and takes a look inside. It is not a pretty sight. Quentin and Quinn are holding some sort of foul service over what appears to be a book. The book looks familiar enough, it is the Tome of the Wandering Advocate. There is an open gate behind them. Xenia can see a little into it. She can see a blasted landscape that does not look very inviting. One creature at least has already answered the call and stepped through it into this world. It is huge, taller than a house. It seems to formed out of pure darkness. Even from this distance, Xenia can sense the pure evil radiating out from this creature. (There may be more, but this is what Xenia can see form the doorway.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post. Updated map to be emailed shortly. If moving into the temple, use the map to generate position. The creatures listed in the temple will be noted under the map.
Firn'gaer - AC24 (FF20, T19); HP105/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 Thursday May 28th, 2009 11:02:57 PM
"Here we go!" He says. "Quinn, don't fret. Your suffering will end soon."
Firn'gaer casts overland flight and then moves forward-up 20-ft to S12.
Active Spells: Overland Flight (15 hrs); Shield (146 r); Mass Enlarge Person (147 r) Lhari: (6c)
"... and they're all down to the East end of the temple," Xenia whispers the end of her report. "Tell Peerimus, I don't see nothing just inside."
"I'm gonna try buy us some breathing space to get inside and form up."
The dark rogue draws a scroll from her haversack. Reading it's not to hard when you have the knack. She points a slim gloved finger at the book that Quinn and his da are waving stuff over. Dark raining sleet springs out of nothing and drives down upon vampire father, vampire son, the hulking dark creature from beyond and whatever else might be in the area.
As the storm drives down on the other side of the temple, Xenia becomes visible. "GO!" she calls out loud so that all can hear. " They're trapped in a storm fer now. Won't last long."
Despite her vulnerability, she glides five feet into the temple, searching with eyes and ears for any other dangers.
Rolls and Actions Draw Scroll / Cast Sleet Storm, Centered at AD&AE/18&19 (Balance Check vs DC10 to move at half speed. Failure by 5 or more and fall. No SR.)
UMD 31 vs DC23 Spot 39 (invisibles or hiders) Listen 40 (for movement of possible invisibles)
Position: S19 / 15ft Elevation (5ft move)
Active Effects: Status 10/180m, Longstrider 50/1h, Fly 5m, Blink, Sleet Storm 5/5 rounds
Angus HP 71/71, SR 20, AC 26 Friday May 29th, 2009 6:56:36 AM
Angus relates Xenia's message to all "The targets are at the East End of the Temple, nothing just inside."
Angus looks over at the elemental suprised to see that it is engaged with the riders so fast and whispers to himself encouragement "Do what you can my friend of rock and then peaceful rest back on your home plane. Just buy us some time."
OOC: How many riders are by the elemental? I need to know more details to see if it is appropriote to cast spells at them? I will hold off for now as I do not have enough information.
Angus moves forward looking ot support the group from the back.
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 5/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 4/160 Shield - 3/160 Summoned Large earth elemental 2/16 rounds Darkvision (from Scroll) - 2/30 minutes Improved Invisibility - 1/16 rounds Arcane sight -
Permanent: See Invisible
Rod of Maximize 0/3
Threshold of Death round 4 - DMBZ add-on Friday May 29th, 2009 8:59:09 PM
OOC- since you have flying on...you can count or guess at several riders. Player information shows four on the map. It is possible there is more in the stables, but they were not scouted so I'm not telling. :)
Peerimus casts Heightened Sunbeam and then steps into the Wall of thorns [col P] and moves towards the doors of the temple. Move to P/19. Yorrick moves up with him some to come directly behind Dugan
Current Round: the Druid feels a cold sweat start upon his neck and lower back. Mother, What is that thing? Xenia steps into the temple, Peerimus grimaces. He did not get a very good look inside but was pretty sure it was just too small "Forgive and understand girl." the druid whispers to no one, though the magic of the message spell relays it to Angus. The druid then casts Sunburst, creating the center of the powerful spell the the tower's far wall approximately 70' from the where the rogue is hiding. The blinding flash explodes 80' in all directions as bright as the noonday sun. All darkness within the main chamber is vanquished as the magical ultra violet rays tear into everything.
Sunburst 80' radius 6d6 and Blind unless Reflex DC 26 Dmg 19 Sunburst dispels any darkness spells of lower than 9th level within its area SR Caster Checks if needed Dark dude 26 Quinn 24 Quentin 23 burn 2 hero points for even worse rolls And I think I'll call it a day and go start that bakery now ok make that peerimus burns major resources to only inflict damage upon his own party
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: (2) Heal, *(2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 1/17 rounds Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
The dark rogue spins, flexing her body in mid air. With arms held up to protect her eyes, she curls into a quick tight ball, only relaxing and uncurling once the intense sunlight has passed.
Durgan Stonewall (AC 35; HP 230/230) - Sub/Al d20+26=36 ; 2d8+12=23 ; Friday May 29th, 2009 10:23:07 PM
Peerimus calls his magic after the wee dark Xenia and the inside of the temple lights like a spring day. Almost before the light fades, Durgan is on the move, charging through the doorway to hold position directly in front of the door.
"Ye want a piece of this dwarf, come get some." Durgan readies the silver waraxe for some serious cutting.
Rolls and Actions Ready Attack Hit AC36, Damage 23hp
Position: S&T/19&20 (30ft Move)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10 - Round 1
Enlarge Person: +2 STR, -2 DEX, -1 attack, -1 AC.
Kazak Ac 36(AC 35 enlarged) Hp 197 Freedom of Movement , silversheen , Enlarge d20+6=26 ; Friday May 29th, 2009 10:32:21 PM
Grinning as the werewolf is tossed over the wall ..... " nice tactic Jurgan ...." growls Kazak ......
The dwarf moves forward towards the temple .... keeping an even pace with Durgan and the mighty Yorrick ....keeping the trio centered ....... steel grey eyes sweep the cpompound ....(d20+6=26 spot check )
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer)
OOC: 10'ft reach while enlarged
Rash Trinka hps 142/142 AC 33 d20+10=19 ; d3=2 ; Friday May 29th, 2009 11:06:59 PM
(ooc I am only getting the compound map. If their is a temple map, I haven't received it. I don't see Rash's movement on the map from last round, but I did have her move forward staying with the dwarves, so I will continue on the same premise here.)
Rash moves 30 forward to the entrance of the temple and takes a good look inside utilizing her true seeing spell (spot check 19). She decides to summon some help of her own to aid in the battle (caste summon monster 7 went for Braleni of the 6th level list getting 2 of them)
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 4/160 Protection from evil 3/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Firn'gaer - AC24 (FF20, T19); HP105/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 15d6=63 ; 6d6=16 ; d20+17=22 ; d20+17=37 ; d20+17=21 ; d20+17=28 ; d20+17=30 ; d20+17=20 ; Saturday May 30th, 2009 1:26:17 PM
Firn'gaer flies to Q19 and let's his own Sunburst go into the temple. The spell fills the entire first floor of the temple, but his mastery of shaping allows him to avoid his companions in the area.
Sunburst: vs undead - 63 damage (Reflex save DC27 for half and not blind); vs. others - 16 damage (Reflex save DC27 for half and not blind); In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save. - This is your call on whether the vampires are specifically harmed by sunlight.
Spell Resistance checks: Quinn's father DC22, Quinn DC37, Big Black DC21, any unseen others DCs 28, 30, 20
Active Spells: Overland Flight (15 hrs); Shield (145 r); Mass Enlarge Person (146 r) Lhari: (6c)
Threshold of Death round 5 15d6=51 ; d20+17=22 ; 5d8=24 ; 10d6=26 ; Sunday May 31st, 2009 11:16:37 PM
Firn'gaer increases his mobility with a spell, and moves up to support.
Xenia casts a spell off of a scroll,trying to buy precious time for the group to move in and engage the enemy.
Angus casts a spell and keeps a wary eye on the nightmares and riders. he can make at least four of them, and for the time being at least, they are occupied.
Peerimus has his sunbeam ready, then launches a sunburst into the temple. For a moment all is as daylight. Fortunately, Xenia is unharmed by the blast.
Durgan moves into the temple and takes up a defensive position, to give everyone else some cover as they enter.
Kazak follows right behind, ready for anything.
Rash is right behind the dwarves and looks over the inside. She casts a spell, and brings some help to the fight.
Firn'gaer also drops a sunburst into the temple, hoping to overcome the evil and shadows by using their opposite -light.
~~~~~~~~~~~~~~~~ Those who can see into the temple can see very clearly that Quinn and his father are unaffected by the dual sunbursts. The other creature however, is not so lucky. But unfortunately for the heroes, the magic blasts fizzle as they strike the creature, drained away by its' spell resistance.
Xenia look:Highlight to display spoiler: {Xenia can see that as the sleet storm hits the area, a thin line of chalk surrounds the whole altar. It is noticeable because it is glowing softly as the magic storm hits it. the chalk line appears unaffected by the sleet...}
Quinn and Quentin turn to regard the group amidst the sleet storm. They appear to have stopped what they were doing with the book and the altar, or maybe they are finished. Quentin stands ready and taunts the party. "Did you not think I would be prepared for you? You will not find me so easy to defeat this time. And thanks to one of your own,I know all your tricks. Come then, let us finish this." Quinn seems to regain his own self for the briefest of moments. He is able to utter a single phrase in a raspy voice, 'help me...". Then he goes blank, the light in his eyes disappearing once more. He casts a spell and everything outside the temple is covered in burning fire. He doesn't even spare the grass or plants as he utters a single word, "Burn."
need reflex saves: Firn'gaer, Angus, Rash, Trace, Peerimus, Jurgen, Kazak DC is 26 Damage is 51, or 25 for half. Firn'gaer, he beat your SR.
The dark creature moves forward, like it is stalking prey. Xenia, Durgan, Yorrick and the bralani try to shift their look as its' evil gaze bores into them. (Need will saves DC 24)
Then it begins casting spells. First, an unholy blight(quickened) covers the area inside the door. Xenia, Durgan, Yorrick and the bralani are covered in the foul evil blast. (will save DC 18 half or 1/4 if neutral alignment) Damage is 24 or 12 half. The bralani suffer 26 damage or 13 for half.
Last, it tries to stop Durgan with holding magic. (will save DC 19 vs hold monster)
The gate is still open, and there is something fluttering on the other side, waiting to come through.
Quentin laughs. The laugh of the psychotically insane. His minions paid the price for giving him warning and he laughs all the harder for it.
OOC- please continue to include SR checks for all spells cast.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post. Updated map to be emailed shortly. I will add the temple map to next email.
Angus HP 71/71, SR 20, AC 26 Monday June 1st, 2009 6:58:58 AM
OOC: Please note that Angus has SR 20 - I know it is a small chance but a chance not be be effected by the fire base spell.
I originally said that the Earth elemental was on the inside of the gate so it would be easier for us to support. I do not think it matters at this point.
Durgan shakes off the wave of effects that roll from the Nightwalker.
"Come here, ye beastie. I've got just the thing for ye." Durgan steps between the two wee desert people and lets go at the Nightwalker, carving away huge chunks of dark matter with his magic silver axe.
