Threshold of Death round 15 Sunday June 14th, 2009 10:19:56 PM
OOC- advanced three rounds for the traveling. You may post actions for those rounds. Include any spells or actions needed for the descent. -and mark off durations :)
Xenia fishes a small coin out of her pocket. Then another, and another. Finally she finds one small enough to drop down. She places a light spell upon it, and watches as it drops. Nothing remarkable happened, save the tiny pinging noise when it hit the bottom. About 50 feet the rogue estimates, based on sound, the time it took to drop and the tiny amount of light still visible.
There is general consensus to proceed quickly, and try not to give the vampires time to recuperate. While some work towards that end, some quick healing takes place. There are some worries remaining. The gate is still open, but blocked for now by several wall spells. The book is an unknown problem, and it is agreed to leave that problem until after the vampires are dealt with.
OOC- gonna move this along a bit... Kazak uses his magic sword to cut throught the rock. He shapes it like the master stonemason he is, leaving plenty of room to get in...or back out. (Two options: A straight hole and feather fall /wind walk etc. down OR cut a zig zagging pattern that you can walk. Kazak's choice. Feel free to give opinions to the dwarf.
When you reach the bottom, you find yourselves in a medium sized chamber. It has a ceiling height of only ten feet, and one passage extends away from it.(ten feet wide also) The other three walls have been carved out, the beginnings of more passages. They cut ten feet into the rock, then stop abruptly. It looks like plans had been in the works to expand the underground portion of the compound by a large amount, but work has yet to make any great progress on that.
There are scorch marks all over the floor and walls, and even on what remains of the ceiling. It looks like the bralani did one last service for the group, setting off one or more fire traps before being vanquished back to its' home plane.
The air movement is noticeable here. It is not enough to move hair, but still definately noticeable. It has a one -two consistancy to it. Like a heartbeat of the temple, or a gargantuan sleeping creature...
The darkness here is even worse than above. All light sources dim somewhat even magic ones. The darkness almost has a physical sensation and feels oppressive.
~~~~~~~~~~ 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.
Xenia picks up the coin when the group gets to the tunnel, dousing the light as she places it into her haversack. Instead, she takes out a scroll and casts the magic on her eyes, seeing like dwarves now in the underground darkness.
The rogue spies the scorch marks on the wall as the group passes the place where Mamma Rash's Air Guy got killed down by a flame trap. Peerimus said he got some sorta magic on what lets him know where the rest of the traps are. That's good. If he's not saying nothing, must be alright.
"I'm going on ahead, Angus," Xenia whispers into his Message spell again. "Does the air feel funny to you? The air feels funny." The rogue listens carefully for the sounds of breathing.
"Tell Peerimus to warn me if there's a trap ahead. I'm gonna take a look and see what's maybe pushing all this air." Activating her Ring of Invisibility, Xenia flies ahead of the others. "Gonna be just 60ft ahead of you guys, Angus."
She flies ahead, reporting back as she goes.
Rolls and Actions UMD 36 vs 23 Scroll of Darkvision Activate Invisibility
Hide 56 (+20 w/Invisibility - 1/2 speed for full hide) Move Silently 36 Spot 39 Listen 39
Position: Flying 60ft ahead of the others at a speed of 30.
Active Effects: Darkvision 3h, Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Invisibility 5, Blink, Haste 10/16
Angus HP 71/71, SR 20, AC 26, Invisible d20+20=37 ; d20+25=43 ; d20+25=33 ; d20+25=40 ; Monday June 15th, 2009 9:17:30 AM
OOC: Does Angus Know if his earth elemental is still smashing zombies?
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 - 16/160 minutes Polymorph - 15/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 14/160 Shield - 13/160 Summoned Large earth elemental 12/16 rounds Darkvision (from Scroll) -12/300 rounds Improved Invisibility - 11/16 rounds Arcane sight - Haste on everyone 10/16
Permanent: See Invisible
Rod of Maximize 1/3
Rash Trinka hps 142/142 AC 33 Monday June 15th, 2009 10:30:02 AM
Rash holds her hand up to delay Xenia for a minute, pulls out a scroll and casts spell immunity on the young drow woman. She says, "This will allow you to pick 4 spells which won't effect you. Unfortunately they are of lower level but that is the best I can do at this point. I am going to pick, glyph of warding, bestow curse, hold person, and unholy blight unless you would prefer something else. She then reaced forward and casts another spell on the scout death ward. May the powers protect you."
Rash touches Xenia's head giving her own benediction and whispers, "Now find this pit of death and lets finish this nasty business."
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 15/160 Protection from evil 14/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Haste from Angus 11/16 Spell immunity on Xenia 160 minutes Death ward on Xenia 1/160
greater spell immunity: harm, flame strike, glyph and greater glyph
Durgan Stonewall (AC 33; HP 207/230) - Sub/Al 2d8+3=11 ; Monday June 15th, 2009 2:28:21 PM
Durgan licks his lips as he brings out another healing potion. He downs it with a quick backward tip of his head and then wipes his mouth with the back of his hand.
"I'll put myself second in line," Durgan states, trying not to make too much noise as he moves. No that any of the others are much at walking softly, aside from the girl. The big stick has always been just fine for the dwarf.
Durgan shakes his head at the sloppy stone work as he passes up the tunnel.
Rolls and Actions Drink CMW: Heal 11hp
Position: ???
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, Haste ?/16
Jurgen [AC: 41 - HP: 132/160 + 33/33] d8+5=10 ; d8+5=6 ; d8+5=10 ; d8+5=8 ; Monday June 15th, 2009 3:54:41 PM
Jurgen gives Durgan two more touches of his Cure Light Wounds wand [Durgan is healed 10 hp and 10 more hp]. Then he turns the wand to Kazak [Kazak is healed 8 hp]. As for how the group tunnels, Jurgen pipes up. "I'm not sure it matters how we do it. If we succeed, we can teleport. And if we don't, it really won't matter. Zig zags probably save us spells that might be necessary..."
When reaching the bottom of the tunnel, he places himself in the back of the line, ready to protect the spellcasters if anything should attack from that direction. Then he adds a Vampiric Touch to his sword again.
Active Magic Silversheen [10/600] Level 18 Shield of Faith [15/180] Level 16 Message [161/1600] Haste [11/16] Level 14 Shield [16/140] Alter Self [617/2800] Greater Magic Weapon [All Day] Wall of Thorns [12/1400] Vampiric Touch [7/600] Wall of Force 1 [10/14]
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 142/197 FoM silversheen Enlarge,Haste, Pro-f-evil d20+5=6 ; Monday June 15th, 2009 8:25:00 PM
The dwarven warrior nods thanks to Jurgen ..... then quickly sets the sword of Turak Nor to work .... slicing thru the stone .... in a zig zag pattern ..... knowing this will help keep everyone together ....
As Kazak works ... he keeps an eye open for patterns in the stone that might reveal traps or hidden doorways (d20+5=6 :( but the cutting work keeps him occupied .....
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 35(+5 barkskin ,haste) hp 86/104(bears endurance) 30/50 bane arrows Monday June 15th, 2009 11:35:01 PM
Trace follows down with the group and adds non detection, darkvision, and detect snares and pits to his active magic. Next round if fourth is allowed will drink hide from undead potion. Trace ask in message spell if cats grace and haste could be cast on him. One would be good but two would be awsome. He also offers another round of hide from undead potion to the group. He ask the more knowlageable magic users if the non detection spell with the invisable ring and hide from undead along with move silently and hide is enough to go un noticed by the vamps. If not then forgo the hide from undead potion and use csw wand to heal wounds.
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 15/160 barkskin +5 15/150 cat's grace 15/15 out heroism 15/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other) non detection dark vision detect snares and pits
Angus HP 71/71, SR 20, AC 26, Invisible Tuesday June 16th, 2009 1:16:20 PM
The sitll invisible Angus/Pixie continues to hover invisibly and lets a yawn escape as he continues to looks for the vampires.
Threshold of Death round 15 Tuesday June 16th, 2009 3:06:14 PM
OOC- sorry for missed post. Bad T-storms rolled through here last night and I had no internet until today. I will post later this evening.
Firn'gaer - AC24 (FF20, T19); HP51/105; Overland Flight, Shield, See Invisibility, Elven Sight, Expeditious Retreat, Spell Resistance 18 Tuesday June 16th, 2009 4:28:14 PM
Firn'gaer casts Elven Sight and Expeditious Retreat on himself and follows down the hole after the others.
Active Spells: Overland Flight (15 hrs); Shield (135 r); Mass Enlarge Person (136 r), Prismatic Wall (141 r), Expeditious Retreat (149 r), Elven Sight (150 r) Lhari: (6/6c);
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.
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 159/166 d20+23=42 ; d20+10=21 ; Tuesday June 16th, 2009 8:45:09 PM
As the passage is carved Peerimus casts several protections, sharing them with Yorrick. he would have to try and keep the great bear closer now. Peerimus casts Protection from Energy-Fire-Cold-Lightning
Peerimus nods to Xenia, though he did wish she would simply wait not sure presicely how much in advance he will know of any trap or ward. 60' might simply be too far, he didn't know and that annoyed him. Peerimus pauses and casts Daylight on his staff. It would alert who or whatever was down here, but the group needed to be able to see. As the group lead by him moves forward, Peerimus keeps a steady eye out for Xenia and trouble. [Spot 42 Listen 21]
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 11/17 rounds 2 beams left, Find the Path 170 minutes, Protection from Fire 120hp/170 minutes, Protection from Cold 120hp/170 minutes, Protection from Lightning 120hp/170 minutes Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours Protection from Fire 120hp/170 minutes, Protection from Cold 120hp/170 minutes, Protection from Lightning 120hp/170 minutes
Threshold of Death round 20 Tuesday June 16th, 2009 11:01:02 PM
Xenia flies ahead.
Angus tries to figure out about the trap. He can tell it is divine magic, but the fading aura gives no more information. (OOC- the earth elemental was under attack by the horsemen, who then attacked the temple...it was finished.)
Rash places some defensive magic on Xenia before she leaves for scouting.
Several Children of Chaos heal up and add magic protections against what may lie ahead. Peerimus adds some light to the area. It is dimmer than it normally should be, but still functions.
The tunnel continues for a great distance. Once, Peerimus is alerted to a pit trap by his spell. Xenia flew over it, protected by flying. The pit has a long drop and is filled with acid at the bottom. Not much fun for a swim. The group bypasses the pit and continues on.
Then Xenia holds them up. The air ahead seems to be changing slightly, becoming more damp. The corridor has widened here, becoming 20 feet wide and 20 feet high as well. The worked stone is starting to give way to cavernous rock. It looks like there has been some work here, but not as much as before. Actions?...
OOC- 5 total rounds have now passed, traveling down the tunnel.
The darkness here is even worse than above. All light sources dim somewhat even magic ones. The darkness almost has a physical sensation and feels oppressive.
~~~~~~~~~~ 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
Rash Trinka hps 142/142 AC 33 2d8+16=28 ; 2d8+10=22 ; Wednesday June 17th, 2009 8:05:56 AM
(ooc I am assuming you mean we have spent another 5 rounds in the tunnels moving and affecting my spells such) Rash notices that the haste spell wheres off wondering if she should ask Angus for anther one but holds off until they actually see something to fight. Who knows how long this tunnel is? Rash sees that many of her friends are still hurt. She flogs herself mentally saying, "It isn't always about bashing the other guy. Sometimes you have to help your friends out too!" She will cast a mass cure moderate curing everyone who needs it 28 hitpoints back. (got rid of mass bears endurance)
If possible, Rash will also get rid of entropic shield and cast cure moderate on Firn'gaer giving him another 22 hitpoints back
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 12/160 minutes Status lasts 12/180 minutes (cast on Xenia) Freedom of movement 12/160 minutes True seeing 19/160 Protection from evil 19/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Spell immunity on Xenia 160 minutes Death ward on Xenia 6/160
greater spell immunity: harm, flame strike, glyph and greater glyph
Xenia (AC31, HP92/92) d20+26=29 ; Wednesday June 17th, 2009 9:02:02 AM
"Sump'in's happening up here, Angus," the rogue reports. "I think we're comin' up on sump'in. Air's getting wet, and the tunnel's getting wider. Maybe sump'in big. Big 'cause it needs a bigger space."
She takes out one of the potions Peerimus had passed out to everyone, and drinks it down. Tastes like the air after a day of rain.
"I'm going on to take a better look."
Xenia eases forward, straining with eyes and ears to pick up any clues that might give her folks an early warning advantage.
Rolls and Actions Drink Potion / Proceed another 30ft
Hide 56 (+20 w/Invisibility - 1/2 speed for full hide) Move Silently 36 Spot 39 Listen 27
Position: Flying 60ft ahead of the others at a speed of 30. Height 10ft
Active Effects: Darkvision 3h, Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Invisibility 5m, PfE Ends round 20, Blink
Angus HP 71/71, SR 20, AC 26 d20+8=16 ; d20+25=40 ; d20+25=27 ; d20+25=37 ; d20+21=34 ; Wednesday June 17th, 2009 9:12:32 AM
Angus will whisper to Xenia on the message line "Be wary girlie."
The still invisible Angus starts to unconciously whistle and catching himself as he becomes visible "Sorry about that. Getting a bit nervous."
OOC: Haste ends as well on everyone.
Angus continues to keep watch using his arcane sight and darkvision as he is looking ofr magical traps or anything out of the ordinary.
Spot 16 Spellcraft 40, 27, 37 Arcane Knowledge 34
Angus will fly and hover as close to the ceiling as possible.
Mage Armor - 1/16 hours Message on everyone 17/160 minutes Resistance to Fire - 12/160 minutes Resistance to Electricity - 12/160 minutes Resistance to acid - 12/160 minutes Resistance to sonic - 12/160 minutes Resistance to cold - 12/160 minutes Heroism - 16/160 minutes Polymorph - 21/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 20/160 Shield - 19/160 Darkvision (from Scroll) -18/300 rounds Arcane sight -16 rounds
Permanent: See Invisible
Rod of Maximize 1/3
Durgan Stonewall (AC 35; HP 230/230) - Sub/Al Wednesday June 17th, 2009 9:23:39 AM
A wave of good feeling sweeps over Durgan from somewhere behind. The dwarf looks down to see the flayed skin on the backs of his hands has healed. He turns and without a word gives Rash a thumbs up.
Then he turns to face the tunnel again, waiting to hear more on what the drow elf girl has to report.
Rolls and Actions
Position: Second in line after Xenia.
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30,
Threshold of Death round 20 d4=3 ; Wednesday June 17th, 2009 7:28:54 PM
OOC- sorry if I wasn't clear. I meant that, yes you have spent 5 rounds travelling down the tunnel and bypassing the pit trap.
The group continues down the passage and some spells are cast along the way, for protection and healing. (all approved)
Then the conditions change. And seasoned adventurers know what to expect when things change. Xenia puts her senses into high alert and begins to carefully scan every inch of the tunnel as she moves ahead.
Then it happens. Something approaches from out of the darkness ahead. Something huge. All Xenia can see is a mouth that is practically as wide as a human is tall, and a body trailing behind. The worm like creature is covered in armor plates and the body is dark. Except for the teeth, almost all of it is pitch black. Several shadowy forms move before it, and as they approach, they melt into the floor and disappear.
The darkness here is even worse than above. All light sources dim somewhat even magic ones. The darkness almost has a physical sensation and feels oppressive.
~~~~~~~~~~ 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- map to be mailed shortly.
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 d20+17=20 ; 17d6=50 ; d20+17=21 ; 2d6+11=19 ; d6=3 ; Wednesday June 17th, 2009 7:51:42 PM
Peerimus stops as the great worm-like creature emerges. "Anyone know what that is?" The spell will expire shortly and so the druid figures he might as well take a shot with it. peerimus lets loose with a beam from the soon to be inactive Sunbeam spell. His hopes are not very high. [SR 20 50 assuming an undead Reflex DC 28]
Shadows into the floor, or possibly wraith. A pat to the flank of Yorrick and the great bear readies where hw is for one of the creatures to come from the floor. [Readied attack Hit AC 21 Ghost touched Dmg 19 plus 3 Fire]
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 17/17 rounds 1 beams left, Find the Path 170 minutes, Protection from Fire 120hp/170 minutes, Protection from Cold 120hp/170 minutes, Protection from Lightning 120hp/170 minutes Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours Protection from Fire 120hp/170 minutes, Protection from Cold 120hp/170 minutes, Protection from Lightning 120hp/170 minutes
Jurgen [AC: 41 - HP: 160/160 + 33/33] [Last Round] Wednesday June 17th, 2009 8:02:14 PM
[Edit: Posted this before I saw yours Brian. I'll do a second post in response]
Jurgen waits for Xenia, impatient to get back to fighting evil the way it should be fought. Stealth and subterfuge may have been necessary, but it just didn't feel right to the young paladin. Too much like hiding.
While Xenia moves ahead and the Children slowly follow, Jurgen places some protective spells on his allies. [Durgan gains Protection from Evil [5/140 rounds], Firn'gaer gains Protection from Evil [4/140 rounds], Rash gains Protection from Evil [3/140 rounds], and Yorrick gains Protection from Evil [2/140 rounds].]
When the Children reach the pit trap, Jurgen lays out a Wall of Ice for everyone to walk over. The paladin is unusually quiet. His mind is on figuring out how to help Quinn... If he knew a way, Jurgen would be thinking about bringing the real Quinn back into the Wold. But that might not be possible anymore. Even if it was, would Gargul really be willing to do it? No... Probably not. Quinn and his father (who Jurgen could only think of as an evil vampire, even though the man was likely as good as Quinn) would have to be exterminated. Destroy their bodies in order to release their souls from torment.
"By our might or by our magic, we will free you Quinn..."
Active Magic Silversheen [15/600] Level 18 Shield of Faith [20/180] Level 16 Message [166/1600] Level 14 Shield [21/140] Alter Self [622/2800] Greater Magic Weapon [All Day] Wall of Thorns [17/1400] Vampiric Touch [12/600] Wall of Ice [1/140]
Xenia (AC31, HP92/92) Wednesday June 17th, 2009 8:07:27 PM
"MOUTH! Mouth! No, it's a Worm. Huge black worm. Fills the tunnel," Xenia's voice, full of alarm, comes down the Message spell. "I'm coming back. It's 85-90 feet from Durgan. Also some dark things. They sunk into the floor, so I'm thinkin' they can move through the stone. Coming our way. Get ready. I'm coming back."
Rolls and Actions
More actions to come.
Position:
Active Effects: Darkvision 3h, Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Invisibility 5m, PfE Ends round 20, Blink
Firn'gaer - AC24 (FF20, T19); HP73/105; Overland Flight, Shield, See Invisibility, Elven Sight, Expeditious Retreat, Protection from Evil, Spell Resistance 18 d20+10=16 ; d20+10=28 ; d20+26=31 ; Wednesday June 17th, 2009 8:54:21 PM
[Knowledge checks: Religion DC16, Planes DC28, Arcane DC31 for information on what we are facing and their possible powers and weaknesses.]
Firn'gaer maintains his position. He is so far back that he can't see anything out front.
Active Spells: Overland Flight (15 hrs); Shield (130 r); Mass Enlarge Person (131 r), Prismatic Wall (136 r), Expeditious Retreat (144 r), Elven Sight (1495 r), Protection from Evil (from Jurgen) (136 r) Lhari: (6/6c)
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.
Xenia (AC31, HP92/92) Wednesday June 17th, 2009 10:45:44 PM
And the girl rogue runs. Throwing caution to the wind, she zips through the shadows back up the tunnel, past Durgan, past Kazak, to rise up into the air just behind Yorrick, watching over the bear's back for the inevitable approach of the Big Black Worm From Hell.
Rolls and Actions Double Move
Hide 52 (+20 w/Invisibility, -5 full movement)
Position: AI21 (15ft up - 80ft move + 5ft rise)
Active Effects: Darkvision 3h, Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Invisibility 5m, PfE Ends round 20, Blink
Spell Immunity 160m (glyph of warding, bestow curse, hold person, and unholy blight)
Durgan Stonewall (AC 36; HP 230/230) - Sub/Al Wednesday June 17th, 2009 11:09:13 PM
"Black worm?" Durgan pulls another potion from his stores, popping the cork from the top with a practiced flip of one grizzled thumb. "This I'm going to want to see." The dwarf slugs back the potion and then steps forward to meet the approach of whatever might be approaching down the tunnel.
Rolls and Actions
Draw Potion of PfE and Drink
Position: AC&AD/21&22 (5ft step)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PfE Ends r30
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 142/197 FoM silversheen Enlarge,Haste, Pro-f-evil , Displacement Wednesday June 17th, 2009 11:16:44 PM
"Well brother der ain't much room ta manuver .... maybe da tunnel opens up a bit ahead .... at least den we could battle side by side " .... growls Kazak .....
With stone sword in hand ....the dwarf fishes out a potion and chugs it (potion of displacement ) .... " da big snake can't eat us both at da same time .... or at all ....we being 10 ft tall and all .... maybe it will choke to death on ya Durgan .." laughs the younger brother as he taps his brother on the back " don't worry i'm right behind ya .....i'll pull ya out by ya feet "
Feeling their nimble scout pass overhead .... " well bro time for us to earn our keep " ....