"Hey, Brother, ye better hurry if ye want a piece of this one. Don't think she's going ta last."
Rolls and Actions Will Save 37 / Pass vs Evil Gaze Will Save 36 / 12 Damage Will Save 37 / Pass vs Hold Monster
Hit Nightwalker AC40; AC43; AC29 (forgot Undead Bane) Damage 17+28+9UndeadBane+3UndeadBane = 57hp (Silver and Magic!!!)
Position: E&F/23&24 (5ft Move - Temple Map)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10 - Round 1
Enlarge Person: +2 STR, -2 DEX, -1 attack, -1 AC.
Xenia (AC29, HP80/92) d20+13=24 ; d20+13=27 ; Monday June 1st, 2009 11:38:08 AM
Xenia grits her teeth, just barely tamping down on the fear of the giant walker, a fear that threatens to freeze her in the air where she floats. The success makes it that much easier to throw off the sickening blight that follows, and she pays it little heed.
"Angus, there's a line drawn around the altar. A line of Chalk. When my Storm magic hit the line my magic disappeared. I don't think no magic's gonna get through that chalk. Tell the others."
Xenia whispers to her ring again and becomes invisible.
"I'm going in, Angus. Gonna try and foozle the chalk line." If she fails in this. If she falls, at least someone will know to come looking for her body.
Descending from her height, the rogue shoots through the air, sliding and rolling through the reach of the dark giant like a feather riding on a breeze. Jumping from the shadows of the giant walker to the shadows of the altar, she comes to a stop just north of the line of chalk. With a brush of her invisible foot, the rogue breaks the chalk-line.
Rolls and Actions Will Save vs Evil Gaze 24 / Pass Will Save vs Unholy Blight 27 / Pass 12hp damage
Activate Ring of Invisibility
Tumble 38 (Accelerated) Hide 54 (+20 Invisible 1/2 speed for Complete hiding, but 2x speed due to descending angle) Move Silently 34
Position: North of Chalk-line / Ground Level (Unknown Distance - Don't know where Chalk-line is.)
Active Effects: Status 10/180m, Longstrider 50/1h, Invisibility, 5m, Fly 5m, Blink,
Firn'gaer - AC24 (FF20, T19); HP54/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 d20+12=16 ; d20+14=24 ; d20+15=30 ; Monday June 1st, 2009 12:53:47 PM
[Reflex save DC16, Fort DC24 (death from massive damage - saved)] (ignore the 30, thought I still had a greater dispel left.)
Firn'gaer moves into the temple and up another 10-ft (he should be 10-ft above the door level) He pulls a scroll from his haversack and casts it. He lays down a Prismatic Wall centered in front of the gate. Lhari lays a wall of force right next to the other wall.
Active Spells: Overland Flight (15 hrs); Shield (144 r); Mass Enlarge Person (145 r), Prismatic Wall (150 r) Lhari: (4/6c)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Angus HP 71/71, SR 20, AC 26 d20+12=28 ; d20+25=34 ; Monday June 1st, 2009 12:58:04 PM
OOC: Please note the spell resistance of 20 for Angus
--------------------------------------------
The still invisible Angus the flying pixie does his best impression of Xenia the dancing rouge as he avoids most of the flames. Angus's fire resistance protects the sorcerer from the balance of the flames. Angus needed all of his pixie's new found quickness to avoid most of the blast.
Save 28
Angus moves forward so that he can see into the temple and casts haste on the Children of Chaos, Yorrick and the two summoned creatures from Rash. "Have at them!"
Angus fingers his metamagic rod as he prepares to heap on the damage next round.
Angus will pass on the information from Xenia to all and think what kind of magic may be at work.
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 6/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 5/160 Shield - 4/160 Summoned Large earth elemental 3/16 rounds Darkvision (from Scroll) - 3/30 minutes Improved Invisibility - 2/16 rounds Arcane sight - Haste on everyone 1/16
Permanent: See Invisible
Rod of Maximize 0/3
Firn'gaer - AC24 (FF20, T19); HP54/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 Monday June 1st, 2009 1:03:39 PM
Forgot to add Spellcraft check DC41 (taking 10) and Knowledge (arcane) DC36 (taking 10) against any interaction of magic around the vampires.
Rash Trinka hps 142/142 AC 33 Monday June 1st, 2009 5:12:07 PM
OOC: Posted by JimF for George
Rash sees it is time to start swinging her swords and starts to power up by casting a quickened divine favor and then divine power. Rash starts to feel the power of her magic flow through her.
Peerimus AC 28 HP 86/137 and Yorrick AC 31 HP 160/166 d20+10=23 ; d20+15=30 ; d20+19=36 ; d20+19=32 ; d20+21=33 ; d20+12=28 ; d20+12=29 ; 2d6+11=19 ; 2d6+11=23 ; d6=3 ; d6=1 ; 2d6+9=18 ; d20+17=34 ; 34d6=120 ; Monday June 1st, 2009 6:12:24 PM
Fire rips through the outer area, as Peerimus stands wishing he had studied the arts more and might have an idea of what the Black thing was, what the circle was that protected the clerics, where the other two creatures came from and how in the name of Father were they supposed to handle what was already here and on the way. [Reflex 23 fail Death from Massive Dmg Fort 30 success] How in the Powers did Quinn get so much power? the thought is one of a many in a long list, the druid begins to seriously consider that he never gave Quinn near enough credit and now they may all die as a result.
The sweeping gaze of the nightwalker does not cause Yorrick to falter and the Unholy Blight is not even registered by the great bear [Will Saves 28 and 25 should have been +8 on the second.] If the Balari is there, Yorrick destroys it. [Hit AC 36/32/33 Dmg 19/23/18 Plus 4 Fire]
Peerimus moves into the temple to E/28 and sends one of the Beams into the NightWalker. SR 34 Dmg 120 reflex DC 27
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: (2) Heal, *(2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 2/17 rounds 4 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Jurgen [AC: 41 - HP: 135/160] d20+17=31 ; d20+14=34 ; d20+7=27 ; Monday June 1st, 2009 7:19:36 PM
As Jurgen sees the fire engulf his allies, he makes a mad rush for the entrance to the temple. He is able to leap and dodge enough to avoid some of the blast, but the paladin still feels the burn. [Reflex Save vs DC 26 - d20+17=31 - Success] He enters the temple [D19 if possible] and immediately begins casting at the Gate.
Knowing that the Children are in big trouble with Quinn's having a renewable source of baddie back-up, he hopes that a spontaneous Wall of Force would block it off. [Cast right in front of the Gate - Caster Level Check - d20+14=34 34! Natural 20 baby!] The good feeling Jurgen has as he throws the spell is the only sense he has of whether it'll overcome whatever magic Quinn had. Jurgen knew he had put everything into the spell and if it didn't work, then no spell would.
"Prepared for us, are you Quinn? And what of the might of the Star Mages? Do you think the twenty we brought is enough to level this temple? In a few minutes, we shall see..." The paladin's laughter takes a somewhat mad tone, booming against the walls of the temple. [Bluff Check - d20+7=27 - Another natural 20] Whether it would help the Children at all, Jurgen didn't know. But Quinn didn't know Jurgen... Certainly not enough to decide whether he would be willing to be crushed under the tower if it would stop the vampires.
Active Magic Silversheen [4/600] Level 18 Shield of Faith [6/180] Level 16 Message [152/1600] Level 14 Shield [7/140] Alter Self [608/2800] Greater Magic Weapon [All Day] Wall of Thorns [3/1400]
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 172/197 Freedom of Movement , silversheen , Enlarge,Haste d20+12=27 ; d20+27=28 ; d20+22=28 ; d20+17=31 ; d20+12=14 ; d20+27=38 ; 2d8+12=19 ; 2d8+12=22 ; 2d8+12=17 ; 2d8+12=23 ; Monday June 1st, 2009 9:42:24 PM
The dwarven warrior shakes off much of the burn magic ...(d20+12=27 reflex save) ..... with a look at Quinn .." we're coming ta save ya brother " ...Growls Kazak
Feeling Angus's magic imbue some quickness in his movements .... Kazak joins Durgan in his assualt on the big dark beast .... his steel sword slashing the air seeking a target .....
Unsure of if his blows did much pain to the dark beast .....Kazak moves slightly to his right .... flanking the dark beast ....." come on brother ... lets shredd dis beastie on two sides ......remember der is ale to be won in dis here battle " .... growls Kkazak to his brother
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus)
OOC: 10'ft reach while enlarged
ooc : i have problems acessing the map .... please have Kazak stay with Durgan
Rash Trinka hps 142/142 AC 33 d20+12=27 ; 3d8+6=13 ; 3d8+6=19 ; Monday June 1st, 2009 10:56:39 PM
OOC Bralani only appear this round since I summoned them last round. They don't need to make any saves but at the same time, they are not hasted either
Rash makes her save taking 25 points of damage and she then proceeds to power up with a quickened divine favor and then a divine power. She then takes advantage of the haste to move into the temple to E18. The Bralani appear next to her and heal Rash back up to full hitpoints utilizing their curing ability. (2 cure serious at 6th level)
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 5/160 Protection from evil 4/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 1/16 Haste from Angus 1/16
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Bralani ac 20, speed 40 hps 45 damage reduction 10/cold iron or evil, darkvision 60' immunitty to electiricity and petrification, low light vision, resist cold 10 fire 10 spell resistance 17, tongues. Spell like abilities: at will blur, charm person dc 13 gust of wind dc 14 mirror image, windwall 2 times a day, lightning bolt dc 15 cure serious wounds 15 caster level 6th page 94 mm for more info
Threshold of Death round 6 d20+17=27 ; d20+11=25 ; 14d8+15=83 ; 4d8+15=28 ; 4d8+15=30 ; Monday June 1st, 2009 11:17:31 PM
Durgan steps front and occupies the Nightwalkers' attention.
Xenia makes a bold move. She dashes out, avoiding the hulking embodiment of evil and heads straight for the altar. She tries to sweep aside the chalk line wih her foot, and where magic has failed, flesh succeeds. The chalk line is broken. This is a good thing, right?
Firn'gaer takes a tough hit from the firestorm. He moves into the temple and places two walls in front of the gate, layered one in front of the other.(assuming I read your intention correctly) The prismatic wall is first, so any creature that may come through the gate will get blasted, then hit a wall of force -stopping it. OOC- 'take ten' is a full minute action- can't be used during combat. Firn'gaer does notice several powerful enchantments surrounding the vampires.
Angus(OOC check = 27, :) Angus buffs the party, and readies to bring the hurt. Other than the gate, he is unsure of the magic at play.
Rash casts several boosting spells, and gets ready to rumble.
Peerimus is hit by the fire. he moves into the temple and launches some fire of his own at the Nightwalker. Yorrick moves up to attack, but is confused by the order to attack the summoned angels and stands ready.
Jurgen reinforces Firn'ger's attempt to block the gate, just in case a dispel is used. He tries to taunt the vampires, but they are not moved to respond.
Kazak moves up and attacks the Nightwalker, trying to outdo his brother with martial prowess, but only hits once to his brother's two hits.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Nightwalker is hit furiously several times by the Children of Chaos. The dwarven brothers pound on it, and then it is struck by a powerful beam of concentrated sunlight. Peerimus will thank his nature loving dieties this day, for the spell overcomes the creatue and it completely dissipates, until nothing is left but a few motes of darkness.
Quentin scowls, but appears calm. "I have more where that one came from. But how about this? Quentin casts a mass inflict critical wounds. Will save DC 23 for half damage is 28
Quinn smiles and follows his father's lead. "Yes, father." Cast mass inflict critical wounds. Will save DC 26 for half Damage is 30
OOC- I think these hit everyone(except Xenia), but if I am wrong, send me an email or private DM post.
OOC- please continue to include SR checks for all spells cast.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post. I need sleep. Map will be updated tomorrow. Opponents haven't moved, and everyone entered inside the temple, so you should have a good idea where you are.
Jurgen [AC: 41 - HP: 106/160] d20+25=41 ; d3=3 ; d20+25=40 ; 14d6=52 ; d20+14=19 ; d20+14=26 ; Tuesday June 2nd, 2009 12:52:29 AM
Jurgen, feeling confident that the gate is sufficiently blocked (maybe more-so than necessary, but he didn't feel like taking any chances), considers how to deal with the vampires. Their spells hit him and his paladin training helps him easily overcome what he can [Will Saves vs DC 23, 26 - d20+15=31 and d20+15=30 - Success x2 - Accidentally had 25 up, not 15 - 29 Damage taken].
Jurgen moves along the wall another 30 feet, trying to get some distance between himself and the other Children. And then he throws Chain Lightning at Quinn. [14d6=52 Damage - Reflex Save vs DC 23 for half - Caster Level Check: d20+14=19] It then arcs to his father [26 Damage - Reflex Save vs DC 23 for half - Caster Level Check: d20+14=26].
Active Magic Silversheen [5/600] Level 18 Shield of Faith [7/180] Level 16 Message [153/1600] Level 14 Shield [8/140] Alter Self [609/2800] Greater Magic Weapon [All Day] Wall of Thorns [4/1400]
Trace ac 37(+5 barkskin and cats grace) hp 136/104(bears endurance) 38/50 bane arrows d20+30=46 ; d20+30=39 ; d20+25=34 ; d20+20=36 ; d8+11=18 ; d8+11=16 ; d8+11=14 ; d8+11=18 ; d8+11=17 ; 2d6=7 ; 2d6=4 ; 2d6=3 ; 2d6=7 ; Tuesday June 2nd, 2009 12:58:02 AM
Trace commands fly and moves up above Peerimus and will take aim on the first thing that attempts to cast spells. (readied action, sending four shots at the first target) If no one in Traces sight tries to cast spells, then he will fire all four silver arrows at him.
att and dam is assumed that anything Trace fires at is considered undead. ((ooc: ignore last d8 roll, hit too many times)) hit ac 46 18 hps, 7 holy = 25 hit ac 39 16hps, 4 holy = 20 hit ac 34 14hps, 3 holy = 17 hit ac 36 18hps, 7 holy = 25 total hps 87
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
20/20 silver sheen arrows 38/50 bane arrows
active magic: silver sheen arrows 1/160 barkskin 1/150 cat's grace 1/15 heroism 1/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Evil magic rips the skin from Durgan's face, but, in response, the dwarf simply wades across the floor so recently emptied by the Nightwalker. He comes to a stop just short of reaching the two vampires with his enlarged form. So close, and yet just out of reach.
"We'll free ye from this, Quinn," Durgan rumbles as he hunkers into a defensive stance. In his pack a fist sized statuette of a dwarf holding a halberd begins to glow. The defensive stance has activated the magic of the Pikeman's Wall. With hope and luck, this is something that Quinn will not have remembered and they will not be as defensive in their casting of spells.
"Alright ye," Durgan growls. "Lets see ye try that again."
Rolls and Actions Will Save 19 vs 23 / Fail Will Save 25 vs 26 / Fail
Move / Take Defensive Stance / Ready Attack With Pikeman's Wall, threat range is now 20ft.
Ready vs Quentin Hit if casts spell. To disrupt. (Added +1 to STR for Defensive Stance) Hit AC49, Damage 24+2 = 26hp AoO vs Quentin (If Applicable) Hit AC40, Damage 29+7 = 36hp AoO vs Quinn (If Applicable) Hit AC31, Damage 21+3 = 24hp
Angus HP 71/71, SR 20, AC 26, Invisible d20+14=16 ; d20+14=32 ; 15d6=53 ; Tuesday June 2nd, 2009 10:50:41 AM
OOC: Angus is invisible - Could the clerics target Angus with the mass inflicts?
Saves if necessary 16 - 28 damage and 32 for 15 damage - Total 43 damage
The invisible Pixie Angus flies into the room and immediately gains height and moves off to the right so that he can see the two clerics and casts chain lightning. Angus uses his new master of elements to change the bolts into sonic energy.
Main bolt at Qe 53 damage Reflex save for half DC 25 Secondary bolt 26 damage to Qu Reflex save for half damage DC 25
Angus watches the gate carefully to see what slithers out, if anything.
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 7/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 6/160 Shield - 5/160 Summoned Large earth elemental 4/16 rounds Darkvision (from Scroll) - 4/30 minutes Improved Invisibility - 3/16 rounds Arcane sight - Haste on everyone 2/16
Permanent: See Invisible
Rod of Maximize 0/3
Xenia (AC29, HP80/92) Tuesday June 2nd, 2009 3:46:11 PM
It rubbed away. The chalk line rubbed away! Xenia had waited then for something to happen. Something bad. Then it didn't happen. The bad, that is. Instead the walls went up, covering the gate to the Land of Big Dark Nasties. The walls went up and didn't *poof*, disappearing like her storm spell.
Musta worked.
Next things next. The Vampie Family is spelling up a storm. But nothing touches the rogue. Can it be that they don't see her? Or are they just not bothering with her? Well, gonna find out soon enough.
Xenia floats up about five feet, hovering at head level. With a series of spiral maneuvers, deceptively slow then fast then slow, she slips past Daddie Vampie till she's floating right directly in front of the gate. Behind her Durgan looms up, an awfully big dwarf. Across the space, sound crackles like lightning, unleashed by Pixie Angus.
Then Xenia reaches out to the altar ... and steals the book.
Rolls and Actions Move plus Pick up book as a MEA / No attack, so still invisible and hidden.
Rash Trinka hps 127/142 AC 33 d20+20=23 ; d20+20=34 ; d20+7=27 ; d20+7=20 ; d20+7=11 ; d20+7=19 ; d20+16=19 ; d20+16=21 ; 3d8+6=12 ; d20+25=26 ; Tuesday June 2nd, 2009 4:27:51 PM
Rash loses attention for half a second almost pays for it but does make both of her saving throws. Unfortunately Rash's summoned friends aren't as lucky (to keep thinks moving, I rolled spell resistance for you for the Bralani but I am assuming you would have to roll a 1 to fail, you didn't) The first of the Bralani, makes one save, and is able to survive (he has 1 hp) left, the other one melts away to head home and lick his wounds. The barely surviving Bralani will reach over and touch Rash healing him 12 points of damage.
Rash then using the haste spell granted by Angus charges the N20 and takes a mighty swing at the evil undead cleric Quentin totally missing with a natural 1. (I hate the die roller by the way! Won't bother getting into the pluses but powerattacked with a power attack 10) Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 6/160 Protection from evil 5/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 2/16 Haste from Angus 2/16
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Bralani ac 20, speed 40 hps 45 damage reduction 10/cold iron or evil, darkvision 60' immunitty to electiricity and petrification, low light vision, resist cold 10 fire 10 spell resistance 17, tongues. Spell like abilities: at will blur, charm person dc 13 gust of wind dc 14 mirror image, windwall 2 times a day, lightning bolt dc 15 cure serious wounds 15 caster level 6th page 94 mm for more info
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 114/197 FoM silversheen Enlarge,Haste, Pro-f-evil d20+12=20 ; d20+12=19 ; Tuesday June 2nd, 2009 5:19:06 PM
"Grrrrr " .... growls Kazak in pain as the twin spells wrack his body .....(d20+12=20 will save failed , d20+12=19 will save failed )(takes 58 damage)
"Right wit ya brother ...." as the dwarf moves up next to Durgan .... forming a dwarven wall of steel .... " time to whack dem vamps " ..... quickly fishing out a small glass vial .... Kazak pops the top and chugs its content ...(potion of protection from evil) .... " dey ain't gonna git in ma head "
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
OOC: 10'ft reach while enlarged
Firn'gaer - AC24 (FF20, T19); HP25/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 d20+31=46 ; d20+26=28 ; d20+17=34 ; d20+17=32 ; d20+17=25 ; Tuesday June 2nd, 2009 9:14:48 PM
[OOC: I say taking 10 to give DM's the idea of an average skill check. I do this so that DM's are aware that with a minimum of 32 and an average of 41 in spellcraft, if there is a spell effect that is up in Firn'gaer's presence - he knows it and it saves time.]
[Spellcraft DC46, Knowledge (arcane) DC28]
[Will saves - DC34, DC32 for Mass ICW]
Firn'gaer pulls another scroll and casts it at Quinn - Maze. But the magic probably just fizzles off the vampire's SR. {Looks like the die roller won't let me actually harm the bad guys with anything but a pointy stick.}
Maze: SR25
Active Spells: Overland Flight (15 hrs); Shield (143 r); Mass Enlarge Person (144 r), Prismatic Wall (149 r) Lhari: (4/6c); Wall of force (12 r)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 d20+22=39 ; d3=3 ; d20+22=35 ; d20+8=16 ; d20+8=11 ; d20+19=21 ; 2d6+11=18 ; d6=5 ; Tuesday June 2nd, 2009 11:15:52 PM
Will Saves Peerimus 39 and 35 Yorrick 16 and 11
Peerimus whistles and Yorrick moves in against Quinn. Moving 45' directly at him the great bear strikes. Likely missing [Hit AC 21 dmg 18 plus 5 fire]
Peerimus frowns, Luck was certainly with the enemy and when the enemy are powerful spell casters bad luck is not a good thing. Peerimus moves up 40' [M/28] and casts Heal, sharing it with Yorrick
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 3/17 rounds 4 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Trace ac 37(+5 barkskin and cats grace) hp 136/104(bears endurance) 38/50 bane arrows Wednesday June 3rd, 2009 10:06:08 AM
(ooc:trace is invisable..........is he hit??)
yes, they can see invisible-DMBZ
Angus HP 71/71, SR 20, AC 26, Invisible d20+20=36 ; d20+20=24 ; Wednesday June 3rd, 2009 10:30:26 AM
Forgot the SR rolls for the sonice bolts
Main bolt 36 Secondary bolt 24
--------------------------
Please roll the SR for the two inflicts on Angus since he is hit by the inflicts as an area spell.
Angus HP 71/71, SR 20, AC 26, Invisible Wednesday June 3rd, 2009 10:02:16 PM
Angus continues to hover
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 Wednesday June 3rd, 2009 10:06:36 PM
Peerimus whispers through the message spell, "Angus tell Firngaer to target Quinn with a greater dispel, you do the same to Quentin. Let's see if we can remove some of thier defences."