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) expired ? Protection from evil (potion) Displacement (potion)(50% miss chance)( oughta help in not being swallowed)
ooc: thanks for the map Al ..... that helps !!
OOC: 10'ft reach while enlarged
Angus HP 71/71, SR 20, AC 27 Thursday June 18th, 2009 1:00:59 PM
OOC: Any results of Angus studies about the darkness effect from the last 5 rounds?
Mage Armor - 1/16 hours Message on everyone 17/160 minutes Resistance to Fire - 12/160 minutes Resistance to Electricity - 12/160 minutes Resistance to acid - 12/160 minutes Resistance to sonic - 12/160 minutes Resistance to cold - 12/160 minutes Heroism - 16/160 minutes Polymorph - 22/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 21/160 Shield - 20/160 Darkvision (from Scroll) -19/300 rounds Arcane sight -17 rounds Haste on the group 1/16
Permanent: See Invisible
Rod of Maximize 1/3
Jurgen [AC: 41 - HP: 160/160 + 33/33] d20+20=32 ; 2d4=5 ; Thursday June 18th, 2009 5:17:14 PM
Jurgen stays in the back, even though the worm is coming from the front. He doesn't want to casters to be put in a dangerous situation because he felt the need to rush forward. He does ready an Acid Arrow for the moment he can see and cast on the creature.
Rash Trinka hps 142/142 AC 33 d20=8 ; 2d6+16=22 ; Thursday June 18th, 2009 7:56:06 PM
Rash just waits for the wraiths (or whatever kind of undead they are)to show and when they do, she has the ready action of turning them prepared. (I can get 15th level undead up to 22 levels 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 12/160 minutes Status lasts 12/180 minutes (cast on Xenia) Freedom of movement 12/160 minutes True seeing 20/160 Protection from evil 20/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Spell immunity on Xenia 160 minutes Death ward on Xenia 7/160
greater spell immunity: harm, flame strike, glyph and greater glyph
Threshold of Death round 21 Thursday June 18th, 2009 10:28:04 PM
Peerimus lets loose a beam of light at the creature, but the magic fizzles against the creature's innate resistance to magic. Yorrick readies to defend his master.
Jurgen places some defensive spells while travelling down the tunnel. He uses a wall of ice to help bypass the pit. When the worm appears, he launches a magic acid arrow at it. (rollSR check please)
Xenia expresses a distinct dislike of being near the creature and moves away from it, getting back to the relative safety of the party.
Durgan drinks a potion and moves up, ready to test his axe on the creature.
Kazak keeps pace with his brother and wonders if they wouldn't be better off moving to where they could both attack at the same time.
Angus enhances the group and then tries to figure out more about the dark magic. It cannot completely overcome your light sources, but it does dampen their effects. The only magic likely strong enough to do this would have to be tapped directly from the Plane of Shadow...
Rash readies for the expected attack by the incorporeal creatures.
Firn'gaer tries to recall something about the creature. He remembers that, like the other one fought above in the temple, this nightshade has strong resistance to magic. It also has the strengths and weaknesses shared by undead.
~~~~~~~~~~~~~~~~~~~~ The nightcrawler moves forward and casts a spell. The magic hits the back of the group and attacks the mind. mass hold monster -Will save DC 23 This will affect everyone except Durgan and Kazak.
The wraiths do not reappear yet...
~~~~~~~~~~~ Nightcrawler SR is 31
The darkness here is even worse than above. All light sources dim somewhat even magic ones. The darkness almost has a physical sensation and feels oppressive.
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions.(unless stated otherwise) 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.
"Ye want more room, Brother?" A grim smile plays on the corners of Durgan's lips. "Then lets go. You and me. Shoulder to shoulder."
And with speed from Angus' Haste spell, the dwarf stomps out to face the giant worm, taking a defensive stance outside the mouth of the tunnel and slamming his silver axe into the dark flesh.
Rolls and Actions Move / Defensive Stance / Hit from 20ft out
Hit AC40, Damage 28 AoO Hit AC40, Damage 29 (Use if Needed)
Position: U&V/22&23 (35ft move)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Haste Ends r36, Blur Ends r30, PfE Ends r30
Kazak Ac 36(AC 35 enlarged) Hp 142/197 FoM silversheen Enlarge, Pro-f-evil , Displacement Thursday June 18th, 2009 11:17:01 PM " Come on .... brother ... afta da big ugly ....." /b] as Kazak pushes Durgan forward .... " move forward .. find some space ... so we can fight side by side ...eh ..."[/b]
"Dis just like fighting dem stupid orcs .... down in dem tunnels .... lets grind dis big worm to bits " .... growls the dwarf
Putting his shoulder againist Durgans back ...... the dwarven warrior muscles his brother forward .... switching swords to his steel sword ... the one with silversheen
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) expired ? Protection from evil (potion) Displacement (potion)(50% miss chance)( oughta help in not being swallowed)
ooc: thanks for the map Al ..... that helps !!
OOC: 10'ft reach while enlarged
Trace ac 34(+5 barkskin ,) hp 86/104(bears endurance) 30/50 bane arrows d20+30=32 ; d20+30=36 ; d20+25=44 ; d20+20=38 ; d8+7=12 ; d8+7=9 ; d8+7=9 ; d8+7=8 ; 2d6=6 ; 2d6=4 ; 2d6=7 ; 2d6=7 ; d6=5 ; d6=1 ; d6=3 ; d6=5 ; Thursday June 18th, 2009 11:24:33 PM
Trace see the creature appear up front, quickly he pulls fires four arrows with electric added into the mass and waits to see the results.
hit ac 32 12hps 6holy 5elec total 23hps hit ac 36 09hps 4holy 1elec total 14hps hit ac 44 09hps 7holy 3elec total 19hps hit ac 38 08hps 7holy 5elec total 20hps
total 76 hps
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 15/160 barkskin +5 15/150 cat's grace 15/15 out heroism 15/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other) non detection dark vision detect snares and pits
Rash Trinka hps 142/142 AC 33 d20+20=24 ; Thursday June 18th, 2009 11:47:21 PM
Rash feels the magic roll over her and barely shrugs it off (save 24). She then decides to answer with a spell of her own trying to buff up her friends against the evil worm's magic. She casts Holy Aura on herself and her friends which gives:
+4 deflection bonus to AC +4 resistance bonus to all saves 25 dc roll spell resistance vs all evil creature cast spells blocks from possession and mental influence like protection from evil and any successful melee attack against warded creature blinds the attacker fort save dc 26
spell gets everyone but our dwarven brothers. They are out of range
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 12/160 minutes Status lasts 12/180 minutes (cast on Xenia) Freedom of movement 12/160 minutes True seeing 20/160 Protection from evil 20/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Spell immunity on Xenia 160 minutes Death ward on Xenia 7/160 Holy Aura 1/16
greater spell immunity: harm, flame strike, glyph and greater glyph
Xenia (AC31, HP92/92) d20+13=20 ; d20+13=22 ; Friday June 19th, 2009 8:38:49 AM
Bird's eye view. Invisible and tucked in near the ceiling, that's the view Xenia has. The view, at least, of some weerdo tunnel bird. She reaches for a scroll only to find that she cannot move. Held in the grip of a chilling paralysis, she cannot wiggle even the littlest of her fingers.
Angus! I'm froze She tries to whisper, but her lips will not move.
The worst fears of the invisible rogue arise within her head. Trapped and alone in a situation in which no one knows where she is. She can feel the pulse beating in her head, a sign of mounting panic. *DON'T* 'Panic is the surest road to failure and death.' It's what her Da used to say. Don't panic. Breath. Fight this holding magic.
Then, Xenia remembers the Statusie magic that Mamma Rash put on her. The same magic stuff that Belkie used to use. Mamma Rash would know where she is. She'd know what's up with her. Xenia feels her breathing come even with that single calming thought. Fight the holding magic. That's what she'd do.
Rolls and Actions Will 20, Reroll w/Hero point 22 vs DC23
Position: AI21 (15ft up - No Move)
Active Effects: Darkvision 3h, Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Invisibility 5m, Blink, Held
Spell Immunity 160m (glyph of warding, bestow curse, hold person, and unholy blight)
Angus HP 71/71, SR 20, AC 27 d20+17=22 ; d20+12=22 ; 3d4=10 ; d20+10=21 ; Friday June 19th, 2009 9:30:32 AM
Angus starts to stiffend from the creatures spell, but the holy aura spell (gives Angus an additional +1 bonus) breaks the spell "Thanks Rash, I needed that."
Angus again flapps his wings vigourously.
Angus squeeks to Jurgan "The best thing about acid arrows is when they are used in multiples."
Angus casts his own empowered acid arrow at the beast.
Hit TAC 22
No spell resistance - damage 10
--------------------------------------- OOC: What is the creatures TAC? Please note that acid arrow damage has a chance to ruin spells based on a concentration check. --------------------------------------
Angus looks to Jurgen "Hit it again!"
Spot 21
It seems strange that Xenia is not moving much, if at all, as she is normally so active in battle. I will have to keep an eye on her to see if she needs help.
Angus will fly and hover as close to the ceiling as possible.
Mage Armor - 1/16 hours Message on everyone 17/160 minutes Resistance to Fire - 12/160 minutes Resistance to Electricity - 12/160 minutes Resistance to acid - 12/160 minutes Resistance to sonic - 12/160 minutes Resistance to cold - 12/160 minutes Heroism - 16/160 minutes Polymorph - 23/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 22/160 Shield - 21/160 Darkvision (from Scroll) -20/300 rounds Arcane sight -18 rounds Haste on the group 2/16 Acid arrow 1/6
Permanent: See Invisible
Rod of Maximize 1/3
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 [Jeff Subbing] d20+22=34 ; d20+8=27 ; d20+21=28 ; 2d6+11=15 ; d6=2 ; d20+17=37 ; 15d6=54 ; Friday June 19th, 2009 2:06:58 PM
Both Peerimus and Yorrick are able to shrug off the spells with ease. The bear moves down the hallway [Y21/22] and remains alert for any surprise attackers. [Readied attack Hit AC 28 Ghost Touch Dmg 15 plus 2 fire]
Instead of a failed Sunbeam, the druid tries to bring a Flame Strike down on the worm. [SR Check: d20+17=37. 27 Fire Damage/27 Holy Damage. Reflex save vs DC 22 for half]
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 17/17 rounds 1 beams left, Find the Path 170 minutes, Protection from Fire 120hp/170 minutes, Protection from Cold 120hp/170 minutes, Protection from Lightning 120hp/170 minutes Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours Protection from Fire 120hp/170 minutes, Protection from Cold 120hp/170 minutes, Protection from Lightning 120hp/170 minutes
Jurgen [AC: 41 - HP: 160/160 + 33/33] 2d4=5 ; d20+14=26 ; 2d4=5 ; d20+15=22 ; Friday June 19th, 2009 2:25:08 PM
Jurgen fails to overcome the magic of the worm and finds himself stunned in place. His sword gripped tightly in his hand and the look on his face screams attack, but he is unable to move at all...
Active Magic Silversheen [17/600] Level 18 Shield of Faith [22/180] Level 16 Message [168/1600] Level 14 Shield [23/140] Alter Self [624/2800] Greater Magic Weapon [All Day] Vampiric Touch [14/600]
Battlefield Magic Wall of Thorns [19/1400] Wall of Ice [3/140] Acid Arrow [2/5]
Threshold of Death round 21 Friday June 19th, 2009 9:27:01 PM
OOC- the mass hold hits before Rash's spell...
also, I need a save from Trace.
Jurgen [AC: 41 - HP: 160/160 + 33/33] Saturday June 20th, 2009 3:22:56 AM
Edited post to reflect failure.
Xenia (AC31, HP92/92) Saturday June 20th, 2009 6:11:55 AM
OoC: Try with Hero Point?
Jurgen [AC: 41 - HP: 160/160 + 33/33] Saturday June 20th, 2009 12:59:51 PM
I was going to hero point it, but I realized that I'll get another attempt next round and the minor damage from a new Acid Arrow isn't really worth the hero point. I don't think.
Threshold of Death round 22 d20+10=21 ; d20+10=27 ; 15d6=54 ; Sunday June 21st, 2009 10:48:06 PM
Durgan moves ahead, ready to hit the beast.
Kazak follows right behind. A wall of dwarven steel is formed.
Trace is frozen by the nightcrawler's spell. (I rolled for you)
Rash shrugs off the spell and casts holy aura on the group(except dwarves). The spell will be helpful, but too late for some.
Xenia is paralyzed by the spell and tries not to panic.
Angus is frozen by the creature's spell. He floats to the ground, unable to stay aloft while paralyzed.
Peerimus and Yorrick resist the spell. Yorrick moves to protect, Peerimus brings the fire.
Jurgen is also paralyzed. The Children of Chaos suddenly find themselves in a tough spot.
Firn'gaer(need save please.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~ The worm seems to miraculously avoid some of the flame form Peerimus' spell, but still writhes in agony.
OOC- the mass hold gives a new save each round as a full round action. will save DC 23
The nightcrawler surges forward, looking to snack on some dwarves. As it moves inot position it sends forth a wave of bone chilling cold, catching the dwarves and Yorrick in the wintry blast. (Cone of cold DC 19 reflex save for half. dmg = 54
The wraiths reappear, looking to cut off reinforcements for the dwarves. As they appear, Yorrick swats the one in front of him with a big ghostly paw. He connects witha satisfied snarl.
Nightcrawler: AC 35, touch AC 6, hp -5 /?, SR 31 Dread Wraith 1 -AC 25(incorporeal) hp -17/? DW2 DW3
The darkness here is even worse than above. All light sources dim somewhat even magic ones. The darkness almost has a physical sensation and feels oppressive.
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions.(unless stated otherwise) 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- map to be mailed shortly.
Firn'gaer - AC24 (FF20, T19); HP73/105; Overland Flight, Shield, See Invisibility, Elven Sight, Expeditious Retreat, Protection from Evil, Spell Resistance 18 d20+17=21 ; Sunday June 21st, 2009 10:58:10 PM
Firn'gaer is held by the spell.
Active Spells: Overland Flight (15 hrs); Shield (128 r); Mass Enlarge Person (129 r), Prismatic Wall (134 r), Expeditious Retreat (142 r), Elven Sight (1493 r), Protection from Evil (from Jurgen) (134 r) Lhari: (6/6c)
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.
Xenia (AC33, Incorporeal Touch AC33, SR 25 vs Evil, HP92/92) d20+13=33 ; d20+26=33 ; Monday June 22nd, 2009 9:35:06 AM
With a final deep cleansing breath, the dark rogue concentrates her mind. Wiggle the toe. Just one toe. Just wiggle the toe. Please toe. Wiggle. Please?
And the Xenia feels a movement in her boot. Broken! The spell is broken! The girl rogue bursts into a flurry of motion. She slips a scroll from her handy haversack and drifts down to just behind Peerimus before reading it. As the scroll crumbles to dust, Xenia touches the druid on the shoulder and whispers into his ear.
"That's a Magic Circle spell, Peerimus. Supposed to keep out summoned critters is what they tell me. From what I saw, these Spooky Spooks was summoned by the Worm."
Rolls and Actions Will 33 Nat20!!! UMD 33 vs DC25 for Magic Circle against Evil
Remove scroll from storage / Cast on Peerimus / 5ft step
Position: AI21 (10ft up - 5ft descending step)
Active Effects: Darkvision 3h, Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Invisibility 5m, Blink, Holy Aura Ends Round 37, Magic Circle against Evil on Peerimus 50m
Spell Immunity 160m (glyph of warding, bestow curse, hold person, and unholy blight)
Holy Aura: +4 deflection bonus to AC +4 resistance bonus to all saves 25 dc roll spell resistance vs all evil creature cast spells successful melee attack against warded creature blinds the attacker fort save dc 26
Durgan Stonewall (AC 40; HP 203/230+30) - Sub/Al d20+13=29 ; d20+31=39 ; d20+31=42 ; d20+26=29 ; d20+21=25 ; 2d8+16=26 ; 2d8+16=22 ; Monday June 22nd, 2009 10:04:28 AM
Frost coats Durgan's beard as the cone of freezing cold blasts by. When all is done, though, it could have been worse.
"Hit 'im with everything ye got, Kazak," the dwarf growls, before proceeding to follow his own advice.
Rolls and Actions Reflex 29 vs DC19 Hit AC39, AC42, AC29, AC25 Damage 26+22 = 48hp
Rash Trinka hps 142/142 AC 33 15d6=59 ; d20+20=36 ; d20+20=29 ; Monday June 22nd, 2009 10:33:12 AM
Rash smiles in relief feeling Xenia become active again. She quickly contemplates the best way to help her friends. She recognizes the undead in front of her as powerful, not beyond her ability to turn but it would be tough. Can her friends survive her not being effective this turn. She sighs and raises her hands summoning holy fire down on the two dread wraiths menacing the main group in front of her.
The tunnel lights up briefly as the column of fire engulfs the two wraiths doing 59 points of damage or half if they save vs a reflex save of 23 (don't think I need it, but rolled two spell resistance rolls of 36, and 29)
Rash then uses her rod of quickening to put a divine favor spell on and then squeezes by Trace to get closer to the combat.
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 12/160 minutes Status lasts 12/180 minutes (cast on Xenia) Freedom of movement 12/160 minutes True seeing 20/160 Protection from evil 20/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Spell immunity on Xenia 160 minutes Death ward on Xenia 7/160 Holy Aura 1/16 Haste from Angus 2/16 divine favor 1/10
Holy Aura: +4 deflection bonus to AC +4 resistance bonus to all saves 25 dc roll spell resistance vs all evil creature cast spells successful melee attack against warded creature blinds the attacker fort save dc 26
greater spell immunity: harm, flame strike, glyph and greater glyph
Jurgen [AC: 41 - HP: 160/160 + 33/33] d20+15=28 ; 2d4=5 ; Monday June 22nd, 2009 2:02:26 PM
Jurgen, being momentarily held back by the Hold Person spell, struggles furiously against his mental bond. At first, he thinks he will be stuck like this forever. But then, seeing Kazak, Durgan and Yorrick get covered in cold, is overcome by fury. As the spell breaks in his mind, his voice booms down the tunnel walls in a violent shout.
His first instinct is to charge the wraiths, but when he sees Rash's violent flames, his plan changes. Instead the paladin takes a rather stupid risk and casts Dimension Door, moving himself to the far side of the Nightcrawler. When on the other side, Jurgen whispers to Angus through the message spell. "How should I attack this beast? With magic or with my sword?"
Meanwhile, Jurgen's acid arrows deals another 5 hp damage to the Nightcrawler.
Active Magic Silversheen [18/600] Level 18 Shield of Faith [23/180] Level 16 Message [169/1600] Level 14 Shield [24/140] Alter Self [625/2800] Greater Magic Weapon [All Day] Vampiric Touch [15/600]
Battlefield Magic Wall of Thorns [20/1400] Wall of Ice [4/140] Acid Arrow [3/5]
Kazak Ac 36(AC 35 enlarged) Hp 88/197 FoM silversheen Enlarge, Pro-f-evil , Displacement d20+12=14 ; d20+26=31 ; d20+21=32 ; d20+16=27 ; d20+11=23 ; Monday June 22nd, 2009 3:34:40 PM
Feeling the brunt of the frost attack ..... (reflex save d20+12=14 failed , takes 54 dam) ..... "Durnec old in here all of da sudden " .... growls Kazak as the chillin cold affects his assault on the undead night crawler ...... the steel sword slashes at darkness
" What da .... i could i miss da big ugly worm .... it takes up da whole hallway " .... growls the dwarf in disbelief .....
The blurred form (displacemet potion)of the dwarven warrior keeps in step with his older brother ......
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) expired ? Protection from evil (potion) Displacement (potion)(50% miss chance)( oughta help in not being swallowed)3 rds used
OOC: 10'ft reach while enlarged
OOC: great work on the maps in sending them Al !!! your da best !!!!
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 112/166 d20+12=17 ; d20+21=40 ; d20+21=36 ; d20+21=24 ; d20+19=39 ; d100=20 ; 2d6+11=20 ; d6=5 ; 2d6+11=17 ; d6=6 ; 2d6+6=11 ; 15d6=70 ; d20=19 ; d100=77 ; d100=19 ; Monday June 22nd, 2009 8:37:59 PM
OoC Ok who sent Yorrick up the tunnel to get killed?