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 3/17 rounds 4 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Threshold of Death round 7 d20+11=29 ; d20+17=36 ; d20+17=31 ; d20+33=43 ; d20+28=46 ; d20+23=33 ; d8+6=14 ; d8+6=13 ; d8+6=14 ; 4d6=18 ; 4d6=19 ; 4d6=12 ; Wednesday June 3rd, 2009 11:00:12 PM
Jurgen moves ahead and sends a chain lightning at the vampires. However, he fails to get through the spell resistance on them.
Trace lets arrows fly and deals terrible damage to Quinn. (-87)
Durgan prepares a defensive stance against any hostile actions by the vampires.
Angus(the vamps can see invis) also fires a chain lightning(sonic) at the vampires. And it beats Quentin's SR! Quentin manages to dodge some of the blast(-26 dmg) SR checks vs Angus from last round- 36 and 31.
Xenia does not see any visible effects from breaking the chalk line, but hopefully it helped. Xenia snaeks behind the altar and tries to take the book. She thinks she can see Quentin flash the briefest of smiles as she does so. As she picks up the book, a glyph of warding is activated. Xenia is engulfed by a flame strike. DC 23 reflex save for half dmg.
Rash charges Quentin, but stumbles at the last moment and misses her attack.
Kazak moves up beside his brother ready to attack.
Firn'gaer tries another scroll on Quentin, but once again the magic fails to overcome the formidable defenses of the vampire. (OOC ok, understood on the skill checks.)
Peerimus sends Yorrick into combat against Quinn, but the loyal companion misses the first swipe.
~~~~~~~~~~~~~~~~~~~~~~~~~~~ Quentin takes advantage of the target and attacks Rash with his mace. HitAC 43, 46, 33 -dmg 32, 32, 26. The vicious energy of the weapon hits the vampire as well, but he seems to enjoy the sensation.
Quinn casts a spell upon himself, and readies for combat against a bear and two dwarven brothers.
There is some activity behind the party. It seems like the elemental is no longer occupying the minions. The werewolf strides in, followed by a man bearing a striking resemblance to Aberwrath who is also bareing fangs. the werewolf is still injured, but not as much as before. There are several humanoids behind him, wrapped up in cloth. Sounds of horses in full charge can be heard outside, and the nightmares are near.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post! -otherwise DM continues to take best guess. Map emailed shortly.
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 114/197 FoM silversheen Enlarge,Haste, Pro-f-evil d20+27=33 ; d20+22=41 ; d20+22=40 ; d20+17=19 ; d20+12=27 ; d20+27=37 ; 2d8+12=25 ; 2d8+12=23 ; 2d8+12=21 ; 2d8+12=23 ; 2d8+12=24 ; Wednesday June 3rd, 2009 11:30:36 PM
Seeing the lady cleric take a pounding from Quentin the vampire ..... Kazak steps forward and joins Rssh Trinka in the beatdown ....... his steel sword arcing in the darkness
ooc: are vampires considered undead ?? if so then Kazak needs to roll bane damage
" we''ll fee ya Quinn ....you'll be free of day vamps clutches !! " .....
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
OOC: 10'ft reach while enlarged
ooc: can't open the map ... so take your best guess :-)
Jurgen [AC: 41 - HP: 106/160] Thursday June 4th, 2009 1:30:01 AM
"Angus, move forward. Time to lock ourselves in with a madman..." Jurgen sends through the Message spell. And then he throws up a Wall of Force from the edge of D-E 17 to 30. The wall is 70 feet long and 20 feet tall.
Active Magic Silversheen [5/600] Level 18 Shield of Faith [7/180] Level 16 Message [153/1600] Level 14 Shield [8/140] Alter Self [609/2800] Greater Magic Weapon [All Day] Wall of Thorns [4/1400] Wall of Force 1 [2/14] Wall of Force 2 [1/14]
"That's right!" Durgan echoes his brother's sentiment with two short words of scintillating dwarven repartee. Then, from further away than should be natural, Durgan begins the beat down, his silver axe chopping down on Quinn's vampire cursed father.
"Where does the likes of ye get such fine ale?"
Rolls and Actions Defensive Stance With Pikeman's Wall, threat range is now 20ft.
Hit Quentin AC43, AC35, AC30, AC37 (forgot +1 for Haste. Added here.) Damage 19+29+26+27 = Possible 101hp (Note: Magic and Silver vs DR)
AoO: Hit AC17, Damage 26hp (Use as needed)
Position: K&L/23&24 (No Move)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10, Haste 2/16, Defensive Stance 10/11
Well, I don't have any more greater dispels, so it will be a non-greater and hope for the best. The wizard thinks to himself and targets Quinn with the spell.
Dispel Magic checks: all less than needed (of course) to turn off any of Quinn's spells.
Active Spells: Overland Flight (15 hrs); Shield (142 r); Mass Enlarge Person (143 r), Prismatic Wall (148 r) Lhari: (4/6c); Wall of force (11 r)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Angus HP 71/71, SR 20, AC 26, Invisible d20+16=30 ; d20+16=28 ; d20+16=36 ; d20+16=18 ; d20+16=32 ; d20+16=24 ; d20+16=22 ; d20+16=36 ; Thursday June 4th, 2009 4:46:49 PM
Angus get ready to fry all of the new evil arrival with the aid of his rod of maximize, but they are saved by a timely wall of force. Angus then turns his attentions to the vampires and he really wants to use the rod of maximize, but Mamma Rash is calling for help.
Angus reluctantly casts a great dispel magic on Quinn
Dispel Checks: 30, 28, 36, 18, 32, 24, 22, and 36
Angus call out to Rash "I hit him good. It is up to you now. Swing away."
Angus rises up to within 10 feet of the ceiling or 20 feet whichever is higher (What is the ceiling height?)
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 8/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 7/160 Shield - 6/160 Summoned Large earth elemental 5/16 rounds Darkvision (from Scroll) - 5/30 minutes Improved Invisibility - 4/16 rounds Arcane sight - Haste on everyone 3/16
Permanent: See Invisible
Rod of Maximize 0/3
Threshold of Death round 7 Thursday June 4th, 2009 9:48:19 PM
OOC - no DM post tonight. I will have it up tomorrow afternoon. I apologize, this has been a tough week.
btw...undead = no crit! (still have this in my local game too...)
Trace ac 37(+5 barkskin and cats grace) hp 136/104(bears endurance) 38/50 bane arrows d20+18=25 ; d20+18=21 ; d20+32=38 ; d20+32=42 ; d20+27=29 ; d20+22=38 ; d8+9=14 ; d8+9=15 ; d8+9=13 ; d3=1 ; d8+9=11 ; 2d6=7 ; 2d6=8 ; 2d6=6 ; 2d6=7 ; 2d6=9 ; 2d6=9 ; 2d6=6 ; 2d6=5 ; Thursday June 4th, 2009 10:52:53 PM
(used hero point for second roll on the reflex save...failed)
Trace is caught off guard from the magic and takes a good bit of damage but returns to his target another four arrows. Realizing that a deadlier weapon is needed Trace switches to undead bane arrows and sends them on their way to the target.
hit ac 38 14hps, 7 holy, 9 bane = 30 hit ac 42 15hps, 8 holy, 9 bane = 32 hit ac 29 13hps, 6 holy, 6 bane = 25 hit ac 38 11hps, 7 holy, 5 bane = 23 total hps 110
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
16/20 silver sheen arrows 34/50 bane arrows
active magic: silver sheen arrows 1/160 barkskin 1/150 cat's grace 1/15 heroism 1/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 d20+20=21 ; d20+20=25 ; d20+20=25 ; d20+18=24 ; d20+17=35 ; d20+17=34 ; d20+17=19 ; d20+17=26 ; d20+17=29 ; d20+17=23 ; Thursday June 4th, 2009 11:19:55 PM
Yorrick lashes out again at the wounded Quinn. but the gods forbid even a mediocore attack [Hit AC 21/25/25/24]
Trusting Jurgen to handle whatever is joining the fight, Peerimus targets Quentin with a Greater Dispel Checks 35/34/19/26/29/23
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, *Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 4/17 rounds 4 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Rash Trinka hps 37/142 AC 33 d20+29=32 ; d20+29=31 ; d20+24=25 ; d20+19=34 ; 2d4+32=36 ; 2d4+32=39 ; 2d6=7 ; 2d6=3 ; Friday June 5th, 2009 8:03:12 AM
ooc (can we get a description on who we are fighting please. Are they in armor? Do they have shields and weapons? Having an ac would make things easier in figuring out damage rolls as well)
Like Peerimus, Rash is also experiencing the god's displeasure as she launches her own attacks. (description of attacks are +5 greater magic weapon, +6 strength bonus, +16 base, +1 haste, +6 divine favor= +34 minus 5 for power attack = +29. Damage 2d4+ 32 +2d6 holy (+6 weapon, +6 divine favor + 10 two handed power attack, +10 two handed weapon strength bonus)
hit ac 32 hit ac 31 hit ac 25 hit ac 34
possible damage 36+7=43 and 39+3=43
Rash then using the haste spell granted by Angus charges the N20 and takes a mighty swing at the evil undead cleric Quentin totally missing with a natural 1. (I hate the die roller by the way! Won't bother getting into the pluses but powerattacked with a power attack 10) Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 7/160 Protection from evil 6/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 3/16 Haste from Angus 3/16
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Xenia (AC29, HP80/92) d20+26=30 ; d20+26=45 ; Friday June 5th, 2009 10:11:48 AM
A touch trips the magic trap and a column of fire slams down from above. When the fire clears, though, not a flame red hair on the rogue's head is even marginally singed. Even more important than that, the book is hers! The dark rogue flashes a smile back in the direction of Papa Vampie before nabbing the book off the altar.
The glance makes Xenia witness to a flash of energies combined with the snap of breaking bone and the sick squish of pulping flesh as Papa Vampie strikes Mamma Rash again and again and again. Burned and broken, she doesn't look like she can take much more.
Gripping the book in one hand, the rogue reaches to her haversack with the other. The Big Healing scroll she bought was made for just such a time as this. Xenia reads. The words blur and cross and the spell looks to fail.
NO! No, please!
The girl rogue shakes her head and blinks to clear her vision. She finishes, pronouncing the last word and the spell goes off. Her hands fill with the magic energy of healing. She steps in close to touch Mamma Rash, and take away her pain.
Rolls and Actions Reflex 42 (No damage from Evasion - Rolled above) UMD 30 / Use Hero point for UMD 45!!! vs DC31 Heal Rash 110hp
Threshold of Death round 8 15d6=46 ; 15d6=55 ; Friday June 5th, 2009 7:41:16 PM
Kazak moves up and tries to take the pressue off of Rash. He moved several feet and so can only take one swing, but connects solidly. (OOC- map, I'm saving it as 97-03 excel. What might work?)
Jurgen calls for Angus to move, then blocks the reinforcements from the entrance with a wall of force. (OOC- Angus, you got a freebie this time, I moved you.)
Durgan is already in position and hits Quentin several times with his magic axe.
Firn'gaer attempts a dispel on Quinn, but misses.
Angus hits Quinn with another dispel. This time, luck favors the heroes and he removes several protections.