The cold blasts into the Kodiak and sends forth a great yowl. An unpleasant reminder that he needed to stay near the druid to benefit from the others protective gifts from Mother. With an Opponent now infront of him Yorrick rears up and strikes. 2 Claws strike, the third with the haste spell missed and the bite connects. [Hit AC 40/36/24/39 Claws have ghost touch Dmg 20 plus 5 fire and 17 plus 6 fire Bite 20% Dmg 11
Peerimus watches, cut off, as Yorrick assaults the wraith. Incorporeal undead were certainly not his specialty. Peerimus is not keen on trusting the Protection spell. yes it could keep out summoned creatures, but everything it seemed was rather resistant to spells and a scroll was not going to stop anything if they did. Peerimus though does not push into the Wraith. Instead he casts defensively [automatic sucess] and calls out for Father to again lay the area before him awash in holy flames. [Flamestrike %77 miss % 19 Hit Dmg 70 reflex DC 22]
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, Find the Path 170 minutes, Protection from Fire 120hp/170 minutes, Protection from Cold 120hp/170 minutes, Protection from Lightning 120hp/170 minutes Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Trace ac 34(+5 barkskin ,) hp 86/104(bears endurance) 30/50 bane arrows d20+12=32 ; Monday June 22nd, 2009 9:26:16 PM
((ooc: used last rolls since Trace was frozen or do I need to re roll, also can he attack same round as will check?))
Trace brakes out of his frozen state and lets loose four arrows at the night crawler.
hit ac 32 12hps 6holy 5elec total 23hps hit ac 36 09hps 4holy 1elec total 14hps hit ac 44 09hps 7holy 3elec total 19hps hit ac 38 08hps 7holy 5elec total 20hps
total 76 hps
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 15/160 barkskin +5 15/150 cat's grace 15/15 out heroism 15/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other) non detection dark vision detect snares and pits
Angus HP 71/71, SR 20, AC 27 d20+18=35 ; d20+20=37 ; d20+20=35 ; d20+20=28 ; 15d6=48 ; Monday June 22nd, 2009 11:09:01 PM
Angus can hear Jurgan, but can not speak. The sorcerer concentrates hard to break the spell.
Save 35 Sucess!
"I'm free!" Angus sqeeks.
"Jurgan stab it if you can get through as it will not easily turn on you."
Angus will send out a chain lightnigh spell and shape it into sonic energy.
The main bolt will streak between the dwarves and hit the worm and the secondary bolt hit the wraiths.
Mage Armor - 1/16 hours Message on everyone 17/160 minutes Resistance to Fire - 12/160 minutes Resistance to Electricity - 12/160 minutes Resistance to acid - 12/160 minutes Resistance to sonic - 12/160 minutes Resistance to cold - 12/160 minutes Heroism - 16/160 minutes Polymorph - 24/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 23/160 Shield - 22/160 Darkvision (from Scroll) -21/300 rounds Arcane sight -19 rounds Haste on the group 3/16
Permanent: See Invisible
Rod of Maximize 1/3
Threshold of Death round 23 d100=69 ; d100=26 ; d20+14=28 ; d20+14=34 ; d20+29=38 ; d20+24=29 ; d20+16=34 ; 2d6=7 ; d8=8 ; Monday June 22nd, 2009 11:31:40 PM
Firn'gaer is held by the spell.(you get a new save each round.)
Xenia breaks free of the holding spell, and takes advantage to cast a spell from a scroll.
Durgan attacks the worm hoping to buy some time for his comrades. (OOC- added in damage from last round I forgot)
Rash hits the wraiths with holy fire, and then uses a quickened spell for defense. (1 hit one miss, made save)
Jurgen also breaks free of the hold and positions himself behind the creature. Where he notices a particularly large and menacing tail stinger... His acid arrow continues to burn into the worm.
Kazak gets hit hard by the cold, and then has trouble hitting the beast. Hopefully Durgan won't say anything...
Peerimus also bathes the hall in fornt with fire magic. He watches as Yorrick is hit by the cold blast and then attacks the wraith. (OOC- roll to hit with bite needs to exceed 50? unless I missed something) spell-made save
Trace manages to break free and losses arrows at the nightcrawler. He hits three times.
OOC- at this point I realize that the new saves were supposed to be full round actions. But too much would be changed to affect that. So I will cut you the break, this time...all actions stand.
~~~~~~~~~~~~~~~~~~~~~~~~ OOC- for those still held: the mass hold gives a new save each round as a full round action. will save DC 23 Rash, rolled 50/50 for you this round. high = hit
The nightcrawler attacks the nearby targets, trying to eat a dwarf. (hit AC 38 vs Durgan, miss.) Then it swipes its' stinger at the new target Jurgen. (hit AC 29, miss)
The wraiths attack. W1 attacks Yorrick, and hits the brave bear. (hit AC 34-touch. dmg- 7 plus 8 CON drain) don't hate the DM :)
W2 and W3 move up to swing at Peerimus. But thanks to his new spell courtesy of Xenia, they are unable to strike the druid. They begin fading into the walls to go around... (OOC- I made them medium sized for this encounter)
Nightcrawler: AC 35, touch AC 6, hp -163 /?, SR 31 Dread Wraith 1 -AC 25(incorporeal) hp -65/? -no SR, but they do get 50/50 rolls vs most attacks DW2 hp -30/? DW3 hp -35/?
The darkness here is even worse than above. All light sources dim somewhat even magic ones. The darkness almost has a physical sensation and feels oppressive.
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions.(unless stated otherwise) 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- map to be mailed shortly.
Threshold of Death round 23 Monday June 22nd, 2009 11:32:40 PM
add on. Angus, I will have your action take place directly after DM post. Also, roll some incorporeal miss checks.
Angus HP 71/71, SR 20, AC 27 d100=24 ; d100=94 ; Tuesday June 23rd, 2009 9:02:37 AM
Rolled the checks
Durgan Stonewall (AC 40; HP 203/230+30) - Sub/Al d20+33=46 ; d20+33=51 ; d20+28=41 ; d20+23=38 ; 2d8+16=26 ; 2d8+16=23 ; 2d8+16=25 ; 2d8+16=20 ; Tuesday June 23rd, 2009 9:03:41 AM
"I think this thing is trying ta eat me, Brother," Durgan says, reveling in the joy of battle. "We'll see what me axe has to say about that."
Feet firmly planted, he begins carving huge chunks from the worm with his silver dwarven waraxe.
Rolls and Actions Hit AC46, AC51, AC41, AC38 (w/Flanking from Jurgen) Damage 26+23+25+20 = 94hp
Xenia (AC33, Incorporeal Touch AC33, AC34 vs W1 from Dodge, SR 25 vs Evil, HP92/92) d20+21=35 ; d100=71 ; d6+1=2 ; d6=4 ; Tuesday June 23rd, 2009 9:26:31 AM
Poor bear!
Xenia catches the attack of the Wraiths as one touches Yorrick and the brown bear's fur seems to gray and grow sickly. The other two Wraiths begin to fade into the walls.
"HEY!" the rogue's voice shouts from a point in space behind Peerimus. "HEY, YOU SPOOKY SPOOKS, WHYN'CHA TRY THAT ON ME?"
With no attempt to avoid the two wraiths just ahead, she flies straight over their heads. "CATCH ME IF YOU CAN."
Xenia draws her magic crowbar as she shoots over Yorrick's back. Flying too right over the head of the third wraith, the lithe rogue tucks and spins to face the rear of the incorporeal undead and smashes it in the back of the head to get it's attention. With the strike, the slim form of the dark girl sheds its invisibility, and she stands ready to defend herself against the incorporeal undead.
Rolls and Actions Hit W1 AC35 - Miss chance 71 / Hit (w/Flanking from Yorrick) Damage 2+4Electric = 6hp
Move w/Haste / Draw AoO from all 3 Wraiths - Touch AC37 w/Mobility / Attack W1
Position: W21 (5ft up - 60ft Descended 5ft)
Active Effects: Darkvision 3h, Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Holy Aura Ends Round 37, Magic Circle against Evil on Peerimus 50m
Spell Immunity 160m (glyph of warding, bestow curse, hold person, and unholy blight)
Holy Aura: +4 deflection bonus to AC +4 resistance bonus to all saves 25 dc roll spell resistance vs all evil creature cast spells successful melee attack against warded creature blinds the attacker fort save dc 26
Firn'gaer - AC24 (FF20, T19); HP73/105; Overland Flight, Shield, See Invisibility, Elven Sight, Expeditious Retreat, Protection from Evil, Spell Resistance 18 d20+17=36 ; Tuesday June 23rd, 2009 10:06:37 AM
Firn'gaer breaks free of the spell.
Active Spells: Overland Flight (15 hrs); Shield (127 r); Mass Enlarge Person (128 r), Prismatic Wall (133 r), Expeditious Retreat (141 r), Elven Sight (1492 r), Protection from Evil (from Jurgen) (133 r) Lhari: (6/6c)
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.
Rash Trinka hps 142/142 AC 33 d20+20=29 ; 4d8+16=31 ; Tuesday June 23rd, 2009 1:29:14 PM
Rash moves forward running through the two wraiths towards Yorrick. When she gets right next to the great bear, she will spontaneously cast (using discern location) mass cure critical hitting the night crawler, and wraith number 1, Yorrick and the dwarven brothers and anyone else in range with 31 points of curing damage (rolled spell resistance of 29 for night crawler)
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 12/160 minutes Status lasts 12/180 minutes (cast on Xenia) Freedom of movement 12/160 minutes True seeing 21/160 Protection from evil 21/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Spell immunity on Xenia 160 minutes Death ward on Xenia 8/160 Holy Aura 2/16 Haste from Angus 3/16 divine favor 2/10
Holy Aura: +4 deflection bonus to AC +4 resistance bonus to all saves 25 dc roll spell resistance vs all evil creature cast spells successful melee attack against warded creature blinds the attacker fort save dc 26
greater spell immunity: harm, flame strike, glyph and greater glyph
Jurgen [AC: 41 - HP: 160/160 + 33/33] 2d4=6 ; Tuesday June 23rd, 2009 1:29:52 PM
[OOC: Since Jurgen didn't get hit last round, I'm gunna Dimension Door him this round instead of last.]
Angus' voice causes Jurgen comes out of his delusion that he had already teleported to the other side of the worm. He looks around and sees that it is still a good idea and the paladin casts Dimension Door to move himself behind the rather frightening creature.
And his acid arrow does another 6 damage to the Night Crawler.
Kazak Ac 36(AC 35 enlarged) Hp 119/197 FoM silversheen Enlarge, Pro-f-evil , Displacement d20+26=37 ; d20+21=33 ; d20+16=25 ; d20+11=19 ; 2d8+12=14 ; 2d6=5 ; Tuesday June 23rd, 2009 5:05:03 PM
Feeling just abit peeved at not being able to hit the big worm ..... the dwarven warrior hacks at the wiggly beast .....
" Of course its ah trying to eat ya .... all dat dwarven ale has got ya seasoned just right ..... like a big ol beer battered chicken wing " ... "
"don't worry i'll pull ya out by ya boots if he tries ...... ya might be a little chewy at your age " .... teases the younger dwarf ;-)
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) expired ? Protection from evil (potion) Displacement (potion)(50% miss chance)( oughta help in not being swallowed)4 rds used
OOC: 10'ft reach while enlarged
OOC: great work on the maps in sending them Al !!! your da best !!!!
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 60/166 d20+21=29 ; d20+21=24 ; d20+21=22 ; d20+19=38 ; d100=84 ; 2d6+11=17 ; d6=5 ; 2d6+5=12 ; 2d6+11=18 ; d6=4 ; Tuesday June 23rd, 2009 7:04:06 PM
Yorrick whimpers as the grisly creature touches him, but the kodiak is not done yet and again gets pipped by the die roller inability to consistantly roll a 4 or greater. [Hit AC 29/24/22/38 %84 Dmg 17 plus 5 Fire / 12] Ooc I forgot about the GMF I put on Yorrick. First Claw attack and the haste is at an additional +3. so correction Hit AC 32/27 Dmg 20 plus 5 Fire/ 21 plus 4 fire
Peerimus watches as the wraith move into the walls and noting the affect thier touch had on Yorrick, the druid hesitates. If he went forward, the others about him would be defenceless. If he holds back Yorrick could die. The druid grimaces and moves forward after the wraith fade into the walls. [Move to AA/21] Peerimus then casts Fire Seed upon a single acorn.
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, Find the Path 170 minutes, Protection from Fire 120hp/170 minutes, Protection from Cold 120hp/170 minutes, Protection from Lightning 120hp/170 minutes, Fire Seed 17d6 170 minutes Yorrick GMF 17 hours +4 att/dmg bite, Endure Elements 24 hours
Xenia (AC33, Incorporeal Touch AC33, AC34 vs W1 from Dodge, SR 25 vs Evil, HP92/92) Tuesday June 23rd, 2009 7:40:51 PM
OoC: Plus flanking from Xenia. +2 more.
Rash Trinka hps 142/142 AC 33 Tuesday June 23rd, 2009 10:56:40 PM
OOC Yorrick got 31 hps back from the mass cure this round.
Threshold of Death round 24 d20+10=21 ; d20+14=24 ; d100=65 ; d20+16=33 ; d20+16=21 ; d20+16=19 ; Tuesday June 23rd, 2009 11:06:46 PM
Angus blasts away at the enemies with a chain lightning. he changes the damage to sonic, hoping to hurt the creatures even more. The spell hits the nightcrawler squarely, then bounces back to strike wraith(1). The spell does not reach to strike at the other wraiths.
Durgan chops at the worm gouging large chunks out of the creature.
Xenia flies down the hall, drawing attacks from all the wraiths! None hit, and then she draws a weapon and hits one solidly.
Firn'gaer breaks free of the spell.
Rash moves up, pushing past the two wraiths. They try to strike her, but their hands recoil from her magic protection. She casts a spell, healing allies and hurting enemies at the same time!
Jurgen moves into position behind the nightcrawler, and his acid continues to burn it.
Kazak improves his aim and manages to hit the worm this time. It isn't looking too well anymore...
Yorrick swats the wraith once more and the foul thing dissipates in a puff of smoke. Peerimus moves up to shield his companion from the wraith. Once again, they try to lash out, but are repulsed by the magic.
~~~~~~~~~~~~~~~~~~~~~~~~ The nightcrawler succumbs to the assault and moves no more, although its' evil rotting carcass fills most of the corrridor.
The wraith nearest to the worm dissipates under the attacks thrown at it.
Encoraged by the groups actions to remain where they were, the two remaining wraith now surge towards the back of the group. They futilely try to strike at Firn'gaer and Angus before giving up and fading into the walls. They will come out no more.
The hall is clear. Or as clear as it will get with a gargantuan rotting carcass in it. There are no more enemies present. But the danger is not yet done. Actions please...
~~~~~~~~~~~~~~~~~~~~~~~~ The darkness here is even worse than above. All light sources dim somewhat even magic ones. The darkness almost has a physical sensation and feels oppressive.
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions.(unless stated otherwise) 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.
Xenia (AC33, Incorporeal Touch AC33, AC34 vs W1 from Dodge, SR 25 vs Evil, HP92/92) Wednesday June 24th, 2009 8:50:18 AM
Poor bear! Again.
Xenia, champion of cute animals, offers a sympathetic pout at the grim wasting effect that the Spooky's touch has had on Yorrick. His druid guy will fix him up. That's what druid guys do.
"I got the feeling that there ain't no more enemies here. But the danger isn't done yet," the rogue says. "I'm gonna fly up over the ... *ewww* ... the Worm Thing and see what's on the other side. "I'll report back."
She flies to the top of the tunnel and over the sagging carcass of the expired denizen of a dark plane. After waving at Jurgen as she flies past, the dark rogue then turns her full attention to the way ahead. Peering up the tunnel, she strains her senses to detect the presence of danger.
Rolls and Actions Spot 39 Listen 34
Position: Row 21 / 30ft west of the edge of the map (15ft up - 140ft double move + Ascent 10ft)
Active Effects: Darkvision 3h, Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Holy Aura Ends Round 37, Magic Circle against Evil on Peerimus 50m
Spell Immunity 160m (glyph of warding, bestow curse, hold person, and unholy blight)
Holy Aura: +4 deflection bonus to AC +4 resistance bonus to all saves 25 dc roll spell resistance vs all evil creature cast spells successful melee attack against warded creature blinds the attacker fort save dc 26
Durgan Stonewall (AC 40; HP 230/230+30) - Sub/Al d20+31=33 ; d20+31=38 ; d20+26=29 ; d20+21=28 ; 2d8+16=22 ; 2d8+16=24 ; 2d8+16=23 ; 2d8+16=22 ; Wednesday June 24th, 2009 9:01:42 AM
"Hrm." Durgan eyes the carcass of the worm. The sack of ugly meat lies there blocking their way.
"What ye say, Brother? Do ye think ye can make us a tunnel along the side of the wall faster than I can make us a way through the dead flesh of this beastie?"
Still in his defensive stance, the dwarf hefts his silver bladed axe and then strikes quickly with a series of cuts that reach way down the corridor.
"What say we make a contest of it, eh?"
Rolls and Actions Hit AC31, AC31, AC26, AC21 vs DC5 Damage 22+24+23+22 = 91hp
Attacks to clear the corridor up to Column Q using reach from Pikeman's Wall
Jurgen [AC: 41 - HP: 160/160 + 33/33] Wednesday June 24th, 2009 12:56:31 PM
Jurgen watches as the Night Crawler dies. When he is sure the creature won't return, he sends a message to Angus. "Should I Dimension Door back to bring people across or should I remain on this side?"
While waiting for an answer, the paladin remains on the defensive. Just because the worm was dead didn't mean the Children were in the clear. And since Jurgen was alone, Quinn might take the opportunity to attack him now. How long would it take for his allies to get to him if that happened?
Threshold of Death round 24 Wednesday June 24th, 2009 2:56:55 PM
OOC- There is room to squeeze around the carcass, but not quickly. Movement around it is half speed, or full speed flying over.
Kazak Ac 36(AC 35 enlarged) Hp 119/197 FoM silversheen Enlarge, Pro-f-evil , Displacement Wednesday June 24th, 2009 6:12:23 PM
The dwarf stands next to his brother .....peeks overhead as their flying scout zips ahead .... " be careful ".... growls Kazak
"Nah me sword ain't gonna cut dat fast .... but ....." as Durgan starts slashing away .... " dat would be too messy " ...... as gore gets splattered about ....." i'll just walk behind ya .... but i say we just walk over da ugly worm ".....
Turning around Kazak eyes those behind him .... " everyone ok ??..... whats next Druid ... ?? .... time to find dem coffins of dem vamps i say ..... time to save Quinn and rid dis area of dis here darkness "
Facing agin down the tunnel ... the dwarven warrior gives Jurgen a wave ..... " we're coming .... just watch me brother don't mistake ya for a bit of da worm " .... adds the dwarf saracasticly .... as he edges a couple steps away from Durgan ... :-)
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) expired ? Protection from evil (potion) Displacement (potion)(50% miss chance)( oughta help in not being swallowed)5 rds used-expires
OOC: 10'ft reach while enlarged
OOC: great work on the maps in sending them Al !!! your da best !!!!
Angus HP 71/71, SR 20, AC 27 d20+20=26 ; 15d6=48 ; d20+20=36 ; d20+20=31 ; d100=24 ; d8=7 ; d100=32 ; d20+8=13 ; Wednesday June 24th, 2009 7:15:39 PM
OOC: Please ignore the rolls as they were from yesterdays post that did not go through for some reason.
-----------------------------------------------
Angus flies over the nightcrawler as he follows Xenia and Jurgan "I am behind you girlie, just in case you run into a nasty."
"Jurgan, Stay there and help Xenia search. We need to find the Vampires so we can destroy them permanently. Everyone should be able to make it over eventually."
Double move if needed to catch up (180 feet) to Xenia and Jurgan.
Mage Armor - 1/16 hours Message on everyone 17/160 minutes Resistance to Fire - 12/160 minutes Resistance to Electricity - 12/160 minutes Resistance to acid - 12/160 minutes Resistance to sonic - 12/160 minutes Resistance to cold - 12/160 minutes Heroism - 16/160 minutes Polymorph - 26/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 25/160 Shield - 24/160 Darkvision (from Scroll) -23/300 rounds Arcane sight -22 rounds Haste on the group 5/16
Permanent: See Invisible
Rod of Maximize 1/3
Jurgen [AC: 41 - HP: 160/160 + 33/33] Wednesday June 24th, 2009 8:15:34 PM
Jurgen moves forward with Xenia, but a full 10 feet behind the rogue.
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 d4=4 ; d4=2 ; d4=3 ; Wednesday June 24th, 2009 8:34:55 PM
"Let's save the hacking and corresponding worm gore friends." Peerimus moves up and gives Yorrick a hearty pat on his flank and tells him, "Let's get to the other side here and I will do what I can to remove that creature's touch. I am proud of you good friend."
Peerimus and Yorrick double move 40' down the length of the worm to get by it.
Peerimus reminds the group that his spell is still active to lead to the coffins and that it will tell him of traps or other wards along the way. Peerimus will the produce a wand and tap Yorrick several times.