Trace continues his assault on Quinn, using the right tool for the job. Undead bane arrows.
Yorrick attacks Quinn but misses. Peerimus hits Quentin with a dispel and removes several protections. The dispels are taking their toll on the vampires.
Rash fights on through the pain of her wounds, ignoring that the vampire came close to felling her. She hits several times, And Quentin Demarco has taken as good as he gave. (OOC- It's just my DM style not to give out more than I need to. Sometimes, I prefer to take the extra work on myself to pull all the info out of each post. So please roll damage for all attacks, don't assume they missed.)
Xenia has the book. She can feel a presence there, an evil presence. The surprise of it almost causes her to lose the spell she is casting off a scroll, but she recovers and the spell heals Rash.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Quinn falls under the onslaught. His body turns to smoke, and begins seeping throught the tiny holes in the floor. You can hear him beg of you release me...
Quentin takes plenty of damage, and has lost some protection as well. He moves a few steps and casts a spell(defensively ;) and drops a blade barrier down on the area. [b]Rash, Xenia, Durgan and Kazak[b] DC 24 reflex for no dmg. 46 dmg if you miss.
The vampire positioned the spell carefully and is hit by it himself. As he fades into gaseous form and slips through the cracks in the floor, he whispers to Rash, "join me as Quinn has. Join me and you shall live forever...
The minions aren't finished yet. The four nightmares and their riders hop through the temple wall with their etherealness, but are stopped by Jurgen's wall of force. They ride back out they way they came in, looking for a way around.(they are currently outside.)
The mummies all enter the temple but are stopped by the wall. They are undead. They will wait as long as it takes...
The werewolf uses the wall of force like a chimney. He puts his back to it and starts climbing, using the temple wall for handholds.
Aberwrath casts a spell. "Master Quentin asked me to give this to you..." A flamestrike hits Trace and Angus. DC 22 reflex save for half damage. Damage is: 55
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post! -otherwise DM continues to take best guess. Map emailed shortly.
"Well, that's done that!" Durgan looks about after taking a good scraping from the wall of translucent blades. Bloody and torn, the dwarf doesn't bat an eye. Instead, he stomps across the floor to the last vampire, takes a defensive stance again, and brings his dwarven axe down again.
Sparks flie from the floor as Durgan misses. The dwarf grunts a noise of surprise.
"Anyone say something about knowing a way to find those two after they turned to mist?" he growls back.
Rolls and Actions Reflex Save 16 / Fail
Move / Take Defensive Stance Again / Attack
Hit Aberwrath AC31 / Nat1
AoO: Hit AC44, Damage 27hp (Use as needed)
Position: H&I/22&23 (20ft Move)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10, Haste 4/16, Defensive Stance 11/11
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 34d6=108 ; d20+17=22 ; d20+20=31 ; 2d6+17=20 ; d6=5 ; Friday June 5th, 2009 8:53:09 PM
The main Vampires were gone, he could follow but that plan left a few too many unseen issues. best to regroup. They still had plenty of firepower and according to Rash Quinn and Quentin would need to stay put for a bit and that would be enough time to go get them. "Soon Quinn" Peerimus promises to his former friends fleeting voice. The rush of flame from Aberwrath seems to distrct the druid from his other thoughts and he looks over with the face of an annoyed parent. Peerimus raises a finger and sends a beam of brilliant sunlight into Aberwrath. [SR 22 Dmg 108 Relfex DC 27]
Peerimus directs Yorrick to move and wait for one of the ghostly riders by having the great bear defend him. Yorrick grunts and moves [to L,M/30,29] Weary eyes for one of the riders to get too close. If one does he strikes at a rider. [Hit AC 31 Dmg 2 plus 5 Fire. Claw has Ghost Touch]
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, *Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 5/17 rounds 3 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Rash Trinka hps 37/142 AC 33 d20+13=30 ; d20+18=21 ; 10d8=47 ; d20+20=31 ; Friday June 5th, 2009 11:14:37 PM
Rash is glad when her blows strike the evil vampire expecting his own blows to put her before the God of Death to plead for life yet again. No one is more surprised than she when she the cure spreads through her body easing her pain and knitting her crushed bones. "Thank you sister" divining where the cure came from.
Rash suddenly is surrounded by spinning cutting blades, she buckles her knees and rolls away from them back towards the main group somehow evading the cutting death. (save 30) She turns to face the new enemies flooding the room, as she scoffs at Quentin's offer of immortality. "I will be joining you soon...but only to put a stake in your shriveled dead heart.
Rash turns as she hears the flamestrike going off and winces as she sees her friends affected. She raises her own hand and summons the powers aid and strikes Aberwrath with light of her own. She hits the undead cleric with a touch attack of 21 doing 47 points of damage. (no save allowed, check to overcome spell resistance is 31
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3! Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 8/160 Protection from evil 7/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 4/16 Haste from Angus 4/16
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 68/197 FoM silversheen Enlarge,Haste, Pro-f-evil d20+13=18 ; Friday June 5th, 2009 11:41:10 PM
Grimacing as the magical blades rip into him ....(reflex save d20+12=18 failed , takes 46 damage).....
Waving his fist with sword in hand at the departing Vampires .... "we ain't done wit ya yet ..... we'll find ya .... gonna burn dem coffins wit ya inside ...." Growsl Kazak
Quickly turning about to assessing the situation .... the dwarfs steel grey eyes catch the werewolf climbing .... "heya looks over der .... da doggie is climbing over da wall .... hehehe didnt know doggies could climb .... "
" well if we have a moment maybe we could organize what we do next ... maybe some quick healing " ... inquires the dwarven warrior as he gives Rash Trinka hopeful look
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
ooc: thanks for the map Al ..... that helps !!
OOC: 10'ft reach while enlarged
Angus HP 30/71, SR 20, AC 26, Invisible d20+13=25 ; 7d6=27 ; Saturday June 6th, 2009 8:36:17 AM
Angus again thanks his polymorph spell as the added quickness saves him from most of the fire and his fire resistance the rest.
Angus squeeks at Jurgen "Drop your wall of force so that I can finish off the lackies."
Angus prepares a mazimized and empowered chain lightning that he will convert over to flame, for the mummies benefit.
Damage 117 or 58 damage if reflex DC 25 is made
The main bolt targets the werewolf and secondary bolts on the mummies and the nightmares
A twist into a backward roll, a lazy sissor kick follows, sliding the lithe rogue between two of the churning blades and out. They move so slowly. She could jump back and forth from one side to the other of the wall of blades as many times as she would like. They could be turned to her own protection.
The book within her hand is a different story. It's evil. What do you do when you've got evil in your hand?
"I got the book," Xenia calls out to the others, her voice coming from an empty space in the air. "There's sump'in evil in it. I'm thinking that it's probs not the thing that's making this cloud up above. But it's maybe making this gate thing."
"I think maybe we're gonna have to unstroy it. Sometime."
"But for now ... you ... " the girl rogue says to the book, " ... whyn't you see what evil you can do from inside my outplanar bag, huh?" With a swift practiced motion of her arm, she shoves the book under the flap of her magic haversack.
"I'll watch for them horse and riders," she announces as she flies up into the air drawing her bow. Blinking back and forth between the Material Plane and the Ethereal Plane, the rogue watches for the Nightmare Riders. Even traveling Ethereal, they would not escape her eyes. She stands ready to shout out a warning to the others as soon as they appear.
Rolls and Actions Reflex 33 (No damage from Evasion - Rolled above)
Stow Book / Move - Drawing bow
Move Silently 34 Spot 39 Listen 34
Position: L21 / 35ft up (30ft move)
Active Effects: Status 10/180m, Longstrider 50/1h, Invisibility, 5m, Fly 5m, Blink, Haste 4/16
Jurgen [AC: 41 - HP: 106/160] d20+14=26 ; d20+14=23 ; d20+14=19 ; d20+20=37 ; d20+20=22 ; d20+20=22 ; 4d6=14 ; 4d6=13 ; 4d6=10 ; Sunday June 7th, 2009 5:31:17 AM
"We're coming for you, Quinn. Soon." Jurgen's voice somehow manages to sound both harsh and caring. His sword flares up with holy energy as he says it, although the paladin certainly is far away from the fighting.
Angus' words turn Jurgen's attention away from the now gone vampires and back to the wall of force. If Angus doesn't fly over the wall to blast at their enemies, Jurgen will dismiss the wall. Otherwise he'll keep it up. Regardless, Jurgen will throw a set of Scorching Rays at Aberwrath. Clearly, the paladin is distracted and his focus isn't on the secondary foe, but on the fleeing vampires.
Scorching Ray Ray One Spell Resitance Roll: d20+14=26 Ranged Touch Attack: d20+20=37 Damage: 4d6=14 Ray Two Spell Resitance Roll: d20+14=23 Ranged Touch Attack: d20+20=22 Damage: 4d6=13 Ray Three Spell Resitance Roll: d20+14=19 Ranged Touch Attack: d20+20=22 Damage: 4d6=10
Active Magic Silversheen [6/600] Level 18 Shield of Faith [8/180] Level 16 Message [154/1600] Level 14 Shield [9/140] Alter Self [610/2800] Greater Magic Weapon [All Day] Wall of Thorns [5/1400] Wall of Force 1 [3/14] Wall of Force 2 [2/14]
Firn'gaer - AC24 (FF20, T19); HP25/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 d20+12=32 ; d20+12=21 ; 30d6=83 ; 5d6=19 ; Monday June 8th, 2009 9:17:33 PM
Firn'gaer moves to H20 and readies a Disintegrate for the werewolf. As soon as the beast clears the wall of force, BAM!!!
Disintegrate: Touch AC32 (Threat!), Touch AC21; Damage 83 (166 if can crit), Fort save DC26. If save is successful - damage 19 (38 if can crit)
Active Spells: Overland Flight (15 hrs); Shield (141 r); Mass Enlarge Person (142 r), Prismatic Wall (147 r) Lhari: (4/6c); Wall of force (10 r)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Threshold of Death round 9 d20+9=12 ; d20+12=15 ; d20+17=21 ; d20+23=38 ; Monday June 8th, 2009 10:24:01 PM
Durgan moves and attacks Aberwrath, but misses.
Peerimus unleashes a blast of pure sunlight at Aberwrath the vampire. The shot hits true. But the spell melts against the creature's spell resistance.
Rash rebukes Quentin's offer, then attacks Aberwrath with a spell. (OOC, which spell was it?) Rash has more luck, defeating the creature's spell resistance and dealing a powerful blow.
Kazak, turns around after getting hit by the blades and hopes for a quick heal. He eyes up his next target, a werewolf.
Jurgen drops the wall of force, and Angus blasts the werewolf and mummies with lightning turned to fire! The werewolf takes a good hit, and the mummies all burn to the ground! Only ashes remain.
Xenia puts the magic book into her Magic haversack. The book resists. Xenia almost feels as though invisible hands cling to the side of the backpack, but after a few tense moments, she is successful. Xenia notices afterwards that there is a small red dot on her hand. A drop of blood. Her own.(1 hp damage)
Jurgen launches a series of scorching rays at Aberwrath. But to his dismay, they melt against the spell resistance. (only one roll per spell, unless against different creatures. I took the first-and highest roll. Missed it by...that much.)
The werewolf clears the wall around the same time that Jurgen dismisses it. It falls to the ground, and while in mid-air, Firn'gaer strikes it with a disintegrate beam! The creature has a strange look upon its' face, then disappears! Only a few small items and a small pile of dust remain! (OOC- all spells that roll to hit can crit, I don't see why this would be any different. Critical Hit!)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Aberwrath shrieks his displeasure at the group. "My master has ordered me to destroy you all, and so I shall!" Aberwrath casts a spell and tries to touch Rash with the crackling black energy. Hit AC 38. dmg-harm 150 or 75. Will save DC 24 half.
Then the riders appear through the side walls, six in all. Xenia shouts out a warning and they lose whatever surprise they may have had. They move into position, ready to strike...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post! -otherwise DM continues to take best guess. Map will be emailed shortly.
Angus HP 30/71, SR 20, AC 26, Invisible Monday June 8th, 2009 10:53:21 PM
OOC: No results of Angus's actions?
You fried the mummies. Dust. It's up there. --Al
I was obviously too tired function last night. Thanks Al.
"Ow. Dumb book." Xenia looks down at her hand and the small spot of blood. "You just stay there in that bag, you."
The rogue puts the evil book from her mind as the riders appear through the walls. Time for some trick shooting. Xenia aims for the weapons. Without their weapons, the riders would have to dismount.
Rolls and Actions Disarm Trick Shot vs N2 AC32, AC27, AC40 (If disarmed with first shot, move to N3) 20% Blinking Miss chance: 6; 30; 88 Fail/Pass/Pass (Last shot is for Haste)
Position: L21 / 35ft up (No move)
Active Effects: Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Haste 5/16
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 d20+17=34 ; 34d6=118 ; d20+20=33 ; 2d6+11=18 ; d6=5 ; Monday June 8th, 2009 11:17:27 PM
Peerimus moves across the room and sends another Beam into Aberwrath. [Move to F/26 SR 34 Reflex DC 27 Dmg 118] He tells Yorrick to hold his ground and so the bear reaies to attack the first Rider to come at him. [Hit AC 33 Ghost touch Dmg 18 plus 5 Fire]
The druid calls to Kazak, "Team up with Yorrick. Trace take down [N5] that one, Durgan gang up as well."
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, *Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 6/17 rounds 2 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 68/197 FoM silversheen Enlarge,Haste, Pro-f-evil d20+18=26 ; d20+13=18 ; d20+8=22 ; d20+3=10 ; d20+18=22 ; d6+5=8 ; d6+5=10 ; d6+5=9 ; Monday June 8th, 2009 11:56:25 PM "Aye " Growls Kazak as he keeps near the mighty Yorrick .....
Hearing the sharp eyed scouts warning ....sizing up the horse and rider nearest the bear and himself .... he quickly changes tactics and reaches into his nagical quiver .... launching a salvo of 5 javelins at the Nightmare ......
Not happy with his tactic .... " gonna need some practice with ma throwing: growls the dwarf to the bear ... " ya got any tips for me " .... banters Kazak .... as he readies himself for the riders to close the distance ....
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
ooc: thanks for the map Al ..... that helps !!
OOC: 10'ft reach while enlarged
Rash Trinka hps 142/142 AC 33 Tuesday June 9th, 2009 12:39:47 AM
(ooc Sorry for being unclear, last spell cast was searing light. Never meant to move but I will deal with it.) Rash just smiles as the vampire casts harm at her. "The powers protect me from harm. I wonder if they will do the same for you. (ooc greater spell immunity...glyph, greater glyph, flamestrike and harm"
Rash moves to J24 and casts holy word (no saving throw for main effects. Nightmares get a will save at -4 or they are sent home dc will save 30 with minus)
The Bralani will assume its wind form and try to follow the fleeing gaseous forms down the drains.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3! Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word! Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 9/160 Protection from evil 8/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 5/16 Haste from Angus 5/16
Trace ac 37(+5 barkskin and cats grace) hp 60/104(bears endurance) 30/50 bane arrows d20+18=37 ; d20+32=41 ; d20+32=40 ; d20+27=47 ; d20+27=38 ; d20+22=25 ; d8+9=12 ; d8+9=12 ; d8+9=15 ; d8+9=17 ; 2d6=6 ; 2d6=7 ; 2d6=7 ; 2d6=6 ; 2d6=8 ; 2d6=8 ; 2d6=6 ; 2d6=9 ; Tuesday June 9th, 2009 3:57:09 AM
(ooc: roll for last reflex from abber vamp makes for half dam.)
Trace sends four bane arrows at the abber vamp and does what he can to rid him of this land. (ooc:ignore second +27 roll, forgot no crit on undead) hit ac 41 12hps, 6 holy, 8 bane = 26 hit ac 40 12hps, 7 holy, 8 bane = 25 hit ac 47 15hps, 7 holy, 6 bane = 28 hit ac 25 17hps, 6 holy, 9 bane = 32 total hps 111
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
16/20 silver sheen arrows 30/50 bane arrows
active magic: silver sheen arrows 1/160 barkskin 1/150 cat's grace 1/15 heroism 1/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Attacks Attack One Hit vs AC 38 [d20+23=38] Spell Resistance for Vampiric Touch: d20+14=19 Damage: 12 Piercing [d6+6=12] + 5 Holy [2d6=5] + 3 Electric [d6=3] + 33 Vampiric Touch [10d6=33] Attack Two [Haste Attack] Hit vs AC 28 [d20+23=28] Damage: 7 Piercing [d6+6=7] + 3 Holy [2d6=3] + 1 Electric [d6=1] Attack Three Hit vs AC 27 [d20+18=27] Damage: 8 Piercing [d6+6=8] + 9 Holy [2d6=9] + 4 Electric [d6=4] Attack Four Hit vs AC 18 [d20+13=18] Damage: 12 Piercing [d6+6=12] + 9 Holy [2d6=9] + 2 Electric [d6=2]
Active Magic Silversheen [7/600] Level 18 Shield of Faith [9/180] Level 16 Message [155/1600] Haste [5/16] Level 14 Shield [10/140] Alter Self [611/2800] Greater Magic Weapon [All Day] Wall of Thorns [6/1400] Wall of Force 1 [4/14]
Durgan Stonewall (AC 37; HP 123/230 +30) - Sub/Al d20+30=42 ; d20+30=48 ; 2d8+15=26 ; 2d8+15=27 ; d100=11 ; d8=7 ; d100=9 ; Tuesday June 9th, 2009 9:57:51 AM
"You tell 'em, brother," Durgan says as Kazak sends a salvo of javelins toward the nightmare riders.
"We've put yer masters down already." The dwarf turns his attention to the riders. "Come if ye must." He beckons them on with with a wave of his hand. "But it'd be best for ye, I say, if ye just ran away."
Rolls and Actions Ready Action: Hit first opponent to come within 20ft reach Hit AC42, Damage 26hp, Miss Chance 11
AoO: Hit AC48, Damage 27hp, Miss Chance 9 (Use as needed)
Position: H&I/22&23 (No Move)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10, Haste 4/16, Defensive Stance 10/11
Angus HP 30/71, SR 20, AC 26, Invisible 15d6=57 ; d20+19=28 ; d20+19=28 ; d20+19=34 ; d20+19=25 ; d20+19=36 ; d20+19=20 ; Tuesday June 9th, 2009 8:52:11 PM
Angus is happy to see the mummies are all burned up and the werewolf is big trouble and he focues his attention on the nightmares and riders.
A new chain lightning bolt lashes out and becomes acid.
Main bolt at N5 Secondary bolts at N4 & N6 and all three nightmares
Damage 57 Secondary bolt 28 Reflex save DC 25 for half damage
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Threshold of Death round 9 d20+11=25 ; d20+10=21 ; d20+10=16 ; d20+10=24 ; d20+10=11 ; d20+10=13 ; d20+10=19 ; d20+7=20 ; d3=1 ; d20+7=14 ; d20+18=22 ; d20+18=35 ; d20+18=19 ; d20+18=22 ; d20+18=32 ; d20+18=33 ; d10+6=14 ; d10+6=7 ; Tuesday June 9th, 2009 10:31:32 PM
Xenia is waiting for the riders and is first to act. She fires her bow, and disarms one of them.(N2 - If I read correctly, the first shot missed due to blink? So only one disarm)
Peerimus sends another beam of sunlight at Aberwrath, and this one pierces through the spell resistance! He appears to be unable to dodge the attack, and suffers horrendous damage. The vampire is blasted to dust by the magically created sunlight and turns to gaseous form, following behind where its' master disappeared: into the floor.
Yorrick takes a swipe at N6, hitting it solidly.
Kazak throws several javelins, hitting once.
Rash shows how strong her defenses are and resists the vampires' lethal attack.(OOC- please leave the immunity spells covered listed in the post) She moves to a better position, then casts a spell directed at the nightmares. With a flash of light, all of the nightmares are banished! Their hapless riders fall to the floor. (OOC- you got lucky on the HD) OOC- I moved you cause it said touch spell, didn't realize it was ranged touch :P The bralani disappears into the vampires escape route.
Trace fires on the riders, and Jurgen attacks the nearest one. Jurgen can tell at this close range that the rider is undead. Durgan offers a taunt.
Angus sends out another chain lightning, and blasts three of the riders.
Firn'gaer hits the other three, and Lhari grapples R1. The rider is unable to escape the spell.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ All the riders appear badly damaged. But, unfeeling undead as they are, they advance anyway. Durgan hits the one in front of him, making it pay for being bold.
They attack. Rash is hit once, and another strikes Yorrick. (dmg Rash- 14, Yorrick - 7)
The minions are almost finished. The vampire's lair remains...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post! -otherwise DM continues to take best guess. Map will be emailed shortly.
Woof ... The wind drops from Durgan's sails as he comes out of his defensive stance, taking a step toward two of the unmounted undead. "I told ye. Ye should have run."
Winded as he may be, the dwarves axe is still a devastating weapon and he hews about himself, cutting chunks from undead flesh.
Rolls and Actions Hit N1 AC33, AC40, AC29, AC44 (Move to N2 if downed) Damage 22 + 25 + 20 + 16 hp
Position: G&H/22&23 (5ft Step)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10, Haste 4/16, Defensive Stance 10/11
Rash Trinka hps 128/142 AC 33 d20+29=31 ; d20+29=30 ; d20+24=35 ; d20+19=26 ; 2d4+34=42 ; 2d4+34=41 ; 2d4+34=38 ; Wednesday June 10th, 2009 12:18:40 AM
ooc really? you want me to have you do some other nasty spell instead of wasting a good harm? OK in the future, I will. To make it fair, I think you should be giving us a better description of the undead we are facing. What do they look like? What is their ac? Also I don't think the undead could attack this round. You stated they all crashed to the floor, which implies that they had to get up (move action and then move to attack which ends their round)
Rash takes the hit stoically and then gripping her own falchion in two hands, attacks back 4 times. (used +4 power attack)
hit ac 31 hit ac 30 natural 20 miss hit ac 35 hit ac 26
damage is 42, 41 and 38 if any of them hit.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3! Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word! Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 10/160 Protection from evil 9/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 6/16 Haste from Angus 6/16
greater spell immunity: harm, flame strike, glyph and greater glyph
Xenia (AC29, HP86/92) d8+1=7 ; d20+24=32 ; Wednesday June 10th, 2009 9:59:26 AM
The riders don't look much without their horse. They certainly aren't gonna be able to get her flying up in the air like she is. Xenia takes a wand out of her haversack and heals away some of the grody scabs that the vampie magic had put on her.