[Wand Lesser restoration 3 charges for 4/2/3 Con to 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, Find the Path 170 minutes, Protection from Fire 120hp/170 minutes, Protection from Cold 120hp/170 minutes, Protection from Lightning 120hp/170 minutes, Fire Seed 17d6 170 minutes Yorrick GMF 17 hours +4 att/dmg bite, Endure Elements 24 hours
Threshold of Death round 27 (+200 -20min) Wednesday June 24th, 2009 10:30:34 PM
The worm, or what's left of it, is almost 100 feet long. And its' smell is getting worse. The group gathers on the other side of it after a few moments, and Peerimus heals Yorrick from a wand while they walk. Xenia flies a head as usual, but there is nothing of interest within range of her sight.
Peerimus' spell leads on into the darkness. Following the tunnel, it continues to widen. The tunnel also passes completely beyond the area of worked stone and is now all cavernous. The unworked walls drip with moisture, and the tunnel heads in a downward direction, noticeable to the dwarfs at least.
The caves continue, and there are many chambers filled with stalactites and stalgmites. Some are very large and old formations that have actually grown together to form natural pillars. A few minutes later, the group comes across a chasm. It is almost 100 feet across and there is no path to the other side. Some canny spotting though reveals a number of iron rungs worked into the ceiling.
They are 20 feet off the floor, and they look to form a clear climbing path all the way across the chasm to the other side. There is no other non-magical way across. (visible) There is a slight breeze in this area, noticeable by all. It is difficult to tell if it is coming from the cavernous pit or from the other side.
Peerimus' spell extends directly across the chasm. Due to the enhanced darkness, it is difficult to see much beyond the ledge on the other side.
OOC- twenty minutes of travel have lapsed from the fight with the nightcrawler.
~~~~~~~~~~~~~~~~~~~~~~~~ The darkness here is not as bad as before. The power of the enhanced darkness seems to be dwindling the further you get from the temple.
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions.(unless stated otherwise) 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 34(+5 barkskin ,) hp 97/104(bears endurance) 30/50 bane arrows d20+19=20 ; d20+14=26 ; d8+5=9 ; Wednesday June 24th, 2009 10:53:29 PM
Trace follows the rest of the group and moves to the front with his dark vision and detect snares and pits active. He looks and listens while ready for another encounter. spot = 20, listen = 26 Trace takes out a cure light wounds potion and drinks heals 9 hp
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 15/160 barkskin +5 15/150 cat's grace 15/15 out heroism 15/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other) non detection dark vision detect snares and pits
Rash Trinka hps 142/142 AC 33 Thursday June 25th, 2009 8:36:57 AM
Rash stumbles over the dead worm grimacing at the stains to her boots and clothes. She snaps at Angus, "Couldn't you have disintegrated this thing! This is disgusting!"
After trooping along for several minutes, she says to Peerimus, "I can't believe how fast those gaseous vampires can travel. I would have thought we would have caught up to them by now even with some of the combat we did." Rash is irritated as she feels her magic protections fade.
When they come to the chasm, Rash sucks in her breath and says, "Now that looks like a potential trap if I have ever seen one. Flying over and getting hit by a dispel magic could be painful. I advise caution."
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 32/160 minutes Status lasts 32/180 minutes (cast on Xenia) Freedom of movement 32/160 minutes Silversheen applied to Falchion lasts 30/60 minutes Spell immunity on Xenia 20/160 minutes
greater spell immunity: harm, flame strike, glyph and greater glyph
Xenia (AC29, HP92/92) d20+9=14 ; Thursday June 25th, 2009 10:15:34 AM
"Yeah," trotting along side Rash, Xenia echoes her caution. "But someone's gotta do it."
"Kinda worries me that there's only one way through here. It's like a big sign sticking on the wall saying 'Ambush me!'. I mean, thinka who they mighta built this for, huh? You think the vampies need it themselves? I don't think so. You think it's for minions? Then why build it twenny feet up offa the ground? You gotta figure for sure that Worm Thingie isn't gonna be climbing across."
"First lemme see if there isn't no other way to get across." Quick and methodical, the rogue begins a search of the walls, the floor, the edge of the chasm, and all other likely places that might hide a way across.
"If there's no other way but climbing them rungs, I'll fly up and tie a rope," she says, as she continues her search. "Then I'll search the path of the rungs for any traps along the way."
Rolls and Actions Search 32 (search for other way across) Use Rope 14 vs DC10
Position:
Active Effects: Darkvision 3h, Status 30/180m, Spell immunity 20/160 minutes, Longstrider 30/1h, Peerimus 30/50m
Spell Immunity 160m (glyph of warding, bestow curse, hold person, and unholy blight)
Durgan Stonewall (AC 40; HP 230/230+30) - Sub/Al Thursday June 25th, 2009 10:24:35 AM
Durgan, shrunk down to his more normal dwarven size, digs a sunrod from his pack. "If it's an ambush yer worried about, why not draw 'em out early?" he asks. "We can toss this down into this wee hole and see what comes up."
"Or, if we can get a spell of Light on one of Traces arrows, we might see what's on the other side after he shoots it across."
Jurgen [AC: 41 - HP: 160/160 + 33/33] d8+5=6 ; d8+5=7 ; d8+5=7 ; d8+5=10 ; d8+5=11 ; d8+5=6 ; d8+5=9 ; d8+5=9 ; d8+5=10 ; d8+5=11 ; d8+5=11 ; d3=3 ; Thursday June 25th, 2009 5:36:23 PM
Wandering down the tunnel, Jurgen becomes more amazed with each step. How long had Quinn been working on these tunnels? They must have been started long before he was turned. But what was his purpose with them? It was likely a mystery the Children would never solve...
During the walk, Jurgen pulls out his Cure Light Wounds wand and begins healing. [Trace is healed 7 hp, Kazak is healed 78 hp - 9 charges used]
At the tunnel, Jurgen simply shrugs. "The worm needed to come from somewhere." There is no curiousity in the paladin. Ahead of the Children were vampires who needed to be slain. Behind the Children was a Gate covered only by a Prismatic Wall. It would stay there for a couple hours, but leaving it there was still risky.
"Is there any reason we can't simply Dimension Door across?" Jurgen looks at the group, seeing they want to scout around. Instead of Dimension Door, the sorcerer casts Summon Monster V [Summoning 1d3 Lantern Archons: d3=3 - Duration: 14 Rounds].
When the Archonss pop into existance he speaks to them in Celestial. "I need you to scout for us and then return as fast as you can. You two go down, check for anything that might try to attack us when we cross this cavern." As they leave, he points across to the chasm. "And you, go across the way and do the same."
Active Magic Silversheen [220/600] Level 18 Level 16 Message [371/1600] Level 14 Alter Self [827/2800] Greater Magic Weapon [All Day] Vampiric Touch [217/600] Summon Monster V [1/14]
Kazak Ac 36 Hp 197/197 FoM silversheen , Pro-f-evil Thursday June 25th, 2009 8:32:24 PM
"Yeah ... i think you got dat right .... something weird about crawling on da ceiling ...... dat ain't natural ' ....
" why a ceiling ladder ?? ... why not a nice stone bridge ....?? .... maybe to avoid whats in da chasm ?? "
Taking out his sunrod stick .... " i'm whitcha bro " ... as he readies to toss the lighted stick if needed
Feeling his wounds heal under the paladin power .... " thanks Jurgen .... i'm wit you .... magic us across ... sure beats jumping " .... chuckles Kazak
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) expired ? Protection from evil (potion) Displacement (potion)(50% miss chance)( oughta help in not being swallowed)5 rds used-expires
OOC: great work on the maps in sending them Al !!! your da best !!!!
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 Thursday June 25th, 2009 9:47:20 PM
Peerimus still has the Daylight spell on his staff and unless Durgan or Kazak want to toss a sunrod into the chasm he suggests they save them. "though dropping one might be a good idea. I agree it does scream ambush." Peerimus is content to wait for Xenia to scout ahead to learn what she can. Once we have more we can Dim Door or what we need to do to cross. One thing is clear, Yorrick is not swinging across or using those rungs. Barring an affect that will stop us, do we have the resources magically to get eveyone across. Angus myself Fringaer Xenia and Trace can fly. Leaving Durgan Rash, Jurgen, Kazak and 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 30/170 minutes, Stone skin 30/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, Find the Path 20/170 minutes, Protection from Fire 120hp/20-170 minutes, Protection from Cold 120hp/20-170 minutes, Protection from Lightning 120hp/20-170 minutes, Fire Seed 17d6 20-170 minutes, Daylight 30/170 Yorrick GMF 17 hours +4 att/dmg bite, Endure Elements 24 hours
Firn'gaer - AC24 (FF20, T19); HP73/105; Overland Flight, Shield, See Invisibility, Elven Sight, Expeditious Retreat, Protection from Evil, Spell Resistance 18 d20+26=45 ; d20+31=37 ; Thursday June 25th, 2009 10:20:09 PM
"I think getting everyone across is not going to be a problem, providing magical transit is not blocked."
Firn'gaer will scan the area with his magical vision looking for invisible creature and/or objects as well as any magical effects or magical dead-zones.
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 228 Thursday June 25th, 2009 10:25:56 PM
The group ponders possibilities for crossing the pit. Some wonder about the extensive tunnels under the temple. They obviously aren't new, but did Quinn know about them before he built or after?
Xenia takes a look at the rungs after discovering there is no other way across. (non magical) She discovers they have marks indicating use, and then she finds that one of them is loose. That would have been a nasty shock for someone. Xenia feels she can secure it with a little bit of work.(3 rounds)
Some lantern archons are summoned, and between them and Peerimus' spell and the sunrods, the area is now well lit. The magical dampening darkness effect is very weak here, maybe almost back to normal.
The archon that flies across the pit lights up the tunnel across, revealing it continues onward. The two that fly down find something else entirely. Large floating creatures. They look like large floating brains, with sharp beaks on their 'face' and numerous tentacles dangling underneath, like a jellyfish. Firn'gaer and others with vast stores of knowledge in their heads can identify the creatures as 'grell'. Those able to identify also know that these are rather large specimens of this creature type.
They seem oblivious to the light sources, but one of them does take a half hearted swat at the lantern archon as it flies by. They are aware then of movement on some level, although they do not seem to have taken notice of the group yet.
~~~~~~~~~~~~~~~~~~~~~~~~ The darkness here is not as bad as before. The power of the enhanced darkness seems to be dwindling the further you get from the temple.
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions.(unless stated otherwise) 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.
Durgan Stonewall (AC 40; HP 230/230+30) - Sub/Al Friday June 26th, 2009 9:22:42 AM
Durgan frowns at the description of the creatures floating down in the chasm. "If ye don't mind the magic, it might be better to send us quickly across in that way. Not that I mind a fight with big floating brains, but if we're in a hurry, t'would be best to avoid them."
Xenia (AC29, HP92/92) Friday June 26th, 2009 9:45:44 AM
With the cavern now well lit, the rogue eyes the far side of the chasm. "I bet I can fly to the other side, afore them Brain Guys notice," she says after estimating the distance. "If you're Glow Guy can do it, Jurgen, don't see whereas I can't."
"Lemme go take a look. Make sure there's nothing waiting for us, then I'll give the all clear."
Xenia calls to the wings on her boots and then dives into the shadows of the various stalactites on the ceiling, zipping across to the far side. Crouching in a place along the path that the group must take, she strains to spot or listen for danger, reporting back through the Message spell any and all things that she finds.
Rolls and Actions Activate Winged Boots / Fly across
Hide 31 (-5 Penalty for full speed) Spot 39 Listen 34
Position:
Active Effects: Darkvision 3h, Status 30/180m, Spell immunity 20/160 minutes, Longstrider 30/1h, Peerimus 30/50m, Fly 5
Spell Immunity 160m (glyph of warding, bestow curse, hold person, and unholy blight)
Jurgen [AC: 41 - HP: 160/160 + 33/33] Friday June 26th, 2009 3:16:53 PM
Jurgen watches as Xenia flies across the chasm. The paladin, still not convinced that everything is safe, readies a Telekinesis spell for the moment it appears that Xenia is falling.
Kazak Ac 36 Hp 197/197 FoM silversheen , Pro-f-evil Friday June 26th, 2009 10:36:03 PM
" yeah i gotta agree wit ya bro .... magic us across would be da best way .....no need to fight dem critters ..... but afta we finish wit dem vamps .... we should think of a way to seal dem underground ..... no need to have dem terrorize da locals ..... dem vamps must of unsealed some entrance .... when Quinn started to rebuild dis place "
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) expired ? Protection from evil (potion) Displacement (potion)(50% miss chance)( oughta help in not being swallowed)5 rds used-expires
OOC: great work on the maps in sending them Al !!! your da best !!!!
Rash Trinka hps 142/142 AC 33 Friday June 26th, 2009 11:06:37 PM
Rash mentions to Peerimus, "I can still windwalk and bring 4 others with me if needed."
Trace ac 34(+5 barkskin ,) hp 97/104(bears endurance) 30/50 bane arrows Friday June 26th, 2009 11:27:29 PM
Are we still on the right path? I feel that we may have passed our turn? Not so dark in here and this is not a designed area, I think in our rush we blew past somthing.
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 15/160 barkskin +5 15/150 cat's grace 15/15 out heroism 15/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other) non detection dark vision detect snares and pits
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 Saturday June 27th, 2009 2:47:48 PM
Peerimus agrees with the dwarves, "We have more pressing business than to deal with the Grell at the bottom. Let's cross with the Dim Doors and flight and move on. We can circle back for them as I also don't think it wise to leave them to be discovered by others." Peerimus will shift to an eagle to cross, leaving Yorrick and the dwarven brothers to be taken by Rash's Wind Walk. Everyone should be able to simply fly. To Trace the druid answers, "My Find the path still leads us this direction. The great worm seems to have been one of the sources to the deeper darkness we had encountered earlier. Let's press on friends and remember what Rash has said. In thier mist forms, Quinn and Quentin should not have been so far ahead, which means there is more at work within these caves than we know. Stay alert."
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 30/170 minutes, Stone skin 30/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, Find the Path 20/170 minutes, Protection from Fire 120hp/20-170 minutes, Protection from Cold 120hp/20-170 minutes, Protection from Lightning 120hp/20-170 minutes, Fire Seed 17d6 20-170 minutes, Daylight 30/170 Yorrick GMF 17 hours +4 att/dmg bite, Endure Elements 24 hours
Angus HP 71/71, SR 20, AC 27 Sunday June 28th, 2009 8:34:45 PM
Angus turns back into a human and several of his magical protections end. The Sorcerer starts to recast his spell, starting with Polymorph as he becomes a pixie once more.
"Ah, that better."
"Are we going to assume the jellyfish are evil since they are here with the vampires? If yes, then I can easily dispose of them. What do you think Peerimus? We do need to push on to the vampires and we should get past the small problems as quickly as possible."
Mage Armor - 1.5/16 hours Message on everyone 32/160 minutes Resistance to Fire - 32/160 minutes Resistance to Electricity - 32/160 minutes Resistance to acid - 32/160 minutes Resistance to sonic - 32/160 minutes Resistance to cold - 32/160 minutes Polymorph - 1/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Darkvision (from Scroll) -223/300 rounds
Permanent: See Invisible
Rod of Maximize 1/3
Threshold of Death round 229 Sunday June 28th, 2009 9:37:22 PM
OOC- I dont want to decide for you so I will give one more round to consolidate plans for the current area.
Xenia flies across. It seems to be clear on the other side. The grell take no notice of her and continue floating along, down in the deep part of the crevasse. It is tough to tell, but the bottom can't be seen.
Some spells are cast, as the durations expired. Peerimus still has his spell, and it still shows that the way is forward. Whether anything was missed is up for debate, as only the final destination is revealed by Peerimus' spell.
Xenia sees no sign of danger. But still, she is a rogue and her instincts say something is not quite right. She takes a careful look around and then sees something that will surely provoke a reaction. A rune is carved carefully and in a concealed way into the wall of the cavern. A drow rune.
~~~~~~~~~~~~~~~~~~~~~~~~ The darkness here is not as bad as before. The power of the enhanced darkness seems to be dwindling the further you get from the temple.
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions.(unless stated otherwise) 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, HP92/92) Sunday June 28th, 2009 10:00:57 PM
"STOP!" Xenia sends the warning over the Message spell in a sharp whisper, commiserate with her state of alarm. "Rune! Drow rune."
"Could be an alarm. Let me take a look." The rogue's trained eyes search for the tell tale signs of a trap. Moving carefully, she approaches the area of the rune, trying to figure out just what sort of trap it might be. If it's not a trap, then just what does this rune say?
Note: One of Xenia's languages is Undercommon.
Rolls and Actions
Hide 36 (1/2 speed for better hiding) Search 32 to determine whether it's a magic trap or not
Position:
Active Effects: Darkvision 3h, Status 30/180m, Spell immunity 20/160 minutes, Longstrider 30/1h, Peerimus 30/50m, Fly 5
Spell Immunity 160m (glyph of warding, bestow curse, hold person, and unholy blight)
Jurgen [AC: 41 - HP: 160/160 + 33/33] Monday June 29th, 2009 5:29:26 PM
Jurgen idly considers the grell and the rune... This was an odd spot. Why the grell would leave them alone, for one. Why is there a drow rune, for two. And where were the vampires keeping themselves? Too many questions that couldn't be answered.
Jurgen asks Angus to pass something through the Message spell to Xenia. "Ask her how far along it is. I can Dimension Door us beyond it and that'll be that." If he gets the okay, then he'll Dimension Door Durgan, Rash, Trace and Yorrick (and himself) as far down the tunnel as Xenia recommends.
Peerimus cringes inwardly. Drow and Xenia did not go well together at all. Fine joke Father. Hopefully it was a simple way marker and the group could be onward. "The Grell might be guarding against the drow." he muses aloud. "The marker could indicate a passage into the Dark realms. Quinn discovered this when excavating and subsequently lured the Grell to deter the drow from using this particular route to the surface."
"Speculation only though, we wait on Xenia's all clear and since the rest of us can not fly by the Rune, don't Dimensional Door to far."
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 30/170 minutes, Stone skin 30/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, Find the Path 20/170 minutes, Protection from Fire 120hp/20-170 minutes, Protection from Cold 120hp/20-170 minutes, Protection from Lightning 120hp/20-170 minutes, Fire Seed 17d6 20-170 minutes, Daylight 30/170 Yorrick GMF 17 hours +4 att/dmg bite, Endure Elements 24 hours
Firn'gaer - AC24 (FF20, T19); HP73/105; Overland Flight, Shield, See Invisibility, Elven Sight, Expeditious Retreat, Protection from Evil, Spell Resistance 18 Monday June 29th, 2009 9:02:39 PM
Firn'gaer mentally noted the drow symbol. He knew that this could cause problems especially with Xenia, but for now there isn't much that can be done.
Firn'gaer recalls a previously cast Dispel Magic.
"What would Quinn be doing with drow? Is the cloud of darkness a prelude to an invasion by the drow?" He says quietly aloud.
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.
Rash Trinka hps 142/142 AC 33 Monday June 29th, 2009 10:21:44 PM
Rash waits for the dimension door to take effect and then keeps moving down the tunnel. She says, "I know we need to be cautious but we need to pick up the pace if we want to find the vampires in their coffins and not regenerated and ready to fight again or worse...having retreated to cause more evil in the future. Peerimus, can you tell how much farther?"
Threshold of Death round 230 Monday June 29th, 2009 10:41:50 PM
OOC- description of far side purposely vague until you got there :)
While the group uses magic to cross the chasm, Xenia examines the drow symbol. It essentially is a signpost. The rune gives two town names in drow. The first is the nearby human town. The second is the name of a drow town in the Underdark. Xel 'Naga, presumably the closest one. This must be an entrance and exit to the underdark!
Xenia searches around. She finds no evidence of any traps, but she does find traces of evidence which indicate this tunnel is used by drow, at least occasionally.
The grell may or may not be part of a sentry system, but for the time being, they don't seem to be pursuing the group.
The side of the chasm you now find yourselves on does not have any obvious trail down, but it could be climbable if necessary. The cavernous rock soon forms into a tunnel again and Peerimus' spell continues to lead onward, into the gloom. Rash urges speed, lest the vampires recover.
OOC- I think two dimension doors were needed to cross? Please mark them off.
~~~~~~~~~~~~~~~~~~~~~~~~ The darkness here is not as bad as before. The power of the enhanced darkness seems to be dwindling the further you get from the temple.
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions.(unless stated otherwise) 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, HP92/92) Monday June 29th, 2009 10:54:27 PM
The dark rogue calls the all clear. "The rune's a signpost," she explains. "It's safe to cross." She waits on the other side, her sharp eyes keeping watch while the others clear the chasm in their various ways.
"Lets go," she says when they're all together. The rogue turns to lead again, but this time there's a grim gleam of satisfaction on in her green green eyes. Now she knows where they live.
"I'll lead," she says, and with a whisper to her ring, she's gone again.
Rolls and Actions Hide 51 (+20 for invisibility; -5 for full speed) Spot 39 Listen 34
Position: 60ft in front of the group again.
Active Effects: Darkvision 3h, Status 30/180m, Spell immunity 20/160 minutes, Longstrider 30/1h, Peerimus 30/50m, Fly 5, Invisibility 5m
Spell Immunity 160m (glyph of warding, bestow curse, hold person, and unholy blight)
Kazak Ac 36 Hp 197/197 FoM silversheen , Pro-f-evil Monday June 29th, 2009 11:30:22 PM
Awaiting to cross the chasm ..... the dwarf catches a tone in their scouts voice as she reports on possible drow presence ...... "a little edge in her voice when she reported about dem drow " .... thinks Kazak to himself .... " something between dem must of happened .... and it wasn't good "
With a nod to Peerimus ... " guarding againist or for " ... adds Kazak " dem Drow wouldn't have an problems using dem rungs to get about "
" Well something else we can check out afta we finsh wit dem vamps .. and put Quinn to rest " ... growls Kazak
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) expired ? Protection from evil (potion) Displacement (potion)(50% miss chance)( oughta help in not being swallowed)5 rds used-expires
Jurgen [AC: 41 - HP: 160/160 + 33/33] Tuesday June 30th, 2009 12:35:05 AM
[OOC: Can Angus Dimension Door? Otherwise I'll burn three to get everyone across]
Durgan Stonewall (AC 36; HP 230/230) - Sub/Al Tuesday June 30th, 2009 8:59:08 AM
"A signpost?" Durgan's brows pull together into a frown. "Are ye not even going to tell us what it says?"
"The drow aren't me favorite people either, Girl," the dwarf says after hearing the names of the towns. "But best not to be running off alone after them, ye hear me?"
"Trace, do ye think ye can tell by the tracks which direction the drow usually follow from here? Be nice to know which places they come and go, and whether we're walking the same path they travel, eh?"
"Quinn and his father's coffins could be in the middle of a drow outpost for all we know."
Rash Trinka hps 142/142 AC 33 Tuesday June 30th, 2009 1:54:40 PM
Rash moves up besides Durgan and says, "You do realize that our friend Xenia is a drow right? Dark skin is a big giveaway. I am sure she has a much bigger grudge against her brethren than you do. Evil tends to prey on itself much harder than anyone else on a day to day basis.
Now can't you walk faster? Lengthen your stride...maybe jog. I really don't want to fight those high level clerical vampires yet again."
Firn'gaer - AC24 (FF20, T19); HP73/105; Overland Flight, Shield, See Invisibility, Elven Sight, Expeditious Retreat, Protection from Evil, Spell Resistance 18 Tuesday June 30th, 2009 2:26:46 PM
"Jurgen save your spell. I have a Dim door. I can transport 5 other." Firn'gaer will take 5 across.
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.
Durgan Stonewall (AC 36; HP 230/230) - Sub/Al Tuesday June 30th, 2009 3:24:30 PM
"I've got eyes that see, Woman," Durgan snaps back at Rash in good congenial dwarven fashion. The dwarf turns said eyes up the tunnel to see if he can pick the little creeper from out of the rest of the bits of darkness. "Never know whether she's listening in or not, do ye?" he mutters through his beard.
"And if yer meaning to say I'm a friend of the drow," he shoots back, "she's every bit a friend of yers as she is of mine. I'm not the one she calls her Momma," he snorts and then strides off down the tunnel, his magic boots eating up the ground more quickly that one would expect from a dwarf.
Angus HP 71/71, SR 20, AC 27 16d6=56 ; Tuesday June 30th, 2009 5:51:58 PM
OOC: For future reference, Angus can dimension door as well.
Is it possible to have Peerimus (as leader) post first or early so that we can work off his direction? If not, we are all going to take our own actions and not work together as effectivly.
----------------------------------------
Angus will ready action a delayed blast fireball (sonic) if the grell move agressively against the group.
Damage 56 reflex save DC 27 for half damage (28 damage)
Peerimus raises a finger as if he is about to bring up the point that he should be leading, Find the Path and all that, but he simply brings his hand to rub yorrick and smiles a bit to himself instead. Banter was fine as far as he was concerned. The druid too, marks the area in his mind and he makes a point to walk past Firngaer, "Take a good look, we will be coming back soon enough." He then strides off to put himself to the front, well at least the second person in front 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 30/170 minutes, Stone skin 30/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, Find the Path 20/170 minutes, Protection from Fire 120hp/20-170 minutes, Protection from Cold 120hp/20-170 minutes, Protection from Lightning 120hp/20-170 minutes, Fire Seed 17d6 20-170 minutes, Daylight 30/170 Yorrick GMF 17 hours +4 att/dmg bite, Endure Elements 24 hours
Trace ac 34(+5 barkskin ,) hp 97/104(bears endurance) 30/50 bane arrows d20+19=23 ; d20+14=30 ; Tuesday June 30th, 2009 10:58:25 PM
Trace keeps his eyes open with the dark vision and listens for trouble.
spot 23, listen 30
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 15/160 barkskin +5 15/150 cat's grace 15/15 out heroism 15/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other) non detection dark vision detect snares and pits
Threshold of Death round 236 Tuesday June 30th, 2009 11:07:42 PM
The heroes continue to follow the tunnel. Peerimus' spell leads them ever onwards until...it no longer does. Peerimus can see the spell make an abrupt turn ahead. Signaling the group to the location, he sees the spell go directly into the cave wall of the tunnel. Directly into solid rock. But others' see differently.
Firn'gaer can detect a magic aura, and Rash can see it is an illusion. There is a tunnel here, one formed out of worked stone. Peerimus' spell leads within...
OOC- 5 rounds have elapsed.
OOC- since Dan cant post till late, maybe somebody else should step up as leader? :)
Jurgen [AC: 41 - HP: 160/160 + 33/33] Wednesday July 1st, 2009 6:31:11 AM
Jurgen is unable to see beyond the wall, but trusts in... well, everyone but himself. He really should get equipped with some of those magic eyes. Sure, Firn'gaer and Rash were around now. But what would he do if they stopped off to visit their relatives or craft some mystical item of great power? Then Jurgen would be stuck at the end of a drow tunnel, unable to go back the way he came because it was probably blocked off by grell and who knows what else. And since he hadn't picked up Teleport (because he, being a relatively weaker sorcerer, needed all the power-spell slots he had) he would be forced to rot there at the end of the tunnel until some kind adventurer saved him.
Jurgen blinks for a moment. "Xenia, be careful. Keep talking to Angus as you go through the wall. If you stop, we'll assume that some magic has forced you to stop. And we'll come charging through." The paladin feels pretty proud of the plan. "Kazak and Rash will go through immediately. Peerimus and Yorrick will follow quickly behind. And then everyone else. Except for Durgan and I, who will Dimension Door much further in and see if we can flank... whatever it may be."
The paladin looks sheepishly at the group and shrugs at his overcomplicated plan. "Or we could just walk through the wall..."
Xenia (AC29, HP92/92) Wednesday July 1st, 2009 10:33:15 AM
"Yeah. 'Kay." Xenia's voice holds a tinge of uncertainty as she faces the rock wall. Still, she closes her eyes and, facing the spot through which Durgan had chopped his axe, she flies slowly forward, an act of faith.
Opening her eyes, she looks around.
"Alright, I'll check ahead again, per what Jurgen said, Angus," she whispers through the Message spell again. "But, maybe best to think of where this 'lussion wall came from. Can them vampies make this sorta thing and put it up permanent? Or maybe did they have some sorta help? Maybe help that we're gonna run into here pretty quick."
Rolls and Actions Hide 51 (+20 for invisibility; -5 for full speed) Spot 39 Listen 34
Position: 60ft in front of the group again.
Active Effects: Darkvision 3h, Status 30/180m, Spell immunity 20/160 minutes, Longstrider 30/1h, Peerimus 30/50m, Fly 5, Invisibility 5m
Spell Immunity 160m (glyph of warding, bestow curse, hold person, and unholy blight)
Kazak Ac 36 Hp 197/197 FoM silversheen , Pro-f-evil d20+7=11 ; Wednesday July 1st, 2009 4:26:21 PM
Watching as Durgan swipes his axe thru the illusion .... " neat trick dey have der " ... growls Kazak
Nodding to Jurgen at his tactical plan ... " sounds fine to me .... yeah dat girl is good at what she does ... smart and sneaky for sure .... she'll be fine ..... i trust her instincts ... she's been solid since we found her .. in da star mages tower .... and we'll be right behind her if anything thing happens "
"You take da left side on be on da right " ... adds the dwarf to Rash Trinka
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) expired ? Protection from evil (potion) Displacement (potion)(50% miss chance)( oughta help in not being swallowed)5 rds used-expires
Angus HP 71/71, SR 20, AC 27 Wednesday July 1st, 2009 8:52:36 PM
OOC: We may need to invoke a combat based leader to move us along if Peerimus is going to post late. We are in a slow format and should do what we can to move the game along. Many of us wait to see Peerimus's action, but can only wait so long before posting.
--------------------------------------------
Angus responds to Xenia "The illusion must have come from a vampire friend or one we have not met with arcane abilities. Be carefull. Jurgan and I will follow behind you along with the rest of the group."
Angus will follow Xenia through the illusion at a discreet distance of 60 - 80 feet, as he can not easily spot the rouge.
Mage Armor - 1.5/16 hours Message on everyone 32/160 minutes Resistance to Fire - 32/160 minutes Resistance to Electricity - 32/160 minutes Resistance to acid - 32/160 minutes Resistance to sonic - 32/160 minutes Resistance to cold - 32/160 minutes Polymorph - 7/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Darkvision (from Scroll) -229/300 rounds
Rash Trinka hps 142/142 AC 33 Wednesday July 1st, 2009 9:28:07 PM
ooc Isn't Trace our combat leader? Brian, Rash true seeing spell is gone.
Rash closes her eyes as she steps through the illusionary wall but snaps her eyes back open waiting for the other shoe to drop. She has her sword in hand ready to spring to the attack if something is waiting for 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 32/160 minutes Status lasts 32/180 minutes (cast on Xenia) Freedom of movement 32/160 minutes Silversheen applied to Falchion lasts 30/60 minutes Spell immunity on Xenia 20/160 minutes
greater spell immunity: harm, flame strike, glyph and greater glyph
Trace ac 34(+5 barkskin ,) hp 97/104(bears endurance) 30/50 bane arrows d20+19=20 ; d20+14=21 ; Wednesday July 1st, 2009 9:32:40 PM
Moving along, Trace keeps a watchfull eye on the area around the group.
spot 20, listen 21
spot 23, listen 30
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 15/160 barkskin +5 15/150 cat's grace 15/15 out heroism 15/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other) non detection dark vision detect snares and pits
Threshold of Death round 237 Wednesday July 1st, 2009 10:30:23 PM
OOC- Rash-oops! well, you got a freebie then. But I would guess it was obvious anyway with Peerimus' spell and Firn'gaer's arcane sight.
Xenia scouts ahead. The smooth stone tunnel walls lead to a sharp ledt turn and has a slight downward grade to them. The place smells of rotting meat and vegetation. Death and Decay. Xenia sees an end to the tunnel, some short distance ahead, and movement therein. She can make out a number of coffins. A large number. It looks as though Quinn's followers may be here...all of them. Two coffins stand out from the rest, better decorated and bearing the DeMarco family name.
A number of creatures move about the room, and some Xenia can see are getting out of coffins. The DeMarco coffins appear quiet, and indicate no movement.
~~~~~~~~~~~~~~~~~ I will assume Xenia does not move too close, in case they have see invisibilty on. You may of course change that if you wish.
Map tomorrow. This gives one full day for plans/preparations(1 round worth). You guys should email if needed.
Xenia (AC31, HP92/92) d20+26=40 ; Thursday July 2nd, 2009 10:27:03 AM
"Um ... Angus, I think we found it. It's deader central here. We got some coming out of coffins. Some just wandering."
"No sign of Quinn and his Da, though. I think their coffins are probs the two fancy ones there, though. Tell the guys to get ready and come on in. This is what we've been looking for."
The rogue removes a scroll from her bag and reads it as quietly as possible to give her some protection against evil stuff.
Rolls and Actions UMD 40 vs DC21 PfE Scroll
Hide 51 (+20 for invisibility; -5 for full speed) Spot 39 Listen 34
Angus HP 71/71, SR 20, AC 27 Thursday July 2nd, 2009 11:06:47 AM
OOC: I forgot about Trace as the combat leader. Trace, what are your orders for the group. Can you post early during combat to set up actions more effectively?
Mage Armor - 1.5/16 hours Message on everyone 32/160 minutes Resistance to Fire - 32/160 minutes Resistance to Electricity - 32/160 minutes Resistance to acid - 32/160 minutes Resistance to sonic - 32/160 minutes Resistance to cold - 32/160 minutes Polymorph - 8/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Darkvision (from Scroll) -230/300 rounds Protection from Evil - 1/160 rounds
Rash Trinka hps 142/142 AC 33 Thursday July 2nd, 2009 11:22:15 AM
Rash will power up casting a righteous might on herself. She will then move into the room saying, "I will try to turn as many as I can for my first action."
ooc Let slaughter these vamps before the weekend! I am going on vacation next week and won't be able to post. Jim is going to play my character but don't want him to have all the fun while I am away!
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 32/160 minutes Status lasts 32/180 minutes (cast on Xenia) Freedom of movement 32/160 minutes Silversheen applied to Falchion lasts 30/60 minutes Spell immunity on Xenia 20/160 minutes Righteous might 1/16 rounds
greater spell immunity: harm, flame strike, glyph and greater glyph
Jurgen [AC: 41 - HP: 160/160 + 33/33] Thursday July 2nd, 2009 1:50:27 PM
Jurgen adds a Shield to his defenses.
"I'm going to need another moment to prepare, but once in there I'll focus on throwing as much fire at the coffins as I can."
Durgan Stonewall (AC 36; HP 230/230) - Sub/Al Thursday July 2nd, 2009 5:56:15 PM
"We'll try and give ye all the time that ye need, Jurgen. Ye need one of these, Brother?" Durgan asks Kazak as he pulls out a potion and slugs it back in a single gulp. The dwarf begins to grow, filling the tunnel.
Rolls and Actions Drink potion of Enlarge Person.
Position: No Move
Active Effects: Message 35/160m, Barkskin 10/30m, Enlarge Person Ends r37
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 Thursday July 2nd, 2009 6:44:31 PM
Peerimsu holds Rash back, "Turning them is not what we need." The Druid looks to Firngaer, "You still have a Sunburst I believe you said. Move in and let loose, we'll be right behind you and clean up what's left."
Peerimus casts heightened Sunbeam from his Staff. Looking to Yorrick. "Guard our backs my friend. Nothing else comes in." Set Yorrick to guard just outside of the illusion
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 30/170 minutes, Stone skin 30/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, Find the Path 20/170 minutes, Protection from Fire 120hp/20-170 minutes, Protection from Cold 120hp/20-170 minutes, Protection from Lightning 120hp/20-170 minutes, Fire Seed 17d6 20-170 minutes, Daylight 30/170, Heightened Sun beam 0/17 4 Beams Yorrick GMF 17 hours +4 att/dmg bite, Endure Elements 24 hours
Kazak Ac 36 Hp 197/197 FoM , silversheen , Good Hope Thursday July 2nd, 2009 7:38:21 PM
"Nah bro i got me own ...." as Kazak fishes out a vial and quickly quaffs his potion (Good Hope) ..... then moves forward .... thru the illusion .
" No problem Jurgen .... i'll keep dem busy ... while ya ready to flame dem out " ..... growls the dwarf
Keeping abreast of anyone who is forward .... Kazak ready's his weaon and shield what the undead attack
" be alert .... no doubt dey have some hidden tricks and traps .." Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) expired Haste (from Angus) expired ? Protection from evil (potion) expired Displacement (potion)(50% miss chance)( oughta help in not being swallowed)5 rds used-expires Good Hope (+2 on saves , attack rolls,ability checks, skill checks,weapon damage)
Threshold of Death round 237 10d6=27 ; 10d6=31 ; 10d6=36 ; 10d6=33 ; Friday July 3rd, 2009 5:58:02 PM
As the group adds some spells to their defenses and debates tactics, the vampires are not idle. You can hear a lot of activity within, when one of them steps around the corner! He fires the first salvo in what is sure to be a brief but violent encounter.
A fireball streaks towards the group. reflex save DC 13 half damage. damage is: 27 or 13 half.
Then another vampire steps out and fires another. Then another, then another. Four fireballs total.
Peerimus' spell ends at the entrance to the room. You are here.
OOC- Please select a position on the map. map to be mailed shortly.
Angus HP 71/71, SR 20, AC 22 d20+12=20 ; d20+12=24 ; d20+12=29 ; Friday July 3rd, 2009 9:33:21 PM
Angus is thankful for his pixie forms quickness, but even more for his fire resistance as the sorcerer takes no damage.
"They are using wands or are less skilled wizards." Angus announces. "Should not be much of a work out."
Angus holds off from killing the vampires as he waits for Trace to direct the group. Angus will speed up the group by casting haste on everyone. "I do not think we will get to use the haste effectivly, but what the heck."
Mage Armor - 1.5/16 hours Message on everyone 32/160 minutes Resistance to Fire - 32/160 minutes Resistance to Electricity - 32/160 minutes Resistance to acid - 32/160 minutes Resistance to sonic - 32/160 minutes Resistance to cold - 32/160 minutes Polymorph - 9/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Darkvision (from Scroll) -231/300 rounds Protection from Evil - 2/160 rounds Haste on everyone 1/16 rounds
Rod Of Maximize 1/3
Durgan Stonewall (AC 33/ 34 vs U6; HP 168/230) - Sub/Al d20+12=16 ; d20+12=23 ; d20+12=19 ; d20+12=24 ; d20+29=30 ; Friday July 3rd, 2009 10:00:08 PM
The dwarf may be big, but his reflexes are quick for his size. Durgan manages to avoid the worst of all the fireballs. Still, that's a lot of fire, and as he comes charging down the hall, the smoke rolls off of him, a blazing juggernaut, standing ten feet tall.
The silver axe comes in a blazing arc, powered by the momentum of Durgan's charge. It strikes sparks off of the floor as it misses its mark, leaving the vampires unscathed.
Rolls and Actions Reflex 15, 22, 18, 23 (All Pass 62hp dmg) Charge Hit AC30 Nat1
Position: UV/8&9 (Double Move Charge)
Active Effects: Message 35/160m, Barkskin 10/30m, Enlarge Person Ends r37, Haste Ends r253
Firn'gaer - AC24 (FF20, T19); HP39/105; Overland Flight, Shield, See Invisibility, Elven Sight, Expeditious Retreat, Protection from Evil, Spell Resistance 18 d20+10=14 ; d20+10=15 ; d20+10=28 ; d20+10=22 ; d20+12=17 ; d20+12=26 ; d20+17=29 ; d20+17=22 ; d20+17=33 ; d3=2 ; d20+17=19 ; 10d6=34 ; Friday July 3rd, 2009 10:52:46 PM
The fireballs fly in and Firn'gaer's magic resistance manages to stop 2 of the 4 spells. (I rolled at 10th level based on the damage. Let me know if they are 13th or 14th level casters.) The other spells he manages to avoid but not completely. (He takes 34 points of damage.)
Firn'gaer returns the favor and sends his own fireball down the hallway detonating into the vampires. He uses his master of shaping ability to make holes in the effect where any allies are standing.
Empowered Fireball: (SRs DC29, 22, 33, 19) Damage 52 (Reflex save DC 22)
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.
Trace ac 34(+5 barkskin ,) hp 97/104(bears endurance) 30/50 bane arrows d20+16=28 ; d20+16=17 ; d20+16=19 ; d20+16=25 ; d20+32=50 ; d20+32=45 ; d20+27=34 ; d20+22=40 ; d8+9=11 ; d8+9=15 ; d8+9=16 ; d8+9=10 ; 2d6=6 ; 2d6=6 ; 2d6=10 ; 2d6=6 ; d6=4 ; d6=6 ; d6=4 ; d6=4 ; Friday July 3rd, 2009 11:06:09 PM
Trace twist and turns back and forth arching his back and ducking the fire thrown at him. Trace calls out for the brothers to move to the main coffins after the inital fire from our side is sent to smash the coffins. "After we drop all the vamps and smash the beds I have plenty of garlic to hold them why we make stakes. Everyone else guard the back and flanks of the brothers, heal and attack untill the main threat is dealt with." dc 28, 17, 19, 25 reflex saves with evasion, no damage taken.
Trace returns fire at the nearest vampire and sends four lighting arrows its way.
hit ac 50 11hps 6holy 4elec total 21hps hit ac 45 15hps 6holy 6elec total 27hps hit ac 34 16hps10holy 4elec total 30hps hit ac 40 10hps 6holy 4elec total 20hps
98 total hps
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 15/160 barkskin +5 15/150 cat's grace 15/15 out heroism 15/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other) non detection dark vision detect snares and pits
Rash Trinka hps 80/142 AC 33 d20+12=30 ; d20+12=22 ; d20+12=25 ; d20+12=27 ; Friday July 3rd, 2009 11:13:28 PM
Rash feels the fire explode around her easily making her saves but the damage does mount up a bit. She darts down the tunnel to U14 and casts some power up spells to get ready for the combat. She feels like doing some vampire chopping.
She casts divine power, and quicken divine favor
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 32/160 minutes Status lasts 32/180 minutes (cast on Xenia) Freedom of movement 32/160 minutes Silversheen applied to Falchion lasts 30/60 minutes Spell immunity on Xenia 20/160 minutes Righteous might 2/16 rounds Divine power 1/16 Divine favor 1/10 haste 1/16
greater spell immunity: harm, flame strike, glyph and greater glyph
Angus HP 71/71, SR 20, AC 22 d20+10=29 ; d20+10=24 ; d20+10=17 ; d20+10=17 ; Saturday July 4th, 2009 8:15:46 AM
Spell Resistance rolls for the fireballs just in case they are needed (rolled as per 10th level): 2 spells resisted.
Angus cheers on the charging CoC "Go get/em!" and he follows behind.
OOC: Are we getting a Sunday post to make up for the missed Thursday post?
Peerimus AC 30 HP 137/137 and Yorrick AC 33 HP 90/166 d20+10=14 ; d20+10=17 ; d20+10=27 ; d20+10=18 ; d20+12=13 ; d20+12=30 ; d20+12=29 ; d20+12=24 ; Saturday July 4th, 2009 9:53:21 AM
Peerimus scowls as the vampires come around and launch the first volley Fireballs bloom like spring roses about the druid [Reflex 14/17/27/18] The fire washes off of Mothers protection leaving the druid untouced. Yorrick is not as fortunate [Reflex 12/30/29/24]
With no reason to believe several more volleys won't be coming towards them and with most of the group now in the tunnel, Peerimus puts Yorrick just around the corner at the far end. [R-S/26-27]
Peerimus produces a potion from his Haverssak and drinks the Protection from Evil spell contained within and moves down the hall [U/18]
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 30/170 minutes, Stone skin 30/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, Find the Path 20/170 minutes, Protection from Fire 52/120hp/20-170 minutes, Protection from Cold 120hp/20-170 minutes, Protection from Lightning 120hp/20-170 minutes, Fire Seed 17d6 20-170 minutes, Daylight 30/170, Heightened Sun beam 0/17 4 Beams, Protection from Evil 10/10 Rounds Yorrick GMF 17 hours +4 att/dmg bite, Endure Elements 24 hours
Haste from Angus
Threshold of Death round 237 Saturday July 4th, 2009 10:28:04 AM
OOC- they were cl10 fireballs.
And I expect to post sunday evening.
Happy 4th all!
Jurgen [AC: 41 - HP: 131/160 + 0/33] d20+17=20 ; d20+17=22 ; d20+17=33 ; d20+17=36 ; Saturday July 4th, 2009 1:34:23 PM
Jurgen manages to avoid most of the blasts, still taking some damage though. Fortunately, his Vampiric Touch is still active and protects the Paladin further.
He takes a second to drink a Shield of Faith potion, bringing his protections up to full again. "I'm going to Dimension Door directly to the DeMarco coffins. Anyone who is coming with me, move down this tunnel. I'm going to bring in as much fire as I can and then Dimension Door back out." Jurgen then moves from the opening to P27.
Active Magic Silversheen [229/600] Level 18 Shield of Faith [1/1800] Level 16 Message [380/1600] Haste [1/16] Level 14 Shield [2/1400] Alter Self [836/2800] Greater Magic Weapon [All Day]
Battlefield Magic Wall of Thorns [231/1400] Summon Monster V [10/14]
Xenia (AC31, AC35 vs AoO from Mobility, HP92/92) Saturday July 4th, 2009 1:49:44 PM
Xenia whispers to her ring as the red fire explodes over the rest of the Chaos Guys behind her. The Wold begins to flash in that peculiar way it does when superimposed upon the Land of Shadow.
"I'm going in, Angus. Tell you what I see around the corner."
The dark rogue takes a gamble. With no attempt to tumble past the vampies, she relies upon the shadows and her invisibility to get her through and charges up the corridor and around the corner. It will be a good test as to whether they have some means to detect her or not.
Darkvision seems to indicate a larger room up ahead, and she reports this fact before shooting down the bend to the very entrance of the large room. "I'm here," she says, then begins to report everything that she sees.
Rolls and Actions Activate Ring of Blinking.
Hide 51 (+20 for invisibility; -5 for full speed) Spot 39 (To sense the presence of invisible creatures) Listen 34
Kazak Ac 36 Hp 138/197 FoM , silversheen , Good Hope d20+14=33 ; d20+14=30 ; d20+14=23 ; d20+14=31 ; d20+28=29 ; d20+13=18 ; 2d6=8 ; Sunday July 5th, 2009 8:07:08 PM
Cringing slightly as the swarm of fireballs envelop him ...... dodging the worst of the flames ... the dwarven warrior moves past Rash Trinka and moves to the right of his brother ..... keeping pace with the now bigger brother :-)
1st reflex save d20+14=33 made 2nd reflex save d20+14=30 made 3rd reflex save d20+14=23 made 4th reflex save d20+14=31 made total damage 59 pts
His steel bastard sword .... covered in silver sheen strikes out at the nearest vampire on the right side ...but it mirrors Durgans might slash ... sparking off the wall ....
1st swing d20+28=29 hit ?? damage 1d10+13=18 damage (2d6=8 bane undead) total = 26
" by my beard what da dangnabit is wrong wit us bro .... all we doing is making nice pretty sparks .... maybe is dat vamp magic dats affecting us " growls Kazak with sarcasm dripping from his tone .... as he sets to unleash his full fury in his next assault on the vamps
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) expired Haste (from Angus) expired ? Protection from evil (potion) expired Displacement (potion)(50% miss chance)( oughta help in not being swallowed)5 rds used-expires Good Hope (+2 on saves , attack rolls,ability checks, skill checks,weapon damage)
Threshold of Death round 238 d20+6=25 ; d20+6=16 ; d20+6=11 ; d20+6=15 ; Sunday July 5th, 2009 11:40:01 PM
Angus buffs the group with a haste spell
An enlarged (and slightly burnt) Durgan charges down the hall, but he misjudges the new size of his axe and it nicks the floor as he swings and misses the vampire in front of him.
Firn'gaer returns fire with fire and sends a fireball back down the hall at the vampires. His mastery of magic allows the dwarves to avoid this one completely.
Trace sends four arrows at one of the vampires, finishing the foul creature.
Rash moves up to support the dwarves and casts some spells, ready for action.
Peerimus positions Yorrick at a safe spot, ready to follow later. Then he drinks a potion as he moves up to support.
Jurgen drinks a potion and then moves. (OOC- remember the limitations of Dimension door, you don't technically know where the 'room' is to use the spell.)
Xenia flies over the heads of the vampires to the edge of the room. They don't seem to notice. (what she sees is described below.)
Kazak charges up and makes his brother feel better.
In the room, Xenia can see several alcoves in the walls. They have several tiers, and contain many coffins. Some of the coffins are open, but not all. The ceiling in the room is 40 feet and arches into a dome at the ceiling, like a smaller version of the temple far above. The ceiling in the hall is about 10 feet high.
There is an altar and it is radiating an evil aura rather strongly into the room. The DeMarco coffins are obvious and well marked. They are closed and there seems to be a small amount of energy swirling about them.
But most important of all, there are a number of people here. Quinn's followers. But they are not people anymore. They are vampires, and they are making ready to defend the room. Some are prepared to rush the doorway with swords drawn, while others are casting spells. Several others. They complete their spells and wait...
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions.(unless stated otherwise) 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- map to be mailed shortly
Angus HP 71/71, SR 20, AC 22 15d6=62 ; Sunday July 5th, 2009 11:53:35 PM
OOC: Does vampire down mean that is it now a gaseous form? How are the remaining vampires attired and does it appear that they are uses staffs or wands or their own spells?
Mage Armor - 1.5/16 hours Message on everyone 32/160 minutes Resistance to Fire - 32/160 minutes Resistance to Electricity - 32/160 minutes Resistance to acid - 32/160 minutes Resistance to sonic - 32/160 minutes Resistance to cold - 32/160 minutes Polymorph - 10160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Darkvision (from Scroll) -232/300 rounds Protection from Evil - 3/160 rounds Haste on everyone 2/16 rounds
Rod Of Maximize 1/3
Rash Trinka hps 105/142 AC 33 3d8+16=25 ; Monday July 6th, 2009 12:00:39 AM
Rash feels all powered up and protected and no where to go "Where are the Vampires? I can not see past Durgan back end. Move that anchor forward so we all get a chance."
Rash will not waste the opportunity as she cures herself and her friends. Sacrifice power word blind for a mass cure targeting the 3/4 vampires herself, Durgan, Trace, Kazak.
Cure 25 to friends and foes alike
Rash leans on Durgan to get him to move forward. "You are just too big to climb."
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 32/160 minutes Status lasts 32/180 minutes (cast on Xenia) Freedom of movement 32/160 minutes Silversheen applied to Falchion lasts 30/60 minutes Spell immunity on Xenia 20/160 minutes Righteous might 2/16 rounds Divine power 1/16 Divine favor 1/10 haste 1/16
greater spell immunity: harm, flame strike, glyph and greater glyph
Threshold of Death round 238 Monday July 6th, 2009 8:11:22 AM
OOC- the ones in the hall have no particular wands etc that would mark them as spellcasters. They are however unarmed.(except for energy draining slams that is)
vampire down....I'll get back later on that.
Xenia (AC31, HP92/92) d20+26=43 ; Monday July 6th, 2009 9:30:25 AM
"I think the Vampies are ready for you coming in, Angus. I'm gonna set up a little cover for you guys to come in through. If you see a mist, that's just me. Tell the guys that there's a line of vampies just outside the edge of the mist.
The rogue puts her words to practice, she moves just a bit before reading a scroll from her haversack. A mist rises from the stones around her, obscuring everything in sight. Now that she herself can no longer see out, she trusts to her hearing to give her information as to what the defending vampires might be up to.
++++++++++++++++++++++++++++++++++++++++++++
Rolls and Actions UMD 43 vs DC21 for scroll of Obscuring Mist Cast Obscuring Mist from Scroll at Intersection P&Q/4&5
Note: Invisibility still in effect, as the area of the mist does not intersect with any opponents.
Hide 51 (+20 for invisibility; -5 for full speed) Listen 34
Angus HP 71/71, SR 20, AC 22 Monday July 6th, 2009 2:17:35 PM
Angus picks up Xenia's plan of action and relays it to his fellow "Xenia is in the mist and she called it forth. Vampires are waiting to see some dwarven justice just inside the room."
Kazak Ac 36 Hp 163/197 FoM , silversheen , Good Hope d20+28=34 ; d20+23=24 ; d20+18=37 ; d20+13=24 ; d10+13=15 ; d10+13=20 ; d10+13=14 ; d10+13=17 ; 2d6=9 ; 2d6=7 ; 2d6=4 ; 2d6=5 ; Monday July 6th, 2009 4:09:15 PM
Seeing a trio of vamps at the bend in the tunnel ..... Kazak steps forward (5'ft move )(location V6) .... the trained soldier in him launches his attack on the middle vampire (v3) .... trusting his brother to take down the vampire in fromt of him ..... the tactic leaves an opening versus vampire in the corner (v4) for aerial assault ......
His silver sheened steel sword .... marks more then sparks this time .... weaving rents in the vampire (v3).... " daddy Quentin ain't gonna save ya now " growls Kazak
" now dats a little better ..... c'mone on Durgan lets finish dem here vamps and git to daddy vamp " ..... as the dwarf feels his confidence come back after the ugly attack on the wall .....
With a shout down the hallway " We're coming to free ya Quinn ..... don't we worry .... we'll be der soon to free ya from ya poppa's vile grip "
Knowing their scout is ahead .... compiling info on the vamps position and possible tactics .... Kazak keeps to the right of his brother as they turn the corner ..... safely behind the mist .... ready for the charge to save Quinn
"Gonna be a bunch of dem down der waiting for us bro .... lets stay instep .... hit dem wit a wall of dwarven steel " growls Kkazak
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) expired Haste (from Angus) expired Protection from evil (potion) expired Displacement (potion)(50% miss chance)( oughta help in not being swallowed)5 rds used-expires Good Hope (+2 on saves , attack rolls,ability checks, skill checks,weapon damage)
"I'm with ye brother." Durgan takes one giant step forward, from which place he can reach all of the remaining vampires. Then he begins laying about himself with the silver bane axe.
Rolls and Actions Hit AC38, AC42, AC35, AC38 at any Vamp still standing Damage (19+8=27)+(20+8=28)+(19+7=26)+(24+8=32)
Position: U&V/7&8 (5ft Move)
Active Effects: Message 35/160m, Barkskin 10/30m, Enlarge Person Ends r37, Haste Ends r253
Jurgen [AC: 41 - HP: 131/160 + 0/33] Monday July 6th, 2009 7:03:42 PM
Jurgen realizes the Children aren't pushin into the room yet and is stumped on what to do. If he appeared in the room and every vampire turned to him... It would be a problem, even if Jurgen had the time to unload fire all over the room.
Instead of Dimension Dooring, he casts Resist Energy Fire and whispers to Angus. "Ask Xenia how big the room is. I need dimensions before I teleport in unless I want to be one with the wall."
Active Magic Silversheen [230/600] Level 18 Shield of Faith [2/1800] Level 16 Message [381/1600] Haste [2/16] Level 14 Shield [2/1400] Resist Energy [1/1400] Alter Self [837/2800] Greater Magic Weapon [All Day]
Battlefield Magic Wall of Thorns [232/1400] Summon Monster V [11/14]
Firn'gaer - AC24 (FF20, T19); HP39/105; Overland Flight, Shield, See Invisibility, Elven Sight, Expeditious Retreat, Protection from Evil, Spell Resistance 18 Monday July 6th, 2009 8:12:52 PM
Firn'gaer moves to V10 (at the ceiling). "As soon as I can get around the corner, I'll clear some space. Watch for the sunburst."
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 35 HP 137/137 and Yorrick AC 33 HP 90/166 Monday July 6th, 2009 10:16:16 PM
Peerimus casts Barkskin on himself and then moves up, nodding to himself on Firngaer's words. It sounded as if some of the vampires were preparing themselves but if they were Quinn's followers they should not be a match for the overwhelming firepower he and Firngaer were about to bring on them. Peerimus moves to T/5
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 30/170 minutes, Stone skin 30/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, Find the Path 20/170 minutes, Protection from Fire 52/120hp/20-170 minutes, Protection from Cold 120hp/20-170 minutes, Protection from Lightning 120hp/20-170 minutes, Fire Seed 17d6 20-170 minutes, Daylight 30/170, Heightened Sun beam 16/17 4 Beams, Protection from Evil 9/10 Rounds Barkskin 170 minutes Yorrick GMF 17 hours +4 att/dmg bite, Endure Elements 24 hours
Haste from Angus
Threshold of Death round 239 Monday July 6th, 2009 10:57:16 PM
Angus and the dwarves make short work of what remains of the vampires in the hall. Four gaseous forms creep back into the room towards waiting coffins.
Several Children of Chaos cast spells or move into better position, and Jurgen calls out for a description of the room to aid his dimension door spell.
Xenia provides some cover with an obscuring mist(not exact dimensions) and it covers the entire entry way.
The vampires do not seem to respond. They are waiting...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In the room, Xenia can see several alcoves in the walls. They have several tiers, and contain many coffins. Some of the coffins are open, but not all. The ceiling in the room is 40 feet and arches into a dome at the ceiling, like a smaller version of the temple far above. The ceiling in the hall is about 10 feet high.
There is an altar and it is radiating an evil aura rather strongly into the room. The DeMarco coffins are obvious and well marked. They are closed and there seems to be a small amount of energy swirling about them.
But most important of all, there are a number of people here. Quinn's followers. But they are not people anymore. They are vampires, and they are making ready to defend the room. Some are prepared to rush the doorway with swords drawn, while others are casting spells. Several others. They complete their spells and wait...
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions.(unless stated otherwise) 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- map to be mailed shortly
Angus HP 71/71, SR 20, AC 27 Tuesday July 7th, 2009 9:21:30 AM
Angus will watch the mist, but will not enter until Durgan and Kazak move forward.
Angus is still hovering over Durgan's head and a bit behind him.
Angus will cast shield on himself and relay any messages from Xenia to the group.
Mage Armor - 1.5/16 hours Message on everyone 32/160 minutes Resistance to Fire - 32/160 minutes Resistance to Electricity - 32/160 minutes Resistance to acid - 32/160 minutes Resistance to sonic - 32/160 minutes Resistance to cold - 32/160 minutes Polymorph - 11/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Darkvision (from Scroll) -233/300 rounds Protection from Evil - 4/160 rounds Haste on everyone 3/16 rounds Shield 1/16 rounds
Rod Of Maximize 1/3
Rash Trinka hps 105/142 AC 33 Tuesday July 7th, 2009 9:27:19 AM
Rash is getting edgy as she leans a shoulder into Durgan's enlarged backside "Spell protection and buffings are being wasted. Let's go get the vampires."
Rash will cast distrupting weapon on her sword and follow Durgan into the mist and then the room, if he moves.
Rash check the status of Xenia and sees that she is alright. "Durgan, Xenia is in the mists. Please do not step on her."
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 32/160 minutes Status lasts 32/180 minutes (cast on Xenia) Freedom of movement 32/160 minutes Silversheen applied to Falchion lasts 30/60 minutes Spell immunity on Xenia 20/160 minutes Righteous might 5/16 rounds Divine power 4/16 Divine favor 4/10 haste 4/16 Distrupting weapon 1/16
greater spell immunity: harm, flame strike, glyph and greater glyph
Xenia (AC31, HP92/92) Tuesday July 7th, 2009 11:14:47 AM
"Dimensions of the room. Check," the rogue whispers back and then flies up and out of the mist. Relying on her invisibility alone, Xenia tracks long the wall until she's nearly above one of the weapon wielding vampires clustered around her obscuring mist.
"Looks like 65 feet north to south," she reports. "East to west it's 55 feet." Hanging by the wall, she takes a scroll from her haversack, in preparation for the casting of a spell.
Durgan Stonewall (AC 33; HP 193/230) - Sub/Al d20+29=49 ; d100=29 ; d10+14=22 ; 2d6=7 ; Tuesday July 7th, 2009 11:25:30 AM
"Ready, Brother? Shock troops coming through." Durgan rounds the corner and strides up the short hall, emerging into the larger room. Still wreathed in mist, the dwarf takes aim at one of the indistinct figures standing just outside. A flash of silver strikes from within the mist with critical unerring accuracy spraying vampire blood and bone against the dark stones of the floor.
Rolls and Actions Hit Vf2 AC49 - 20% Miss Chance 29 / Pass Damage (22+7=29hp)
Position: O&P/7&8 (50ft Move)
Active Effects: Message 35/160m, Barkskin 10/30m, Enlarge Person Ends r37, Haste Ends r253
Jurgen [AC: 41 - HP: 131/160 + 0/33] Tuesday July 7th, 2009 12:34:03 PM
[OOC: Now all I need is an illegal Angus post to round this off :D]
Durgan Stonewall (AC 33; HP 193/230) - Sub/Al Tuesday July 7th, 2009 12:48:39 PM
Angus already said:
> Angus will cast shield on himself and relay any messages from Xenia to the group.
Rash Trinka hps 105/142 AC 33 Tuesday July 7th, 2009 12:59:36 PM
Rash will follow Durgan into the room and stay behind the oversize dwarf as she sizes up the room and her opponents.
Firn'gaer - AC20 (FF16, T15); HP39/105; Overland Flight, Elven Sight, See Invisibility, Spell Resistance 18 15d6=57 ; d20+17=33 ; d20+17=33 ; d20+17=32 ; d20+17=33 ; d20+17=22 ; d20+17=32 ; d20+17=26 ; d20+17=25 ; d3=2 ; d20+17=20 ; d20+17=36 ; d20+17=34 ; d20+17=36 ; d20+17=19 ; d20+17=33 ; d20+17=26 ; d20+17=27 ; d20+17=22 ; Tuesday July 7th, 2009 1:19:47 PM
Firn'gaer moves to Q6. As he moves, "Xenia, let me know where you are at so I can exclude you from the sunburst."
Once Firn'gaer gets to his position, he will cast Sunburst. He will exclude his allies in the spell's effect. He will exclude Xenia is she gives him a sign. He doesn't have a prayer of spotting her otherwise. Based on the description passed back from Xenia and relayed by Angus, Firn'gaer will center the spell 30-ft in front of him (roughly at J6/K7).
Sunburst: Damage 57 points (Vamps I think take double - 114 points) Reflex DC27 for half/destroyed. SR checks: 33, 33, 32, 33, 22, 32, 26, 25, 20, 36, 34, 36, 19, 33, 26, 27, 22
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.
Durgan Stonewall (AC 33; HP 193/230) - Sub/Al d20+25=40 ; Tuesday July 7th, 2009 2:18:11 PM
Xenia's Reflex 40 vs Firn'gaer's Sunburst. No damage w/Evasion.
This, if there is no time for the information to be relayed from Firn'gaer to Angus to Xenia to Angus and then back to Firn'gaer.
Kazak Ac 36 Hp 163/197 FoM , silversheen , Good Hope d20+12=28 ; d20+28=37 ; d100=79 ; d10+13=16 ; 2d6=5 ; Tuesday July 7th, 2009 3:26:29 PM
" Youze got it bro .... shock'em and drop'em " .... growls Kazak
Charging down the hall after the supersized Durgan ... keeping to the right side of his brother ....... Kazak pounds his boots hard as he goes ..... shouting " For Quinn ..... save Quinn " .... with boots and voice echoing down the hallway
d20+12=28 intimidate check ( lets see what happens ... will they break formation ....?? ... or just disrupt their defenses ??)
Once the hallway opens up ... the dwarven warrior lashes out with the silver sheened sword ..... keeping tight formation with his brother .....
1st strike d20+28=37 damage d10+13=16 (2d6=5 bane) total = 21 miss chance d100=79%
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) expired Haste (from Angus) expired Protection from evil (potion) expired Displacement (potion)(50% miss chance)( oughta help in not being swallowed)5 rds used-expires Good Hope (+2 on saves , attack rolls,ability checks, skill checks,weapon damage)
(thanks for the map Al .!!!!!)
Jurgen [AC: 41 - HP: 131/160] Tuesday July 7th, 2009 6:49:26 PM
Jurgen spends a second cleaning out his ears, realizing that Angus had already passed on the dimensions. The paladin mutters to himself as he attempts to figure out the distance he needs to teleport. "Need to be about 100 feet north, providing that hallway is as long as it looked... And I'm already about 20 feet down the hallway. Which means there's only 35 feet to work with to the west." Jurgen, not knowing of the tiny hallway that Xenia is currently in, thinks he is about to Dimension Door as close to the South-West corner of the room as he can.
The paladin waits until he gets word that Firn'gaer's Sunburst has gone off and then casts Dimension Door and reappears at L17.
Active Magic Silversheen [231/600] Level 18 Shield of Faith [3/1800] Level 16 Message [382/1600] Haste [3/16] Level 14 Shield [3/1400] Resist Energy [2/1400] Alter Self [838/2800] Greater Magic Weapon [All Day]
Battlefield Magic Wall of Thorns [233/1400] Summon Monster V [12/14]
Threshold of Death round 240 10d6=31 ; 10d6=25 ; 10d6=32 ; Tuesday July 7th, 2009 10:45:22 PM
The heroes move in. When Durgan takes his swipe at the vampire, they use that as their cue to strike. Several fireballs strike the doorway area, engulfing Xenia, Durgan, Rash and Angus. The mist is burned away as the fire burns the area. reflex saves DC13 dmg:31, 25, 32(or half if saved). The vampire fighters appear to be unharmed or only slightly harmed by the blasts.
Two of the other vampires cast spells easily identified as haste by the group, buffing their fighters, and possibly more. The last vampire mage casts a spell also.( spellcraft DC 20 to identify) Another Nightwalker appears to step out from the altar! It heads towards the doorway and the imposing dwarves...
The three vampire clerics cast spells on themselves. Then they move up.
Then Firn'gaer enters the room. And drops a sunburst. The vampires worst nightmare is turned into reality inside their own tomb as rays of bright light, as bright as the sun fill the room. (Shaping- all party avoids)
The vampires wither and are blasted to dust by the spell. When the spell ends, and everyone is able to see again, you open your eyes to find no trace of the vampires. The sunburst destroyed them all. All that remains is a fouled altar and a number of coffins...
OOC- the nightwalker is gone also, poor illusion :(
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions.(unless stated otherwise) 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- map to be mailed shortly
Peerimus AC 35 HP 137/137 and Yorrick AC 33 HP 90/166 Tuesday July 7th, 2009 11:37:01 PM
Peerimus's eyes adjust again and he moves 5' closer to the room. Something has him still on edge, though he cannot put his finger on it. "Remain careful friends, Xenia if you would examine our two main targets for unfortunate side effects."
Peerimus than begins casting [SNA VII] Are the coffins stone or wood?
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 30/170 minutes, Stone skin 30/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, Find the Path 20/170 minutes, Protection from Fire 52/120hp/20-170 minutes, Protection from Cold 120hp/20-170 minutes, Protection from Lightning 120hp/20-170 minutes, Fire Seed 17d6 20-170 minutes, Daylight 30/170, Heightened Sun beam 16/17 4 Beams, Protection from Evil 9/10 Rounds Barkskin 170 minutes Yorrick GMF 17 hours +4 att/dmg bite, Endure Elements 24 hours
Haste from Angus
Xenia (AC31, HP92/92) Wednesday July 8th, 2009 9:31:29 AM
"Unfortunate side effects," Xenia's voice comes from high up on the eastern wall. "Check," she says, confirming Peerimus' request.
Still invisible, and silent as a ghost, the rogue sweeps down off the wall, coming to hover just over the space between the two coffins. Her highly trained senses seek out the hidden and the harmful.
++++++++++++++++++++++++++++++++++++++++++++
Rolls and Actions Move / Search 32 - for traps, locks, secret panels.
If we're going round by round, search southern most coffin first. Area GH/16&17. Should take 2 full rounds to examine the 10x10 spaces around the two coffins.
Position: H15 (10ft up - 35ft move w/15ft descent)
Durgan Stonewall (AC 33; HP 176/230) - Sub/Al d20+12=28 d20+12=15 d20+12=26 Wednesday July 8th, 2009 9:44:31 AM
Ten feet tall, Durgan stands poised before the empty room ready to cleave the vampires now all completely destroyed. "That's quite the spell ye have there, Firn'gaer." He goes down on one knee, and with a large gnarled hand, sifts through the remains of the vampire that he had just struck not moments ago. "Quite the spell," he mutters to himself.
"Well, that's that, is it? There's a nice keg of ale waiting back at the compound. Should provide for a nice wake after we give Quinn a proper burial."
Rolls and Actions Reflex 28,15,26 /All Pass
Position: O&P/7&8 (No Move)
Active Effects: Message 35/160m, Barkskin 10/30m, Enlarge Person Ends r37, Haste Ends r253
Rash Trinka hps 89/142 AC 33 d20+12=29 d20+12=26 d20+12=26 2d8(6+5)+16=27 Wednesday July 8th, 2009 10:02:53 AM
Rash avoids the worst of the fireballs, but get a bit toasty none the less.
Rash will sacrifice wind walk to mass cure herself and anyone that needs it as well.
27 Cured
"I may have to take resistance to fire for our next battle." Rash sighs.
Rash quickly moves up to Xenia. "Please let me assist you as I have immunities to several nasty clerical spells that may be protecting the two master vampires."
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 32/160 minutes Status lasts 32/180 minutes (cast on Xenia) Freedom of movement 32/160 minutes Silversheen applied to Falchion lasts 30/60 minutes Spell immunity on Xenia 20/160 minutes Righteous might 6/16 rounds Divine power 5/16 Divine favor 5/10 haste 5/16 Distrupting weapon 2/16
greater spell immunity: harm, flame strike, glyph and greater glyph
Angus HP 71/71, SR 20, AC 27 d20+13=24 ; d20+13=19 ; d20+13=19 ; d20+12=32 ; d20+19=33 ; Wednesday July 8th, 2009 11:08:01 AM
Angus in pixie form avoids the worst of the three fireballs and his fire resistance takes care of the rest. Once Angus's eyes clear from the mist, sunburst and fireballs he adds "Where did they all go? Is that it? Somewhat anticlimatic, but nice job Firn'gear as it saved spells and blood."
Angus will fly a circuit around the room looking for anything out of the ordinary.
Spot 32 (natural 20 - he might even see Xenia????) Arcane Knowledge 33 if needed
Angus will look down at Peerimus "I do not think we are too banged up at this point. Do we track the Drow a bit to see what they may be up to? That is after we finish off Quinn and his Dad."
Mage Armor - 1.5/16 hours Message on everyone 32/160 minutes Resistance to Fire - 32/160 minutes Resistance to Electricity - 32/160 minutes Resistance to acid - 32/160 minutes Resistance to sonic - 32/160 minutes Resistance to cold - 32/160 minutes Polymorph - 12/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Darkvision (from Scroll) -234/300 rounds Protection from Evil - 5/160 rounds Haste on everyone 4/16 rounds Shield 2/16 rounds
Rod Of Maximize 1/3
Jurgen [AC: 41 - HP: 131/160] d20+8=24 ; d4=3 ; d20+20=29 ; Wednesday July 8th, 2009 1:00:37 PM
Jurgen teleports into the room, ready to strike out at any vampires nearby. Instead, he finds the room almost completely empty.
"Well then." Jurgen sees Xenia and Rash going towards the DeMarco coffins and the paladin nods his head. He chooses to head to the alter and attempt to figure out what, exactly, it is.
Knowledge Arcana: d20+8=24 Spellcraft: d20+20=29
Peerimus AC 35 HP 137/137 and Yorrick AC 33 HP 90/166 Wednesday July 8th, 2009 6:19:35 PM
Peerimus continues casting, a part of his mind working future issues. The list of things still to accomplish before hoisting an ale to Quinn. There was the once Good, but now Evil Book of the Wandering Advocate to take care of. The Black gate up in the temple. The Black Cloud expanding to consume Threshold. The Grell in the Fissure and the entrance into the Underdark. Simply trying to seal it would like not work. It may even exasperate the problem. If word reached the Drow of powerful adventurers, than one could reach the conclusion of great wealth and thus something to go to war over. Perhaps he could seal it in such a ways as for it to appear more natural, Peerimus continues casting....
Trace ac 34(+5 barkskin ,) hp 97/104(bears endurance) 30/50 bane arrows Wednesday July 8th, 2009 6:53:54 PM
Trace moves in with the group, seeing the vamps drop, he removes the garlic out of his pack. Ok with a bit of grin on his face, lets start chopping heads and burning bodies.
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 15/160 barkskin +5 15/150 cat's grace 15/15 out heroism 15/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other) non detection dark vision detect snares and pits
Kazak Ac 36 Hp 190197 FoM , silversheen , Good Hope Wednesday July 8th, 2009 8:41:45 PM
Staying alert as the vampires turn to dust ..... with a nod at Firn'gaer .... " Nicely done .... very impressive spell my friend " ....
Being careful the dwarf will use his knowledge of tunnels and stone .... scouting for other exits and entrances .... " can't just be one way in and one way out " growls Kazak .... " dey musta had a fall back position "
When Durgan mentions the fine ale that awaits them topside ....yeah dat should hit da spot ... taste real fine .... nobody gets hurt and we save Quinn and let him go to his god .... just gotta get dem locals back on der feet ... let'em know dey can rebuild .... "
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) expired Haste (from Angus) expired Protection from evil (potion) expired Displacement (potion)(50% miss chance)( oughta help in not being swallowed)5 rds used-expires Good Hope (+2 on saves , attack rolls,ability checks, skill checks,weapon damage)
(thanks for the map Al .!!!!!)
( Kazak took the mass cure from Rash)
Threshold of Death round 242 Wednesday July 8th, 2009 10:05:36 PM
Peerimus moves in to examine the coffins. But not too close. They are made of stone. The ones for the DeMarcos are much more elaborate than the others.
Xenia checks out the coffins and the area surrounding them. She does find magic protections on them. Quentin obviously felt like he needed it. Looks like he was right. (OOC- need four disable checks please)
Durgan is impressed by the spell. Must be very impressed to make such a comment. With no enemies present, his thoughts then turn to the rewards for a job well done.
Rash heals the group, then offers to help Xenia, interested in trying out the vampires' protections against her own.
Angus takes a look about the room, then starts a discussion on the group's next moves.
Jurgen teleports in expecting trouble. Finding none, he heads off to examine the altar. The altar is dedicated to evil, pure, destructive evil. There is a symbol of a closed eye on it.
Peerimus ponders the groups next moves.
Trace gets ready to help make sure the vampires STAY dead.
Kazak is also impressed by Firn'gaer's spell. He moves to check the room for secret exits worked into the stone, but finds none.
~~~~~~~~~~~~~~~~~~~~~~~ There are no enemies present.(except for slowly regenerating vampires ;)
We are still in combat rounds. Marked off two rounds for Xenia searching.
Xenia (AC31, HP92/92) Wednesday July 8th, 2009 10:24:35 PM
"Got four traps here," Xenia announces. "I can find 'em, but I'm not so good at foozling 'em," the dark rogue continues. "What I'm thinkin' of doing is just triggering 'em. I think I can slip past most of the blast. Everyone better back off."
"Unless, you wanna try it with all your pertections, Momma Rash. Or, 'nless someone wants to try and dispel these Trap Spell Thingies."
++++++++++++++++++++++++++++++++++++++++++++
Rolls and Actions
If no one offers a better alternative, Xenia will simply throw the coffins open, triggering the traps.
Trace ac 34(+5 barkskin ,) hp 97/104(bears endurance) 30/50 bane arrows Wednesday July 8th, 2009 11:11:55 PM
Trace runs over to each and puts garlic strings around all and then moves back to the hall for the traps to appear on the coffins.
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 15/160 barkskin +5 15/150 cat's grace 15/15 out heroism 15/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other) non detection dark vision detect snares and pits
Peerimus AC 35 HP 137/137 and Yorrick AC 33 HP 90/166 d4+1=2 ; Thursday July 9th, 2009 7:29:38 AM
Peerimus completes his sepll and brings in 2 (of course) Large Earth elementals. The druid looks to each of the DeMarco coffins, stand back everyone. He then he speaks to the elementals, "We have need of your strength friends. Each of you move to open one of those."
Xenia (AC31, HP92/92) Thursday July 9th, 2009 8:46:20 AM
Yo ho! Xenia jets out of the room when the two Rock Guys show up to open the coffins and trigger the traps.
"Clear the room," she warns. Could be some big 'splosions."
"After that's done, I'll search the room. And we can start going over the bodies to see if they've got any good stuff, huh?"
Durgan Stonewall (AC 33; HP 176/230) - Sub/Al Thursday July 9th, 2009 8:53:16 AM
The magic potion ends and Durgan shrinks down to proper dwarven size. With the warnings given by both Peerimus and the girl, he too, steps out of the room and into the adjoining corridor.
Rolls and Actions
Position: ?
Active Effects: Message 35/160m, Barkskin 10/30m, Haste Ends r253
Angus HP 71/71, SR 20, AC 27 d20+24=32 ; d20+24=41 ; d20+24=42 ; d20+24=25 ; d20+16=31 ; d20+16=36 ; d20+16=17 ; d20+16=25 ; Thursday July 9th, 2009 9:02:28 AM
Angus flies over to Xenia and Rash "Do you need some assistance ladies? How many of the traps are magical?"
Angus will scan the coffin to look for magical traps by detecting magic and spellcraft.
Mage Armor - 1.5/16 hours Message on everyone 32/160 minutes Resistance to Fire - 32/160 minutes Resistance to Electricity - 32/160 minutes Resistance to acid - 32/160 minutes Resistance to sonic - 32/160 minutes Resistance to cold - 32/160 minutes Polymorph - 13/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Darkvision (from Scroll) -235/300 rounds Protection from Evil - 6/160 rounds Haste on everyone 5/16 rounds Shield 3/16 rounds
Rod Of Maximize 1/3
Rash Trinka hps 121/142 AC 33 3d8+15=32 ; Thursday July 9th, 2009 9:13:04 AM
Rash will watch Xenia and then Angus work on the caskets as she wait for her chance as well. Rash adds as she attempts to cut the tension of playing with magical traps "Amazingly deft fingers Xenia. Do you play the piano?" While waiting Rash will sacrifice invisibility purge and cure herself.
Cure Serious 32
"The gods favor me today." Rash feels much better and is ready for anything that happens from the caskets. "Xenia, before you attempt to spring any traps, let me cast my resist energy spell on myself. I am not as quick as you as dodging flames as I have proven in this battle."
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 32/160 minutes Status lasts 32/180 minutes (cast on Xenia) Freedom of movement 32/160 minutes Silversheen applied to Falchion lasts 30/60 minutes Spell immunity on Xenia 20/160 minutes Righteous might 6/16 rounds Divine power 5/16 Divine favor 5/10 haste 5/16 Distrupting weapon 2/16
greater spell immunity: harm, flame strike, glyph and greater glyph
Firn'gaer - AC20 (FF16, T15); HP39/105; Overland Flight, Elven Sight, See Invisibility, Spell Resistance 18 d20+31=32 ; d20+8=20 ; Thursday July 9th, 2009 11:15:13 AM
"Thank you. I thought the spell appropriate considering our foes." He says as he eyes the destruction caused. He is surprise at how effective the sunburst was.
"We have an hour or two before the barrier in front of the gate ends. That should give enough time to clean up here. If we are lucky, the gate will not outlast the barrier, and we can focus our attention on Quinn's tome."
He scans the area with his magically enhanced vision looking for magical emanations and invisible foes/objects. Spellcraft DC32, Spot DC20
He will leave the room at mention of setting traps off. He will be around the corner with Lhari at the ready to enclose any explosions with a wall of force if needed.
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.
Jurgen [AC: 41 - HP: 131/160] Thursday July 9th, 2009 4:31:40 PM
Jurgen looks at the possibility of traps and decides to cover himself in an Antimagic Field. If Angus' Dispels fail to deal with the traps, the paladin will offer to open the coffins himself. "Magic shouldn't bother me at all within this field..."
Otherwise, the paladin readies a stake to plunge into the heart of whichever vampire resides in the coffin...
Active Magic Silversheen [234/600] Level 18 Shield of Faith [5/1800] Level 16 Message [385/1600] Haste [6/16] Level 14 Shield [6/1400] Resist Energy [5/1400] Alter Self [841/2800] Greater Magic Weapon [All Day] Antimagic Field [1/1400]
Kazak Ac 36 Hp 190197 FoM , silversheen , Good Hope Thursday July 9th, 2009 6:54:52 PM
The dwarven warrior edges back towards the tunnel as the druid directs the duo of earth elementals...
" Dem two should wreck dem vamps coffins ..... i'll be ready wit me stakes afterwards ..... shouldn't we destroy the bodies so dey cannot come back ??"
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) expired Haste (from Angus) expired Protection from evil (potion) expired Displacement (potion)(50% miss chance)( oughta help in not being swallowed)5 rds used-expires Good Hope (+2 on saves , attack rolls,ability checks, skill checks,weapon damage)
(thanks for the map Al .!!!!!)
Threshold of Death round 243 Thursday July 9th, 2009 10:24:42 PM
Xenia finds some traps. She offers to open the coffins and dive out of the way of expected explosions, but finds this will not work. The lids are solid pieces of stone, and will not move easily.
Peerimus has another solution. he summons two earth elementals, and has them open the coffins. Everyone has already taken some sort of cover...
And the show does not disappoint. A blast of dispelling magic surges forth, followed by Fire, Lightning, and Ice. The explosions are rather colorful and impressive, for those with a front row seat, an impressive display to say the least. When it is done, the elementals are gone, either dispelled or destroyed. A grim reminder of what could have happened to those who came unprepared.
Inside seemingly at peaceful rest are Quentin and Quinn. Their bodies returned to normal from gaseous state and repairing slowly. The time has come to lay a friend and companion to the rest he deserves. Who will take the honor?
~~~~~~~~~~~~~ no map this round
we are still in combat rounds
Trace ac 34(+5 barkskin ,) hp 97/104(bears endurance) 30/50 bane arrows Thursday July 9th, 2009 11:13:04 PM
If no one wants to finish this, I will carry out the task. Trace then waits quietly to see if someone is more up to task to finish this.
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 15/160 barkskin +5 15/150 cat's grace 15/15 out heroism 15/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other) non detection dark vision detect snares and pits
Firn'gaer - AC20 (FF16, T15); HP39/105; Overland Flight, Elven Sight, See Invisibility, Spell Resistance 18 Friday July 10th, 2009 8:14:56 AM
He looked to Peerimus. Firn'gaer looks to the others. He would do the job if no one else would.
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.
Durgan Stonewall (AC 33; HP 176/230) - Sub/Al d20+29=31 ; d10+13=14 ; 2d6=9 ; Friday July 10th, 2009 9:10:01 AM
"Well, lets just make sure there's no nonsense here while we're cleaning up, shall we?" Durgan flies across the room to the smashed coffins on the wings of Angus' Haste spell. Raising his silver waraxe high, he brings it down on Quentin deMarco's neck, hoping to sever the head from the body in a single stroke.
Rolls and Actions Hit Quentin AC31, Damage 23
Position: ?
Active Effects: Message 35/160m, Barkskin 10/30m, Haste Ends r253
Xenia (AC31, HP92/92) Friday July 10th, 2009 9:31:31 AM
Lightning, fire and ice. The dark girl's green eyes are open wide. That sure is something to see.
"So, that guy used to be with you guys for a while, huh?" she asks. She flies over to have a look at the guy who would get Gargul Eyes tattooed on his lids. Weerdo stuff. Musta really caught the religiosity thing pretty bad.
Xenia dismisses the invisibility from her ring. "Time for *stuff*, right? Time for stuff. Lets see what they got." With those words she begins a methodical search of the bodies beginning with Vampie father and son, then moving to the rest. Soon a neat catalog of loot begins to form along the eastern wall of the room as she arranges like items in organized piles and rows.
Jurgen [AC: 41 - HP: 131/160] Friday July 10th, 2009 4:02:14 PM
Jurgen stands at the back of the room, quiet. He only very briefly knew Quinn and never knew his father. It would be easy for Jurgen to do. But what had to be done was not meant to be an easy task. So, Jurgen stands away and waits for someone else to do it.
Angus HP 71/71, SR 20, AC 27 Friday July 10th, 2009 4:02:37 PM
OOC: I understand that we wanted to finally end this senario, but you did ignore Angus's actions from last round. The elementals do not show up until the round after they are cast. Angus cast read magic in an attempt to discern the nature of the magical protections as I did not want the elemental setting off a glyph and summoning creatures (not that they would have been much of a problem). I am just attempting to use my characters skills.
-------------------------
Angus hovers and watches the fireworks display with the others "Ohhhhh!"
Mage Armor - 1.5/16 hours Message on everyone 32/160 minutes Resistance to Fire - 32/160 minutes Resistance to Electricity - 32/160 minutes Resistance to acid - 32/160 minutes Resistance to sonic - 32/160 minutes Resistance to cold - 32/160 minutes Polymorph - 13/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Darkvision (from Scroll) -235/300 rounds Protection from Evil - 6/160 rounds Haste on everyone 5/16 rounds Shield 3/16 rounds
Rod Of Maximize 1/3
Threshold of Death round 243 Friday July 10th, 2009 4:20:33 PM
OOC- the scenario isnt over yet. :) I understand Angus' intention(and didnt ignore) but I wanted to move it along a little bit to allow for some rp over the weekend of staking the DeMarcos.
Kazak Ac 36 Hp 190197 FoM , silversheen , Good Hope Friday July 10th, 2009 7:28:18 PM
The dwarven warrior steps towards the shattered coffins ..... " i'll put Quinn to rest " .... growls Kazak as he fishes out a wooden stake ....
Waiting for Xenia to finish her inspecting of the bodies ;-) ....... Kazak patiently waits ...... when the scout is finsihes he steps forward .....
" Ok ma friend .... time to give you the peace you deserve ..... go to your god ..... " raising his wooden stake he lines up the one time Children of Chaos members heart ..... waiting a moment as he looks down at his friend ..... the powerful dwarf drives the stake thru Quinn's heart ..... " rest in peace .." growls Kazak as grow moist .....
" So what do we do next wit da bodies ? .... don't we hafta do something so dey won't come back again ??"
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) expired Haste (from Angus) expired Protection from evil (potion) expired Displacement (potion)(50% miss chance)( oughta help in not being swallowed)5 rds used-expires Good Hope (+2 on saves , attack rolls,ability checks, skill checks,weapon damage)
(thanks for the map Al .!!!!!)
Angus HP 71/71, SR 20, AC 27 Friday July 10th, 2009 9:57:40 PM
OOC: I understand. I was just attempting to do something with Angus as everything has been so fast and easy, so far.
Rash Trinka hps 121/142 AC 33 Friday July 10th, 2009 11:02:37 PM
OOC Back from vacation. Thanks Jim for subbing.
If the two head vampires are staked already, Rash will move to the other coffins looking for runes or other protections. She will say to Xenia, "You might want to check these coffins as well. They all could be trapped, but we have to stake them as well."
To Peerimus, Rash says, "I think the easiest way to finish these fiends off is to expose them to sunlight which is no easy task right now. I wonder how deep we are? Could we dimension door straight up and get out?" She turns to the dwarves and asks, "You guys are used to living underground and can sense things right? Do you know how deep we are?"
After Xenia checks other coffins, Rash will start staking lesser vampires as well.
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 32/160 minutes Status lasts 32/180 minutes (cast on Xenia) Freedom of movement 32/160 minutes Silversheen applied to Falchion lasts 30/60 minutes Spell immunity on Xenia 20/160 minutes Righteous might 7/16 rounds Divine power 6/16 Divine favor 6/10 haste 6/16 Distrupting weapon 2316
greater spell immunity: harm, flame strike, glyph and greater glyph
Peerimus AC 35 HP 137/137 and Yorrick AC 33 HP 90/166 Friday July 10th, 2009 11:31:47 PM
Peerimus steps forward and tries to hold everyone up. "Let us not get ahead of ourselves. The thing we need is to blunder with haste into a second or thir trap layered about them. Let's keep clear and give Xenia, Angus and Firngaer a chance to give things another look. Detect magic, on them, i want to know if there are still any active spells. Contingency comes to mind as the most problematic. We don't need either telporting or some such. If you find something we can try to dispel it or possible dimensional lock them." Peerimus waits for the word to come back that the pair is truly unprotected, "Also instead of a stake, I would like to use a sunbeam to pernamently destroy thenm and put them to final rest. I believe Rash mentioned that if the stake is ever removed they would begin to regenerate again."
If everything proves to be clear Peerimus will say a small prayer to Mother for the soul of his one time companion and that of his father before sending a Sunbeam into each to put them to a final rest.
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 30/170 minutes, Stone skin 30/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, Find the Path 20/170 minutes, Protection from Fire 52/120hp/20-170 minutes, Protection from Cold 120hp/20-170 minutes, Protection from Lightning 120hp/20-170 minutes, Fire Seed 17d6 20-170 minutes, Daylight 30/170, Heightened Sun beam 10/17 4 Beams, Protection from Evil 9/10 Rounds Barkskin 170 minutes Yorrick GMF 17 hours +4 att/dmg bite, Endure Elements 24 hours
Haste from Angus
Threshold of Death round 243 Saturday July 11th, 2009 10:53:04 PM
OOC- I do not expect to post Sunday night. Got my kids Birthday party to run. (and a few beers to toss back) :)
Angus HP 71/71, SR 20, AC 27 Saturday July 11th, 2009 11:17:12 PM
OOC: Can Steve post to move us along? It is a shame to miss posts in a format that is slow already.
Threshold of Death round 244 DMBZ Monday July 13th, 2009 10:55:38 PM
OOC- yeesh give me a break.
Seveal options are discussed for the best way to kill the vampires. there is some concern about making them 'stay dead'. But in the end, Peerimus' argument wins out. He will hit them with a sunbeam, and utterly destroy them.
Xenia examines the coffins carefully once more. But she finds nothing. It looks like the DeMarcos didn't have enough time to add extra protections here yet. Maybe they would have later on, and this would be a different outcome. But chaos affects fate as well and that scenario did not come to pass.
Peerimus hits Quentin and Quinn with sunbeams. Then he turns it on the other regenerating vampires, one at a time until it runs out. After that, it is down to stakes, garlic, holy water, and a few separated heads.
When the gruesome work is finished, so are the vampires. They will never threaten a villager again.
~~~~~~~~~~~~~~~~~~ You are startled then, whe an apparition appears. The ghost of Quinn. He smiles at the group, and then speaks. "Thank you my friends. You have released me from a terrible curse. And though the screams of my followers being turned to vampires will be with me always, you have prevented many more screams from being added to theirs."
"But one more task awaits you. The Book. It has had a terrible spirit bound into it from the realm of Koshe-Marr. And that is where the gate in the temple leads. I will tell you the way to destroy the book and close the gate. Return with the Book of the Wandering Advocate to the temple. Go through the gate, and while on the other side, stake it as you would a vampire. That will release the spirit. After that you will have but a few moments to return through the gate before it closes."
"And then it will be done, and I can go to serve Gargul, as I have always done, and will always do."
Quinn's spirit lingers for a moment, and then begins to slowly fade. He leaves...with a smile on his face.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rash Trinka hps 121/142 AC 33 Monday July 13th, 2009 11:06:16 PM
Rash looks at the others and says, " I know this might be distasteful but I think we need to take any magic items we can find here. The drow sign tells me if we don't, they won't show any scruples and we might end up fighting those items again."
Rash will also detect magic on the coffins and the remains of the bodies.
Kazak Ac 36 Hp 190197 FoM , silversheen , Good Hope Monday July 13th, 2009 11:25:48 PM
Once done with the gruesome task ..... the dwarven warrior smiles as Quinn appears and shows them the path to destroy the book .....
turning to face the druid ..... " i think we should do as Quinn has suggested ..... but do we all hafta go ?? .... well it might be best ,,, just by chance something bad happens .... "
"After dfat w can scour the rest of dis temple .... beat da brains in ... and maybe seal dat Drow tunnel "
Jurgen [AC: 41 - HP: 131/160] Tuesday July 14th, 2009 3:34:50 AM
Jurgen takes a deep breath in while listening to Quinn's method of managing the Book of the Wandering Advocate. Going to Koshe-Marr. Again. Quinn made it sound easy. Jurgen was fairly certain that it would be anything but. The battle here was insignificant, but Jurgen had wasted resources on it. Some which he might have in Koshe-Marr. Others he would have to do with out.
"We can either put off destroying the Book for one more day, get back our energy, and keep the Gate as closed as we can..." He shakes his head knowing that it wasn't really an option. "Or we can go right now. Fast into Koshe-Marr and faster out, if we can manage it. If we only want one person to risk themselves in Koshe-Marr, then I volunteer."
Xenia (AC31, HP92/92) Tuesday July 14th, 2009 10:22:31 AM
"He looks much nicer when he's not a vampie." Xenia had paused in her search to watch the departure of Quinn. But, as soon as the apparition fades, she's hard at it again.
"Whatchoo mean, distastful, Momma Rash? It's not like Quinn or his folk are gonna be needing any of this stuff now. 'Sides, I'd think that if he was your friend, he'd want you to have it. To help keep you safe, you know."
The search of the girl rogue is performed with a relentless efficiency. Speed is a factor. The spell clock is running up in the temple up topside. The dark rogue says nothing while the others discuss their plans for the Drow. She buries herself in the search, saying nothing, as her own plans play through her mind.
Durgan Stonewall (AC 33; HP 176/230) - Sub/Al Tuesday July 14th, 2009 11:03:48 AM
"From the little tour we had of Koshe Marr, I'd think it best if all of us go in force. I don't know anything about the magic end of things, but I'd go in rested and strong as well, if I had me druthers."
"I still remember the night they took me and Kazak. They came on us like we were babes in the woods. Didn't know a thing 'till we woke up in that Nightshade Crypt there. If ye hadn't come along, we'd still likely be there."
The dwarf takes a practice swing at the air with his axe, as though clearing the memory from his mind.
"Do ye think that the Drow might have had an ... *agreement* with the vampires? Or do ye think they'd just as soon avoid this area as any other living breathing creature, black-hearted tunnel elves though they be?"
"Er ... no offense meant," Durgan adds in sidelong apology to Xenia.
Angus HP 71/71, SR 20, AC 27 Tuesday July 14th, 2009 11:29:10 AM
Angus listens to the spirit of Quinn "Well that was interesting."
Angus considers it a moment "I think we want to prepare for planar travel prior to sending some or all of us to another world. The gate could close as trap some or all of us on the other plane. We must be very careful with this book. I vote for going back and preparing if the gate does not look to change much in the interim."
"I agree with Rash. Let's not leave magic for our potential enemies." Angus will beging to search the area with his detect magic spell.
Mage Armor - 1.5/16 hours Message on everyone 32/160 minutes Resistance to Fire - 32/160 minutes Resistance to Electricity - 32/160 minutes Resistance to acid - 32/160 minutes Resistance to sonic - 32/160 minutes Resistance to cold - 32/160 minutes Polymorph - 16/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Darkvision (from Scroll) -238/300 rounds Protection from Evil - 9/160 rounds Haste on everyone 8/16 rounds Shield 6/160 rounds
Rod Of Maximize 1/3
Peerimus AC 35 HP 137/137 and Yorrick AC 33 HP 90/166 Tuesday July 14th, 2009 4:41:08 PM
Peerimus gives a slight nod and clasps his hand across his chest, "Do not worry my friend, we will take care of the book." The druid nods to Rash and Xenia on the searching of the coffins. He had the same plans for upstairs and the rest of the temple. To the Drow question, "Interesting thought on the possible connection. It is also possible the drow know nothing of what happened here it is also possible they did. Whatever the case we will need to look into the actual passage as well as sealing it, if it proves to be a point of concern. First we have the book and the gate."
Peerimus will assist Xenia as she conducts her search for all things useful as he speaks. [Take 10 to give +2 to Xenia Search] "The gate is an open plan to Koshe Marr. Unless we can keep it sealed with Prismatic Walls for the next 20 hours or so, we are going through as soon as the one protecting our world drops. Step through Stake the book and immediately return. Volunteers only and no one will think ill of any who wish to stay on this side as a fail safe to mount a rescue mission if need be. I will be stepping through. I suspect the gate is the cause of the cloud, the physical manifistation of Koshe Marr leaking into our world. It needs to be stopped sooner rather than later."
"Jurgen, could you take over helping Xenia, so I can go get Yorrick. Poor guy's standing in the hall like a servant." Peerimus goes to get Yorrick
Firn'gaer - AC20 (FF16, T15); HP39/105; Overland Flight, Elven Sight, See Invisibility, Spell Resistance 18 Tuesday July 14th, 2009 9:15:50 PM Good bye, Quinn. Enjoy your eternal rest.
"The barrier I placed in front of the gate will not last until tomorrow. We go through and purge the spirit within the book together. If for some reason we are unable to make it back, we can plane shift back." He says. "There is going to be something bad on the otherside. Another nightwalker or nightwing or perhaps she will be there waiting for us. What I am trying to say is that be prepared for battle when the wall comes down."
Threshold of Death round 245 DMBZ Tuesday July 14th, 2009 10:41:50 PM
The heroes say their final goodbyes to Quinn. The Children of Chaos search the tomb looking for any useful items or treasure that the vampires may have left behind. No sense in leaving it for wandering drow or monsters to find. As the search of the tomb concludes, the heroes discuss destroying the book, and what the connection to the gate might mean.
And now for the trip back...but how long will it take?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OOC- Steve will get the honor of handing out the treasure at the end of the module.
If there are any special means to return to the temple, please discuss for the next 'round'. Otherwise, I will assume you are walking.
Kazak Ac 36 Hp 190197 FoM , silversheen , Good Hope Tuesday July 14th, 2009 11:13:20 PM
"I'm with ya " growls the dwarf to Peerimus
" lets do it quick .... teamwork .... we're all in dis together "
Angus HP 71/71, SR 20, AC 27 Wednesday July 15th, 2009 6:57:26 AM
Angus smiles as he is please to hear that the little gnome can plane shift and Angus nods to Firn'gear "It is good to hear that we will not be trapped on another plane. That magic is currently beyone me. We are in your capable hands then."
Angus will move off with the others.
OOC: How much time will elaspe in traveling to the gate: for spells.
Mage Armor - 1.5/16 hours Message on everyone 32/160 minutes Resistance to Fire - 32/160 minutes Resistance to Electricity - 32/160 minutes Resistance to acid - 32/160 minutes Resistance to sonic - 32/160 minutes Resistance to cold - 32/160 minutes Polymorph - 16/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Darkvision (from Scroll) -238/300 rounds Protection from Evil - 9/160 rounds Haste on everyone 8/16 rounds Shield 6/160 rounds
Rod Of Maximize 1/3
Durgan Stonewall (AC 33; HP 176/230) - Sub/Al Wednesday July 15th, 2009 9:35:31 AM
As the others find or identify the spoils of battle, Durgan aides in collecting and packing them away. If there's one thing that dwarves do well, it's to pack goods about.
"Will we be climbing across that chasm over the grell?" he asks. "Or do ye have the magic remaining to get us to the other side?"
Xenia (AC31, HP92/92) Wednesday July 15th, 2009 11:33:36 AM
Xenia brushes her hands together as she finishes the last of her search. Working with vampires has its advantages. It may be dusty work, but at least it's not all wet and covered with blood.
Without a word, she starts back down the tunnel, retracing their way to the surface. Truth to tell, it would be good to have another look at the area around that drow signpost. The Trace guy never did take a look at the ground around that area for her. Knowing some more about the area might help her decide what sorta supplies to lay in before making a sneak into whatever town, city or fortress the drow had nearby.
For the first time in her life, the dusky half-drow girl gives serious thought to what might be required to track down the man who had sired her. The sheer dearth of necessary information itself looms as a gargantuan daunting presence. To find out more, she would surely have to speak or otherwise interact with some of the drow themselves. She would most surely have to dye her hair. But what to do about her eyes? Wynn was always better than she was at disguises. He would know what to do. If he were here.
The thought brings a pang of longing that the months in this strange southern land cannot seem to diminish. Someday. Someday, she would find a way back. But today, Xenia walks on.
Angus HP 71/71, SR 20, AC 27 Wednesday July 15th, 2009 4:18:56 PM
OOC: Please note that Rash and Angus have detect magic active and Firn'gaer has Arcane sight. We should know what is magic. It could be very helpful to take particular items especially if we are going to another plane. Those of the group may actually be able to recognize some of Quinn's magic items since they adventured with him for some time.
Any help Steve?
Threshold of Death round 245 DMBZ Wednesday July 15th, 2009 4:52:07 PM
OOC - I am aware of the detect magics. The loot will not give anyone a significant boost, and is likely to be sold in entirety. I am attempting to move the game along here. Also, you shouldn't assume that the gear Quinn carried while with the group is what he had now.
DM SteveK Wednesday July 15th, 2009 6:23:02 PM
ooc: and besides, I didn't give BZ a complete list of the stuff Quinn, Quentin, and thier cronies have. Let's assume that the proximity to Koshe-Marr is interfering with detecting the magic. That way we don't have to worry about what it is until after the group gets back to a safer location. :-)
Threshold of Death round 246 DMBZ Wednesday July 15th, 2009 9:45:40 PM
The treasure is collected and packed away. The group heads out, back towards the temple. It shouldn't take as long to get back there as it did to reach the tomb, provided there are no long delays. The spells covering the gate will expire shortly after though, so there is not much time to waste!
OOC- Please list any specific actions taken on the trip back. If anyone wants to speed up the trip, go ahead and organize a plan. You may assume you have up to an hour's worth of actions if needed. If anyone wants to call a specific stop along the way, I will resume the next post there. Otherwise the next post will find you in the temple.
Rash Trinka hps 121/142 AC 33 Wednesday July 15th, 2009 11:11:26 PM
Rash moves along at whatever speed the group decides to move at, not having any helpful spells to move them along. When the get back to the sign post, Rash notices Xenia's wanting to look around. She puts a hand on her shoulder trying to steer her away from the area saying, "Honey, Let's get the gate closed before we start another adventure. Always good to finish the first batch of cookies before starting the second." (ooc lets get back 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 92/160 minutes Status lasts 92/180 minutes (cast on Xenia) Freedom of movement 92/160 minutes Spell immunity on Xenia 80/160 minutes
greater spell immunity: harm, flame strike, glyph and greater glyph
Xenia (AC29, HP92/92) Thursday July 16th, 2009 9:34:16 AM
Xenia shrugs. The Chaos Guys have their reasons. Good reasons. And the only one who could really help at this time, weerdo Trace, seems to be off in his own head somewhere. Like he's not even here.
"I'll fix that broken rung. Wait for my go ahead 'afore you try and cross."
She lifts off the ground and then disappears before zipping out over the chasm, mindful of the grell brain things below.
Angus HP 71/71, SR 20, AC 27 Thursday July 16th, 2009 1:26:48 PM
Once at the chasm Angus will add "We should not leave the Grell to eat the next few groups of people that wander by. How do you want to dispatch them? Spells or let the fighters have at them as they are not threat to our warriors."
Mage Armor - 2.0/16 hours Message on everyone 62/160 minutes Resistance to Fire - 62/160 minutes Resistance to Electricity - 62/160 minutes Resistance to acid - 62/160 minutes Resistance to sonic - 62/160 minutes Resistance to cold - 62/160 minutes Polymorph - done (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Darkvision (from Scroll) - done Protection from Evil - done Haste on everyone done Shield done Detect Magic - done
Rod Of Maximize 1/3
Peerimus AC 35 HP 137/137 and Yorrick AC 33 HP 90/166 Thursday July 16th, 2009 2:02:15 PM
Peerimus walks along, "The Grell? I had thought to take care of them right after putting a final end to the current threat of Koshe Marr. These caverns are frequented by Drow and Vampires. I doubt there are other wandering groups through this area. They can wait a few days." Peerimus looks at Yorrick, "Jurgen you can take him correct?"
Peerimus will shift to an eagle and fly over the chasm. Returning to human form and then moving on to the temple above and the walled sealed gate. "Rash, do you have an Aurgury spell that we might inquire if bringing down the wall will result in an unforseen issue happening?"
Rash Trinka hps 121/142 AC 33 Thursday July 16th, 2009 2:54:04 PM
Rash will cast her augury spell asking, "If we bring down the wall blocking the gate, will we be able to pass through the gate to destroy the corrupted book without creatures from the otherside coming through?"