Time for a Reverse Back to Normal check. The rogue checks the gate. It's still there. It got darker too, just since after the time they arrived. Xenia glances out the open door. Getting any lighter? No?
Maybe just putting away this evil book thingie isn't enough. Gotta unstroy it somehow. But how?
Then, an idea comes. The girl rogue turns in mid air, back to the gate and the three walls that block it. The colored wall, the one that Fernie cast, it looks just like the one that the Star Wizard Guys had up in their tower. And what did the Chaos Guys say 'bout that? One of the colors would unstroy anything that tried to pass through? So ... throw the book in from the other side of the wall.
Yeah. That's it!
Rolls and Actions UMD 32 vs DC20 CLW from Wand Heal self 7hp
Position: L21 / 35ft up (No move)
Active Effects: Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Haste 6/16
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 68/197 FoM silversheen Enlarge,Haste, Pro-f-evil d20+27=35 ; 2d8+12=21 ; Wednesday June 10th, 2009 1:54:51 PM
Moving quickly to aid the mighty Yorrick ..... the dwarf steps to the bears side (move action) .... and slashes at the dismounted knight ...... " time to chop ya ta pieces .." growls Kazak
1st swing d20+27=35 damage 2d8+12=21
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
ooc: thanks for the map Al ..... that helps !!
OOC: 10'ft reach while enlarged
Jurgen [AC: 41 - HP: 106/160 + 33/33] d20+23=32 ; d20+23=39 ; d20+18=37 ; d20+13=18 ; d6+6=12 ; d6+6=11 ; d6+6=8 ; d6+6=10 ; 2d6=9 ; 2d6=6 ; 2d6=4 ; 2d6=9 ; d6=4 ; d6=2 ; d6=3 ; d6=4 ; Wednesday June 10th, 2009 4:07:14 PM
Jurgen continues his assault on N4. The paladin's swings this round are much more precise, to the point where he would be doing quite well if they were living targets. The vampires likely had a variety of traps and difficulties ahead for the Children, but there was evil here to be eliminated. Jurgen spares a glance at the Nightmares: one behind, one in front, and one close enough to finish boxing him in. He doesn't look at all worried. In fact, it appears that a laugh is forming on his lips.
"Do they really think you can stop us? Hit me, if you can!" Antagonizing the undead might not bother them, but Jurgen's sword was flying and his mind was in combat.
Attacks Attack One Hit vs AC 32 [d20+23=32] Damage: 12 Piercing [d6+6=12] + 9 Holy [2d6=9] + 4 Electric [d6=4] = 25 Total [Critical Threat, not rolled because undead] Attack Two [Haste Attack] Hit vs AC 39 [d20+23=39] Damage: 11 Piercing [d6+6=11] + 10 Holy [2d6=19] + 2 Electric [d6=2] = 23 Total [Critical Threat, not rolled because undead] Attack Three Hit vs AC 37 [d20+18=37] Damage: 8 Piercing [d6+6=8] + 8 Holy [2d6=8] + 3 Electric [d6=3] = 19 Total Attack Four Hit vs AC 18 [d20+13=18] Damage: 10 Piercing [d6+6=10] + 9 Holy [2d6=9] + 4 Electric [d6=4] = 23 Total
Active Magic Silversheen [8/600] Level 18 Shield of Faith [10/180] Level 16 Message [156/1600] Haste [6/16] Level 14 Shield [11/140] Alter Self [612/2800] Greater Magic Weapon [All Day] Wall of Thorns [7/1400] Vampiric Touch [2/600] Wall of Force 1 [5/14]
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 159/166 d20+20=23 ; d20+20=33 ; d20+20=22 ; d20+18=25 ; 2d6+11=17 ; 2d6+11=17 ; 2d6+11=21 ; 3d6+5=18 ; d6=5 ; d6=4 ; d6=4 ; d20+21=30 ; d6+10=14 ; 2d6=5 ; 2d6=4 ; Wednesday June 10th, 2009 7:58:14 PM
sorry no internet at the hotel I was at, What's up with that. real quick ooc if Aberwrath failed the save he is destroyed, no gaseous form for him In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
Yorrick begins to destroy the rider now attacking him. [Hit AC 23/33/22/25 Dmg 17/17/21/18 Plus Fire 6/4/4]
Peerimus moves to the nearest undead, [sorry map didn't pull up] and strikes with his club. [Hit AC 30 Dmg 14 plus 5 Undead Bane Plus 4 Holy]
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, *Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 7/17 rounds 2 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Threshold of Death round 10 Wednesday June 10th, 2009 9:33:40 PM
The undead knights fall to the combined attacks of the Children of Chaos. Deafened and blinded(but not paralyzed or destroyed), they had no chance. Most of their power lay with their steeds, now banished back to their home plane.
Aberwrath attempted to turn to gaseous form as Peerimus' spell tore him apart, but the vampire is completely destroyed. (Thought it just sent him straight to gas mode.)
Xenia contemplates what the power of the book she now has is, and whether it can be destroyed easily. It seems odd that none of the strange phenomenon has dissipated...
~~~~~~~~~~ No enemies currently present. The group needs to decide how to proceed, and time may not be with you...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area remains. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- no map this round
Xenia (AC29, HP86/92) Wednesday June 10th, 2009 10:28:53 PM
Xenia flies down to the top of the three layered wall. The temple is clear now. It belongs to them. But, if it belongs to them, then why is it still so dark?
"This book ... " she takes the book out of her haversack and holds it up to show the others. ... It's got sump'in evil in it. You can tell when you're holdin' it. Them vampies were doing magic over it. I think it's maybe what's doing this cloud stuff, and the gate stuff," she says. [b]"If you know better than me, and you wanna stop this, you better speak up. 'Cause I'm gonna throw it into Fernie's wall and try to unstroy it."
The rogue holds the book over her head and pauses for a moment before casting the evil tome into the colored wall.
Rolls and Actions Fly to top of the triple walls. Take evil book from haversack.
Position: ???
Active Effects: Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Haste 6/16
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 68/197 FoM silversheen Enlarge,Haste, Pro-f-evil Wednesday June 10th, 2009 11:22:12 PM
Eyeing the book Xenia is now holding ...." if its evil den just destroy it ..... but we should wait till we get dem vamps ..... no time to waste ... dey might have more big ugly's about " .... growls Kazak .... " nice job in grabbing it from dem "
"So how do we follow dem vamps ??.... we better hurry ... Durgan all ready is thirsty for dem barrels of ale he found .... "
"take a moment tp regroup .... and heal up " .... adds the dwarven warrior to Peerimus ..... as he rubs the big bear .." well done .... "
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
ooc: thanks for the map Al ..... that helps !!
OOC: 10'ft reach while enlarged
Trace ac 37(+5 barkskin and cats grace) hp 60/104(bears endurance) 30/50 bane arrows Wednesday June 10th, 2009 11:57:24 PM
Trace flies down to the ground to the others, can one you guys bust up this floor. When we dropped those vamps, the went gas form and dropped below us. I figure that we might get lucky and find their coffins under the floor or at least see a path to them.
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
16/20 silver sheen arrows 30/50 bane arrows
active magic: silver sheen arrows 5/160 barkskin +5 5/150 cat's grace 5/15 heroism 5/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Durgan Stonewall (AC 33; HP 123/230 +30) - Sub/Al Thursday June 11th, 2009 9:13:30 AM
Durgan puffs out his cheeks and wipes a bead of sweat from his brow then tramps over to the place at which the vampires escaped through the tiny holes in the ground.
"Why don't ye hold of on ... doing anything rash with that book, girl," he waves a giant hand at Xenia while examining the nature of the holes in the floor. "Would be best to have Firn'gaer take a look at it before doing anything that we can't undo."
"I can't understand half the words she's saying," he mutters to Kazak. "Must be the elf in her."
"Can ye carve up a section of this floor with that sword of yours, Brother?" the dwarf asks. "So we can see if things aren't just below us now? Don't see whereas it could hurt."
"Could do with a bit of healing here too," Durgan calls out.
Question: Is the "Current Combat" over for the purposes of being winded from Defensive Stance?
Rolls and Actions
Position: ???
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10, Haste 4/16, Defensive Stance 10/11
Rash Trinka hps 128/142 AC 33 Thursday June 11th, 2009 1:15:16 PM
Rash steps forward and says,"I have the ability to make some of us into gaseous forms and follow after the vampires with my windwalking ability. I won't be able to take everyone, (I believe 5 but don't have my books in front of me) so Peerimus will have to decide who goes and if the rest can follow in some other way. I do have my summoned Bralani following them and he will return soon to tell us some of the way before the spell summoning him ends. If we are sending just five of us, I do suggest some spell users to counter any magical traps that we might encounter.
I also have my discern location spell to aid in tracking them down. It is a powerful spell that should lead us to them. "
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3! Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word! Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 11/160 Protection from evil 10/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 7/16 Haste from Angus 7/16
greater spell immunity: harm, flame strike, glyph and greater glyph
Angus HP 30/71, SR 20, AC 26, Invisible Thursday June 11th, 2009 1:40:26 PM
Angus nods to Xenia "Destroy the book so it can never be used for its evil purpose again."
Angus raises his tiny hand when Durgan talks about healing "You make not see it on the small body I am using, but it has taken a beating and I could sue some healing as well."
Angus adds "To assist Kazak and his magic sword, I can disentegrate parts of the floor, if we want to try a pursuit. We may want to press our advantage as the minions are done and Quinn and his father greatly weakened. We can always fall back if we have too."
At Rash's suggestion, Angus adds "I may be able to follow with a dimension door and as a very tiny creature."
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 12/160 minutes Polymorph - 11/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 10/160 Shield - 9/160 Summoned Large earth elemental 8/16 rounds Darkvision (from Scroll) - 8/30 minutes Improved Invisibility - 7/16 rounds Arcane sight - Haste on everyone 6/16
Permanent: See Invisible
Rod of Maximize 1/3
Jurgen [AC: 41 - HP: 106/160 + 33/33] d8=4 ; d8=6 ; d8=6 ; d8=7 ; Thursday June 11th, 2009 3:43:03 PM
[OOC: I gave Angus and Kazak healing potions and did the rolls for them, since we're on a round-by-round and I didn't want to waste any time]
Jurgen looks at Xenia, unsure of what action makes the most sense. The paladin's eyes scan for Peerimus and a ruling from the druid. If he says they shouldn't, Jurgen will offer to take the book from Xenia and carry it. Domi would give him hte courage necessary...
"Rash, can you lend your healing either to Durgan or use a Mass Cure Serious Wounds at the moment?" Jurgen kicks himself at his lack of serious healing powers. The lays a hand on Kazak, offering what little he can [Lay On Hands - Kazak +14 HP]. And then he makes he dwarf drink a potion [Cure Moderate Wounds - Kazak +15 HP]. And he offers the same for Angus [Cure Moderate Wounds - Angus +18 HP].
The paladin looks at Peerimus. "Rash, Kazak, Durgan, Angus Xenia and Trace can go with Rash's Wind Walk. And then Firn'gaer, you and I will have to Find the Path there. It isn't ideal to split up the group, but speed might be more necessary that sheer force. Whatcha think, boss?"
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 159/166 4d8+17=36 ; Thursday June 11th, 2009 9:04:26 PM
Peerimus pauses looking around, things seemed to be done as far as Quinn and his father. "Do not do anything rash with the book quite yet Xenia. [OOC is it The Book of the Wandering Advocate?] "We don't know if anything unsavory would result in the attempt. Just right here and now is not the best time and place. We have it and it is not going anywhere. Also if it is linked to the gate and cloud we may need it to undo what has been done."
Peerimus moves to the holes where the vampires fled, "We have time do we not Rash. They require some before they might act again. What I do not like about splitting up is too numerous to count. In this precise instance I do not believe foes as capable as ours are unguarded. They are also probably protected, but most of all I see no reason to rush. I see only disadvantages to us."
Peerimus then touches Durgan, "But before anything else," Casts CCW 36 "If you have potions, I would suggest using them. I am not in a great hurry, but I do not intend to stand about all day as it were."
"I am going to Cast Find the path and we will be going in a few moments."
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, *(2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, *Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 7/17 rounds 2 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Rash Trinka hps 142/142 AC 33 Illegal post" 3d8+16=26 ; Thursday June 11th, 2009 9:33:45 PM
ooc Since all Rash did last post was talk, I will have her cast a spell.
Rash makes sure that everyone who is hurt is close enough and then surrenders her greater restoration to cast a mass cure serious healing 26 points of damage to anyone who is wounded.
Xenia (AC29, HP86/92) Thursday June 11th, 2009 9:58:52 PM
"Yeah. 'Kay." The rogue makes a dissatisfied face directed at the book. "You just wait." Then she stuffs it back into her pack.
"Lemme give a listen at one of them holes," she calls out. "A'fore you try anything."
Rolls and Actions Fly to top of the triple walls. Take evil book from haversack.
Position: ???
Active Effects: Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Haste 6/16
Threshold of Death round 11 Thursday June 11th, 2009 10:08:21 PM
The room is clear. The heroes make a quick recovery, using a few healing spells and potions. Xenia holds the book, while the debate continues about it. (I will assume not trying it in the prismatic wall until there is agreement.) She can feel the awful presence again, and she knows instinctively that continuing to hold the book will allow it to continue to harm her. Maybe even drastically. The book is indeed The Book of the Wandering Advocate, as many of you have seen it before. Now that the fight is done and you are able to look at it more closely.
But it is not the same as it was. It has been perverted from its' previous use, even as Quinn has been perverted to evil. And there is something there now. A presence, an evil, malignant presence.
What are the Children of Chaos going to do?
OOC- The encounter is over for the purpose of defensive stance. The find the path will lead directly down, underneath you.(still need to cast it ;) The floor, upon inspection, contains numerous small holes, barely large enough for a mouse to squeeze into. Xenia's listen check reveals there is air movement below. Barely audible, but she managed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area remains. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- no map this round
Trace ac 37(+5 barkskin and cats grace) hp 86/104(bears endurance) 30/50 bane arrows Thursday June 11th, 2009 11:16:51 PM
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
16/20 silver sheen arrows 30/50 bane arrows
active magic: silver sheen arrows 12/160 barkskin +5 12/150 cat's grace 12/15 heroism 12/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 123/197 FoM silversheen Enlarge,Haste, Pro-f-evil Thursday June 11th, 2009 11:48:23 PM
Feeling his wounds heal .... the dwarf smiles ...." dats better .... thanks .... der magics sure pack a bite .... like Peerimus said ... dey most likely have other protections ... and i'm sure dey will have a bigger bite as we close in on dem " .....
Tapping his stone swords hilt .... " yup it can cut thru da floor .....if ya thinks its da best option i'll activate its magic ..... makes entrances and exits " ... grins Kazak
"lets put a plan together .. " ....Growls the dwarf as he gives the mighty Yorrick a scratch behind his shoulder ... " good work ma friend "
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
ooc: thanks for the map Al ..... that helps !!
OOC: 10'ft reach while enlarged
Xenia (AC29, HP92/92) Friday June 12th, 2009 8:53:03 AM
"I hear air down there. That's all." Xenia forces the Book of Increasingly Annoying Evil back into her haversack. "Evil Dead," she mutters to herself. "Gonna have to get me a chain saw."
"Guess that means there's a space down there. A big space. Wouldn't hear no air if it was a little space."
"You know what else I'm thinking," the rogue asks rhetorically. "I'm thinking that your summoned whatzit has been gone for a long time, Mamma Rash. I'm thinking probs it's been killed down."
"But, it was a good idea. Sending sump'in down first for a look see. Hey, Peerimus, you think you could spell up a little stone guy? They can just walk through the stone, right? You could ask him to, maybe, walk down through and find out how far down the space is. Maybe take a look at what's in the space. How big it is. Can maybe even tell us if these holes drop straight down through or whether they curve some to lead off to the side a bit."
"That'll tell us what we need to get down there, at least, if not how best to perpare."
Rolls and Actions Put Evilly Possessed Book back into Haversack/ Talk. Talk a lot.
Position: ???
Active Effects: Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Haste 6/16
Angus HP 71/71, SR 20, AC 26, Invisible Friday June 12th, 2009 5:30:06 PM
Angus give a big pixie sigh as the potion and the spell do their work and bring the sorcerer back to full health.
Angus looks at Peerimus "We should not wait too long as we do not want to give up the initiative. We can all follow using Rash's plan and the others can follow via dimension door or blink. It will be even easier if Kazak puts his giant can opener to use. I can clear away any other obstructions with disentegrate as needed, but we need to push forward. If we run in to trouble we can always leave and come back at full strength."
Mage Armor - 1/16 hours Message on everyone 16/160 minutes Resistance to Fire - 11/160 minutes Resistance to Electricity - 11/160 minutes Resistance to acid - 11/160 minutes Resistance to sonic - 11/160 minutes Resistance to cold - 11/160 minutes Heroism - 13/160 minutes Polymorph - 12/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 11/160 Shield - 10/160 Summoned Large earth elemental 9/16 rounds Darkvision (from Scroll) -9/30 minutes Improved Invisibility - 8/16 rounds Arcane sight - Haste on everyone 7/16
Permanent: See Invisible
Rod of Maximize 1/3
Rash Trinka hps 142/142 AC 33 Friday June 12th, 2009 11:22:32 PM
Rash says, "I can cast wind walk on myself and 5 others. Does anyone else have a way to follow them? I can also cast a discern location which is a powerful location spell to find Quinn but it takes 10 minutes to cast. Do you want me to do that?"
Rash looks at the others and says, "I don't know how long the vampires would be down. I do know they can fast heal. I am also not sure that Quentin is really down. I do know they can assume gaseous forms at will. We don't know that it is really dead."
"Still I agree with Angus, we need to push. We seem to have gained some upperhand. If we kill a bunch of minions and not finish off the vampires, they just can run and come back to plague us some other day."
Jurgen [AC: 41 - HP: 132/160 + 33/33] d8+5=11 ; d20+8=12 d20+20=29 Saturday June 13th, 2009 12:06:43 PM
[Everyone who is injured. Last round, Rash casted Mass Cure Serious Wounds and healed everyone 26 HP]
Jurgen looks at the other Children. "While I've no reason to, I suspect that Quinn and Quentin are not going to act as standard vampires. We may be preparing for a lengthy break before we face them, but actually have minutes." The paladin-sorcerer's eyes then turn to the Gate that was left behind. "And is there anything we can do about that? I thought Gates closed on their own, but this one appears to be going strong..."
"Rash can Wind Walk five. Peerimus, you can shift into a form more capable of digging. And then I can polymorph myself and one other... That way, nobody gets left behind." Then Jurgen pulls out a Cure Light Wounds wand and expends a charge giving Kazak some very minor healing. [Kazak is healed 11 hp].
Jurgen also ponders whether the Children have an effect way of shutting off the Gate [Arcane Knowledge - d20+8=12 - Spellcraft - d20+20=29].
Active Magic Silversheen [10/600] Level 18 Shield of Faith [12/180] Level 16 Message [158/1600] Haste [8/16] Level 14 Shield [13/140] Alter Self [614/2800] Greater Magic Weapon [All Day] Wall of Thorns [9/1400] Vampiric Touch [4/600] Wall of Force 1 [7/14]
"Well, that's why I wanted to unstroy the book, Jurgan," the rogue replies. "No guarantee it would do it, though."
"Or ... " Xenia kneels, running a finger around the rim of one of the small dark holes into which the vampires had escaped. " ... we could try this another way."
From a pouch she takes a small copper coin, and from her haversack she draws a scroll. A simple word, and as the scroll crumbles to dust, the coin begins to glow brightly like a torch.
Getting down on her belly, the rogue positions her eyes directly over the hole and then drops in the glowing coin.
"Lets see what this has to tell us," she says, half to herself, then watches the coin fall down into the hole, lighting the way as it goes.
Rolls and Actions UMD 36 vs DC20 for Scroll of Light Spot 39
Note: Primarily interested in depth. How far till the light expands, breaking out fo the hole into an open space. How far the coin falls. But, if it reveals anything else along the way, that would be alright too. ^_^
Position: ???
Active Effects: Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Haste 6/16
Firn'gaer - AC24 (FF20, T19); HP51/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 Saturday June 13th, 2009 1:34:32 PM
Firn'gaer charges Lhari to fully charged by expending: endure elements, scorching ray, and web.
"I would agree with Peerimus that destroying the book right now may be a bad idea. We don't know how the fate items and our chaos connections are related. There could be magical backlashes that we our unaware of. It will require more research on the topic." He says. "Lhari, is there any connection you are aware of?"
"If we are going to follow then we need to open the floor. I don't want to find ourselves cut off with no way to fall-back if we need to. So if we have polymorph, I suggest a bullette form. They dig pretty good and the hole it will leave will give us a nice path to follow the vampires."
Active Spells: Overland Flight (15 hrs); Shield (138 r); Mass Enlarge Person (139 r), Prismatic Wall (144 r) Lhari: (6/6c); Wall of force (7 r)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 159/166 Saturday June 13th, 2009 10:21:11 PM
Peerimus casts Find the Path and looks down, "I will be going first, Kazak start cutting us a hole. Firngaer makes good sense. We want to open a way so we can get back out if need be as well." Peerimus looks at the dark gate and then sideways towards Xenia. "Firngaer is correct on the Book to. It is the Wandering Advocate which means it is a Fate Item. A Fate item that has been terribly corrupted. I ythink we should try and learn more before dealing with it and that knowledge may lie with Quin and Quentin."
Peerimus waits for Kazak to open a passage and prepares to go down, "Mother will alert me of any traps and how to get past them."
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, *(2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, *Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 8/17 rounds 2 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours