Preparations (DM SteveK) Wednesday April 29th, 2009 8:33:02 PM
The decision is made and most of the Children wait in Heranmar while Xenia, Angus, and Firn'gaer teleport to the town of Threshold. Enough of the older CoC have been there before that a teleport is no problem. Finding the vampires in the daytime in the town is also unlikely since Quinn's temple is about 2 miles away from the town and... well... it in the daytime!
When the three CoC arrive, the town is locked up and barred, every home is a fortress. So far, during the day, none of the vampires are able to come, and they are not able to enter the homes at night. The fear of the local midwife is that the vampires will soon create undead that can smash into the houses and then make off with the people.
"These are numbered days for the town", she says. "My ley lines that I have used to support the people have moved since the Great Migration and I still need to find them. And then this pompous Northern cleric with a book tucked under one arm comes to set up a cult of death up there." She peers at the heroes with rheumy eyes. "That's how I know there's vampires at the old Quinn Temple. This Aberwrath fella comes a tearing back down the road right after sundown, screaming for everyone to lock their doors. I saw two armored men, pale as the grave, fly down and catch him. And put the bite to him, right there in the street!"
The local woodsmen have more information for the trio. It seems that there is a black cloud that surrounds the temple, keeping it black as a moonless night. It appeared about a month after the Great Migration began and... the cloud is expanding! The woodsmen's trained eyes believe the town will be complete darkness in another week. "And who knows where it will end?"
...................................
While the trio are gone, Chester the INNKeeper and Barla approach the CoC while they are relaxing. "Excuse me, but Brina and I may have some information you would like to know about." The INNkeeper then relates that a cleric from the North disembarked from a ship a month ago and asked around for Quinn and Threshold. "He had the same 'eye' symbols all over him as that Quinn fella, so didn't think anything wrong to point him towards Threshold."
Barla the dwarven barmaid will also mention that there was some weird lights coming from under the door of the cleric's room the night he stayed at the Heranmar INN.
Xenia (AC29, HP92/92) Wednesday April 29th, 2009 9:59:13 PM
The dark rogue frowns. There's real fear here. Real and justified fear. She holds a hand up to shade her eyes and looks to the position of the sun. Would there be enough time?
"I'd like to get a look at this temple place." She sighs. "But this is important stuff. The rest of the guys need to know how quick this is spreading, and that these folks are gonna be vampie food here if we don't act quick."
"Also, I'm betting that cloud they was talking 'bout lets them vampies roam pretty much where they want. Even in the daytime. We go for a look see, we stand a chance of getting spied. I'm thinking we need to go back now and call up a council of war."
"Whatchoo think, Firnnie? Angus?"
Rash Trinka Wednesday April 29th, 2009 10:41:14 PM
Rash takes the day that the scouts are gone to pen some scrolls which might help in the upcoming fight. Before she closes the door for some privacy, she says to Peerimus, "Can anyone else pen scrolls? Protection from evil, restoration, death ward seem to be good ideas. Mass cure spells could be useful as a weapon and healing for us. Heal spells work as a good weapon against undead. So can anyone else pen scrolls?"
Kazak Wednesday April 29th, 2009 11:04:39 PM
When Brina and the innkeeper Chester stop by and pass on the infomation about the northern cleric that disembarked ....... " thanks that is helpful .... we'll investigate dat " as Kazak gives Brina a big smile
" I knoz dat we hafta battle dem here vamps .... der evil for sure .... what about some bless weapon scrolls ?? .... will dey be helpful ?? " inquires Kazak of Rash
Firn'gaer Thursday April 30th, 2009 8:18:03 AM
"We should return, prepare for vampires, and return here as soon as possible. I've underestimated the speed of Quinn's planning. It is apparent that Quinn cannot wait."
Prepared Spells 0- Arcane Mark, Mage Hand, Message, Prestidigitation ; 1-Elf Sight, Identify,Magic Missile (x2), Ray of Enfeeblement, Shield ; 2-Invisibility, Knock, Mirror Image, Scorching Ray (x2), Web ; 3-Deep Slumber, Dispel Magic, Fireball, Lightning Bolt, Empowered Magic Missile, Water Breathing ; 4-Dimension Door, Evard`s Black Tentacles, Extended Fly, Leomund`s Secure Shelter, Resilient Sphere, Wall of Ice ; 5-[High Arcana: Spell-like Ability], Overland Flight (x3), Wall of Stone ; 6-[High Arcana: Master of Shaping], [Mordenkainen`s Lucubration x2], Analyze Dweomer, Dispel Magic, Greater ; 7-Bigby`s Grasping Hand, Heightened Slow, Teleport, Greater ; 8- Empowered Disintegrate , Heightened Hold Monster.
Jurgen and Shay d20+1=12 ; d20+1=5 ; d20+20=25 ; d20+8=16 ; Thursday April 30th, 2009 3:52:26 PM
"Sorry Rash. Those have never particularly been my forte. I usually end up doodling on the scroll. I'll never forget the time I tried to make a Cure scroll and it lit everyone in the room's hair on fire..." He grins sheepishly and it's hard to tell whether he's stretching the truth or not.
Jurgen listens carefully to Chester, trying to determine exactly who the mysterious stranger might be. The paladin had never met Quinn's father, perhaps that is who it had been? That didn't seem very likely. "Did you find out his name? Not that I suppose it matters... I wish I knew what he was doing in his room. But..." Then his eyes light up. "Could you show us the room he stayed in?" Jurgen looks to Rash, hoping the cleric would come with him.
When there, Jurgen goes over the entire room [Spot Check - d20+1=12, Listen Check - d20+1=5]. He stands there, looking over the room, but his eyes are just as keen as usual: not at all. His hearing is slightly better, but the odds there being an auditory clue are nil. Then he turns the entire room over [Search Check - Taking 20 - 21]. And then he tries to determine if there are any leftover magics hanging about [Spellcraft Check - d20+20=25, Knowledge Arcana - d20+8=16].
[OOC: Would I have to head to the Catacombs to get enough garlic to swim in? You know. Hypothetically.]
Durgan Stonewall Thursday April 30th, 2009 3:59:22 PM
"Penning scrolls? Are ye daft? Yerself is the only one who could make any of those. But if yer lookin for some coin to pay fer them, I could probably help with that."
Rash Trinka Thursday April 30th, 2009 4:36:07 PM
Rash waves away Durgan's offer for money saying, "No that isn't my concern. Time is my concern. I only have time to make one scroll today and I have a feeling that isn't going to be enough. If others could pen some, we might be better prepared to fight this undead monsters."
Rash sighs when she sees Jurgen's puppy dog eyes and hurries along with him just in case that something foul has been left behind. If the room is empty, she will leave him to his search and head back to her room where she pen's a scroll of Spell Immunity.
Clues (DM SteveK) Thursday April 30th, 2009 9:46:27 PM
Firn'gaer, Angus, and Xenia teleport back to Heranmar and report to the CoC.
When Jurgen inspects the room, he can't find much with normal senses, but then... his spellcraft ability, even without magical detection, enables the Protector to see a strong abjuration still permeating the room. In addition, whenever Jurgen (or any other CoC hero) stays in the room, thier Tattoo begins to itch...
Kazak Thursday April 30th, 2009 11:27:41 PM
While waiting for the scouting mission to return with infomation on Quinn and the vampire stronghold ...the dwarf asks ".... what kinda of man is Quinn's father .... is he also a follower of dat northern god Gargul too ??.... or is he some other kinda of magicman ??" inquires Kazak as he searches his mind for some tidbit of info that Quinn had told them ....
With the downtime ... the dwarven warrior cleans and prepares his equipment for the battle to free Quinn from his fathers grip and to slay all the vampires ....
Rash Trinka Thursday April 30th, 2009 11:52:44 PM
OOC need the time line. Do they teleport back the same day? Or is it the next day. When are we going to attack? Do we need one more day to get spells back so we can teleport back? If we do, I can make another scroll. Let me know since it will effect my next post.
Angus HP 66/66, SR 20 Friday May 1st, 2009 7:04:28 AM
Angus returns with Xenia to Hook City "Its too close to dark and by the sounds of it we want all of the CoC around when we do more snooping."
Angus finds Peerimus "I think we need to round up the troops and do a recon in force. I am going to get my gear prepared for tomorrow."
Xenia (AC29, HP92/92) d20+2=17 ; d20+7=24 ; Friday May 1st, 2009 9:51:43 AM
Looks like stuff has been happening in Heranmar too, while they been checking out Threshold. After being filled in on the clericy guy that Chester mentioned, the rogue takes a trip up to the room.
"I don't think this guy was Quinn's father, Jurgen," she comments, after discussing the matter with the paladin. "You say he's a vampie, right? Seems to me that this guy's been out in the daytime a lot. I mean, he come off a boat, right? Don't know many boats would dock any place in the dark, you know what I mean."
She sits down with Chester to get more information on the man. "Them clerics of Northern Gods, they all wear these Holy Symbol things, Chester," she says. "It's where they get their power from. Leastwise, that's what my friend Belkior tells me. Can you describe to me what this guy's Holy Symbol looked like?" She brings out a blank sheet of paper, a quill pen, and a vial of ink. "Could you draw what it looked like for us? Can you describe what he looked like? How tall? Was he thin or fat? What color hair did he have? Anything about him that struck you as distinctive?"
"Anybody else see this man? He left. I mean, he had to have left. Which direction did he go? Was he walking? Riding a horse? Anybody see him go?"
"Hey, anyone else go up into that room," she asks the other Chaos Guys. "Weerdo thing. Just being there makes this Tattoo thingie itch."
Rolls and Actions Knowledge Religion 17 (To ID the god of the Holy Symbol by description) Gather Information 24 (To get a description of the Cleric and in which direction he went after he left.)
Clues - Addendum (DM SteveK) Friday May 1st, 2009 10:35:53 AM
(DM got caught in continuity issues :-) The strange cleric Chester and Brina talk about arrived five months ago.
Angus, Firn'gaer, and Xenia return to Heranmar the same day they were scouting.
No CoC has been to Hook City since before the Migration.
Kazak remembers Quinn speaking of his father and mother as clerics 'just like him', and having the problems of converting Southern Continent people to Gargul. Of course, Jurgen has a good point, too: it is almost certain that Gargul wouldn't give spells to vampiric clerics. And yet memory serves that the CoC last fight with Quentin, the vampire-cleric DID cast spells, so they must get them from somebody...
When the CoC go to take down Quinn and Quentin is entirely up to the heroes!
Rash Trinka Friday May 1st, 2009 12:25:34 PM
Rash finishes penning her scroll and then comes and listens to the report. When done, she adds, "No this Quinn and his father don't seem to be stalling and waiting around. I guess we need to go find them and put them to rest. Should we leave in the morning to take advantage of the light?
After the discussion of tactics, Rash will go to sleep, wake the next morning early, pull out a candle of meditation and burn it to maximize her spells prayed for that day. She will then pray for the following.
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, Delay Poison, Status, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Restoration, Death ward, Magic Weapon Greater x 2, Freedom of Movement Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon, True Seeing, Cure Light mass Sixth:Blade Barrier* Heal x2, Summon Monster 6, Cure Moderate mass Seventh:Power Word Blind*, Holy Word, Summon Monster 7, Cure serious mass Eighth: Phase door* Cure Critical mass, Holy Aura, Spell Immunity Greater
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast.
Trace ac 33 hp 104/104 Rhino ac 28 hp 76/76 (cat's grace, bark skin,) 38/50 bane arrows Friday May 1st, 2009 10:51:54 PM
(ooc: so sorry, didnt mean to space on everyone, been real busy at work and home and kids sick, just tired and so on....will get caught up with yall this weekend.......no its not the swine flu.)
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 d20+16=29 Saturday May 2nd, 2009 12:29:14 AM
Peerimus assures the group that Quinn and his father will have thier spells. "It seems there is always a deity of evil willing to lend a hand."
"Now Quinn was trying to sell a book very deep in the lore of Gargul as I recall and I believe he was sucessful in the north. This cleric could have very well been the man he sold it to or one associated with the temple. Might have even come down and tried to put an end to Quinn. Rash Angus and Firngaer. You are far more versed in magic than any of us. Go over that room with everything you can. Detections, True Sight the works. After a month there is something going on to make it continue to radiate a magic aura and to cause our marks to become agitated. Xenia, wouldn't hurt if you gave it a look through in earnest as well. Perhaps there is something stashed in there."
Peerimus is going to go to the docks and see if he can learn anything about the ship the Gargul cleric arrived on and possibly the port of call she hailed from. [Diplomacy 29]
Xenia (AC29, HP92/92) Saturday May 2nd, 2009 8:34:14 AM
"Um ... Yeah, sure, Peerimus." The girl rogue wrinkles her nose at the idea of returning to the room with the weerdo spell, but goes none the less to give it a thorough search.
Rolls and Actions Knowledge Religion 17 (To ID the god of the Holy Symbol by description) Gather Information 24 (To get a description of the Cleric and in which direction he went after he left.)
Add to the above:
Search 32 (Quickly for traps, Taking 10, then) Search 42 (Thorough for any other clues, Taking 20)
Rash Trinka Saturday May 2nd, 2009 10:57:59 AM
Before going to sleep, Rash will go to the room in questions and cast her true seeing spell on it to see if she can see anything. if she doesn't notice anything, she will look down at her hand and arm to study the tattoo and try to will its power into working to see if she can get a reaction.
Jurgen and Shay Saturday May 2nd, 2009 9:32:16 PM
The abjuration spell has Jurgen curious. How was that tied to the Children? Did the Eye have some incredibly strong Protection spell on him? Whateve rit was, he could not place it, but perhaps the others would be more successful. His last ditch effort is to start using his Detect Evil vision and see if anything comes of it.
That night, Jurgen takes a few hours to speak to Domi about the coming fight. It had been easy to face down Ga'al and his minion. Sure, they all could have died, but there were no options. It had to be done. Tomorrow, the Children went to kill one of their own. And as a vampire. It was unnerving. Tomorrow, he would have to be stalwart. Tonight, he allowed himself a bit of fear. Strangely enough, it did not consume him. He knew that he would be facing undead tomorrow, but it was little more than a passing thought in his mind.
Clues , Part 2 (DM SteveK) Monday May 4th, 2009 1:06:26 PM
Xenia's endeavors reveal the man who got off the boat and had Gargul Eye Tattoos also had a Gargle Eye pendant that seemed to be a holy symbol. The description and name of Aberwrath the cleric is the same from Chester, Barla, and the witch from Threshold that spoke with Xenia.
The room contains no traps or any other clues.
All of the Children who enter the room feel a tingling in thier Tatoos. When Firn'gaer enters, Lhari speaks up. "I see the Book arrived here, didn't it?". After spending so long in the Adversary's vault, Lhari knows well the magical emanations of the other Fate Items. He is certain that the "Book of the Wandering Advocate" was in this room. "And used", he adds. Lhari is not as certain as to the Books powers other than the concept of protecting the home area while the wanderer is off on missions.
Peerimus is able to go to the docks and sleuth around for some information as to the origin of the boat. He is able to find out the cleric's name was Aberwrath and was covered in tatoos like what Quinn had. He was standoffish and superior. The boat itself came from 'South Harbor' in 'New Elenia' and seemed to have been commissioned expressly for the purpose of conveying Aberwrath to the Southern Continent. Certainly, the skipper was looking to sail around the lands down here to see what he may pickup in the way of goods before going back to the Northern Continent and chancing the mid-ocean Waterwall.
The Children of Chaos are pretty certain they won't be able to find out any more information by staying in Heranmar. The next step is planning thier actions on arrival in Threshold.
Angus HP 66/66, SR 20 Monday May 4th, 2009 3:44:36 PM
Angus nods at the added information "Well this could be good or bad. The wandering Cleric protected this area, but it sounds like it could be used against us if he is turned into a vampires, becasue did'nt somone mention that there was also scrying involved with the protections."
Angus takes off his leather travel hat and scratches his head "Just to be safe we should not stay and prepare in the area as I do not want powerful vampires knowing our plan in advance. Does anyone know of a nice Bed & Breakfast we can stay in before leaving tomorrow? We should leave at dawn tomorrow so the at least the sun is on our side, depending on that nasty could over the vampires hold."
Durgan Stonewall Monday May 4th, 2009 7:40:20 PM
"Oh great. That's fantastic. The durned tattoo is itchy again. Ye know what that means? You got it, and it ain't goin ter be pretty. Good thing I've got me an uglybeater. Now then the first thing we need ta do when we get to the city is figger out who has the best ale in town. Might take a bit of experimentin' but I think we can handle it eh?"
The dwarven warrior was steady on the outside but his bluster shows his concern for the trial to come.
Trace ac 33 hp 104/104 Rhino ac 28 hp 76/76 (,) 38/50 bane arrows Monday May 4th, 2009 8:26:37 PM
Trace rides back into town on Rhino after making his way around the area. He along with everyone else gets ready for battle with vampires. Vampires are considered undead correct? When everyone is around and the answer is yes to vampires are undead he will then hand out potions to everyone, hide from undead. I know these will not help too much from Quinn and his father but might get us by some of their lackies.
Xenia (AC29, HP92/92) Monday May 4th, 2009 9:50:26 PM
"If he's turned into a vampie?" Xenia tips a curious head in Angus' direction. "Dincha hear the name Peerimus dug up at the docks? 'Aberwrath.' That's the same guy that witch we met was talkin' 'bout. The one she said got grabbed up by two armored vampies. She said they bit him down right there."
"So, now they got three vampie clerics up there. From what Chester and everyone says about Aberwrath, he's a Gargul Guy too."
"I think we better go put 'em down quick, or we'll be swimming in vampies. I don't think that town can hold."
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 Monday May 4th, 2009 10:06:36 PM
"Then it's true." Peerimus responds to Lhari. "Everyone out. If the cleric Aberwrath has been turned he can see and hear anyting within 100' of this room any time he wants." Peerimus turns and leaves not only the room , but the entire tavern. Once clear a good distance, "We can not stay there this evening and make any planes certainly. On the positive sider though, as the book was used to hallow this location, it can not be used again elsewhere."
We need to visit the Catacombs and gear up for the undead. Everyone be ready the day after tomorrow. We transport directly into Threshold." From there? Peerimus shrugs, he didn't reallly have a plan to speak of. Everything had always been reactionary until now. The Artifacts, Ga'al, The evil group that fell on Heranmar, the awakening of Father, all of it. Now they were taking athe offensive adn unfortunately the opponent knew it. The pair were going to be hard enough, but what of other possible allies. The Lich from the elven kingdoms. Quinn knew of that foul creature as well. The Inevitables would not side with undead but were thier others that they simply did not know about. Likely.
"DeMarco dominated one of our own when we were in Night Shade crypt. Everyone needs to protect themselves as much as possible from this." Peerimus stashes the Hide from undead potion, "Thank you Trace, but he is right. These will only help against the weakest of the undead. Do not rely on them. Peerimus sighs thinking of Yorrick. Should he ask Yorrick on such an adventure. His power would be a great asset, but what if the vampires took control of him. The thought was nummbing, a thought he would need to think about overnight.
"Does anyone have any specific ideas? I do not think our and Quinn's best interst would be served by simply assualting the stronghold. Time is not fully on our side, but we also do not have to make the entire forray in a single event. We need to plan to fall back to a location of safety to recooperate and then strike again. Thoughts outside of Teleport? Would a Rod of Security work?"
Peerimus will ask Rash to prepare an extra Greater Magic Weapon for one he is purchasing in the CC to give it an extra bit of kick.
Kazak Monday May 4th, 2009 11:27:35 PM
"Thanks Ranger .... " as the dwarf slips the gifted potion into his pouch belt ....." i'm sure dey will target youz magic spellers first .... i think once we are engaged in da battle we should try and gang up as best we can on dem .... multiple attackers per target if we can get da oppurtunitty .....anybody got any wooden stakes handy .... we should gather some up before we leave .... in fact i'll do dat " .... growls Kazak
"heya Peerimus when at da catacambs pick up a bunch of dem mind protecter potions ... whatcha call'em ....protection from evil .... i think dat would help dem from controlling us .... " ... as he slips a pouch of gold to thge druid ..(400 gps , 8 potions)
Once things are settled Kazak gets to work on making a bunch of wooden stakes ....making two for everyone to carry ...handing them out before they leave for threshold ......
Rash Trinka Monday May 4th, 2009 11:47:46 PM
Rash nods at Peerimus and says, "Lets go over the powers and weaknesses of vampires real quick. They are nasty undead creatures who are intelligent and will still have the powers they possessed in life. Quinn, his father, and this new cleric will have their spells at their command. If we close with them, our fighters will need both magic and silver to get through some of their defenses so I suggest a visit for some silversheen will be needed unless we already have some. Not only do they have these protections but they heal fast.
They will have the power to suck our life away if they can grapple, so don't let them grapple. I expect they won't do this unless they capture someone but I am taking some spells to prepare for it. I was thinking that since they are vulnerable to sunshine if we attack the abbey itself, it could help but this cloud issue is a problem. The must have some kind of powerful magic to be creating that effect."
Rash looks at the fighters and says, "They heal very fast, so if you put one down, we need to find a way to keep it down. We need to cut some stakes, so we can stake them in the heart once they are down. That should keep them from healing until we can expose them to some sunlight. Everyone should have a holy symbol or at least a mirror to ward the lesser ones away."
Rash looks over to Peerimus and say, "I already have 2 greater weapon spells memorized against the possibility of a dispel magic hitting us. Quinn will use this tactic knowing we buff up. Quinn and his father will quickly recognize me as one of their biggest threats. I should be able to turn some of the lesser spawn and they won't like losing their shock troops. I expect to be an early target. While I realize that we cannot delay, I would feel better delaying a day or two to make some more scrolls and prepare better. At least a visit to the catacombs for silversheen and some restoration spells might be a good idea, not to mention death wards, and maybe some mass cures. Get double the benefit for them. But your the boss and I am ready to go if you say so."
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, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Restoration, Death ward, Magic Weapon Greater x 2, Freedom of Movement Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon, True Seeing, Cure Light mass Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Cure Moderate mass Seventh:Power Word Blind*, Summon Monster 7, Cure serious mass x2 Eighth: Phase door* Cure Critical mass, Holy Aura, Spell Immunity Greater
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast.
(ooc Steve not sure when I last cast the Greater magic weapon and my other spells, if possible I would like to go into the day assuming I cast it yesterday and still have 16 hours on the spells. )
Jurgen and Shay d20+1=14 ; Tuesday May 5th, 2009 3:35:06 AM
Jurgen is unable to get over the itchiness of the tattoo, even when he has been long out of the INN. He didn't know the significance of Quinn's book or whether the new owner's intentions with it, but neither of those really bothered him. What did was whether Quinn would now be able to twist the book to his father's will. Another problem on the quickly growing pile of things for the Children to deal with.
When the Children leave the room, Jurgen asks to have a word with Chester. "I would like to rent that room for the next two weeks..." And, if the opportunity presents itself, he'll add. "And if you could do your best to not mention us for that time," he makes clear he means the Children, "that would probably help us a great deal..."
Regardless of when the Children decide to go, Jurgen spends whatever free time he has sharpening stakes [Unskilled Craft Check - d20+1=14 - Originally, I rolled about 16 craft checks. That would have been a hassle and the wrong way to do it too. How many can be made depends on the time before we go]. They are not meant to be weapons created by a craftsmaster. They would simply serve the purpose of a sharp point to drive into the heart of their foes.
"I think Quinn will be prepared to ward against our Chaos powers, so we cannot be certain that our tattoos will even function as the Holy symbols that they are. Domi's marking," he points to the hand, "will be enough for me. But Rash is right. We will all need something. As for battle plans? I think it is too soon for that. But even if they have covered their lair in Magic Circles against Chaos, I doubt they'll be protected against the concept... I've a few ideas that could be... interesting." He grins, refusing to say anything more on the matter until he has further thought it through.
[OOC: Hey Dan: Jurgen's Greater Magic Weapon is only +3, but may be more efficient than Rash giving up a spell. Whatever works for you]
Xenia (AC29, HP92/92) Tuesday May 5th, 2009 9:10:54 AM
OoC: Sharp point? Driven into the heart? How about arrows?
Trace ac 33 hp 104/104 Rhino ac 28 hp 76/76 (,) 38/50 bane arrows Tuesday May 5th, 2009 10:06:13 AM
(ooc: Trace has plenty of silver arrows for their hearts)
Firn'gaer Tuesday May 5th, 2009 2:30:38 PM
Firn'gaer will pen 4 Sunburst Scrolls when there are four days. Whether in Threshold or in Heranmar. "We need to take this very carefully. We are not dealing with a monster. This is a very intelligent enemy with a network of spies and other types of informants. We should not go to Threshold until we are completely prepared. That means locations and as much information as we can determine prior to going. Right now it doesn't appear that Quinn is looking for us, but if we make our presence known too soon, we will force his hand before we are ready."
"Rash, I would suggest bargaining using Greater Planar Ally. There has to be some way to enlist some additional help that Quinn and his father will not be suspecting. I was going to try the arcane version of that, greater planar binding. If anyone else can do this I would suggest pulling in as much help as possible. Two powerful vampires and their minions is not going to be a simple find the monster and defeat it."
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 Tuesday May 5th, 2009 8:52:21 PM
"The town will under the cloud within a week, that confines our time frame. We will need to proceed against Quinn cautiously, I hear all in agreement there. For me that means at least a day day campaign and personally I would like a comfortable 4 or 5 and that means we only have 2 days before we must leave. Today and tomorrow, we leave on the morning of the 3rd day and we will be moving against the vampires on that day. I won't surrender the town unless we have too. We may be moving fast, but that means they will need to adjust and step up time tables as well. Allies through spells is a good idea, just be cautious as to the nature of the ally as the vampires may be able to dominate them."
Peerimus is heading to the Catacombs to buy Potions Protection from evil and silversheen as well as a weapon.
Peerimus is also going to heighten a greater scry in the morning and after combing the room the cleric stayed in for a bit of hair or left clothing or something try to pick off Aberwarth with it. Greater scrying heightened to 8th level Will DC 26 + modifiers
Peerimus will also put Sunbeam Heightened to 9th into his Spell staff
Angus HP 66/66, SR 20 Tuesday May 5th, 2009 9:00:58 PM
Angus is a bit dissapointed that the group is not ready to go immediatley, but understand the need to preparations "In the mean time, I can take Xenia back for additional scouting if we are going to take a few days for prep work. I am mostly set as I have little money. I may just pick up a scroll or two if at all."
Angus looks over at Xenia "Are you up for some invisible recon with me to see what more you can see? We have to do it very quite."
Xenia spends the time working on her project at the Inn.
"Are you crazy, Angus?!? Haven't you been listening? No way you're gonna get me to go up there without the full power of these Chaos Guys behind us. What you're saying, that's a sure recipe for becoming vampie food."
Later, however, when they're well clear of the Inn, Xenia nods. Her look, however, is grim. This sounds like a tough recon.
"Make a straight run through this vampie cloud. Maybe I can map the layout of buildings, see what kind of guards they got posted 'round. That might help us get as close as possible without warning 'em up, huh?"
"But, a'fore we go, I'm wondering if you know these spells. They'll help me get close to magic traps. Don't think I'll be able to foozle 'em, but at least we'll know where they are." The rogue lists off four spells and asks any of the others whether they might know them.
Mindblank, Nondetection, Magic Circle Against Evil, Undetectable Alignment
Rolls and Actions Bluff 31 !!! - Yeah! (Disinformation attempt.)
Rash Trinka Tuesday May 5th, 2009 11:19:55 PM
Rash will hold off using her incense of meditation until we know we are going to be moving the next day. If we spend the next two days Rash will scribe 2 more scrolls to help out in the next battle. She will scribe a disrupting weapon spell 16th level and another heal spell at 16h level.
Kazak Tuesday May 5th, 2009 11:44:48 PM
The dwarven warrior continues to gather wooden stakes .... sharpening them to a point .....readying them for the deadly purpose of vampire slaying ..... enough for two per member of the group ....
Angus HP 66/66, SR 20 Wednesday May 6th, 2009 12:05:45 AM
Angus nods to Xenia "No you are out of luck on the spells. I can do protection from evil, improved inviso for 3 minutes and turn you into something small and fast that flies. I can also redo the improved inviso many times on both of us. Teleport and dimension door are always helpful as well. We could create a division with a summoned creature, but I prefer fast and quite and we do not want to put the vampires on their toes."
Angus takes a moment to think "We need to see what we can find out about there magical defenses as well. Have to think about that one. I need to quickly purchase an arcane sight scroll since I lost my permanent one."
Angus grins "What do you think? Information is always an advantage and it seems the vamps may have be spying on us. It is our turn now."
---------------------------------
OOC: Can Angus save time and just mark off the gold for two arcane sight scrolls. Need to look for glyphs and such.
Jurgen and Shay Wednesday May 6th, 2009 3:38:03 AM
Jurgen doesn't have an argument about the scouting mission. It was smart in some ways and not smart in others. Some decisions had to be made by those who acted...
A protectiveness floats over him that he did not expect. He leans forward and whispers to Xenia and Angus. "You two come home safe, you hear? The first sign of trouble, you teleport back. Trust your gut. If it tells you something seems wrong... Or if your tattoo itches again. Or acts funny in any way." Jurgen doesn't leave much opportunity for a response, turning right around and heading to the docks to watch the new area of ocean around Heranmar. And to pray. As long as Angus and Xenia were gone, he would be asking Domi to protect them.
If Firn'gaer decides to use his Greater Planar Binding, Jurgen will ask if the wizard wants an extra pair of hands there.
Xenia (AC29, HP92/92) Wednesday May 6th, 2009 7:41:24 AM
A small dissatisfied moue dimples the corner of Xenia's dark face. "No. No distraction. The idea is not to even let them know we were there."
"We find the outer boundaries of their Dark Cloud, then we fly. First pass, we fly high. 60 feet. Next pass, you fly high. I fly low. You gimme the Message thing. We fly straight through. No stopping. After that, we decide whether it's worth it to make another pass."
"I think I got enough gold to buy three scrolls. The Nondetection, the Undetectable Alignment, and your Arcane Sight, Angus. With that, I don't think I'll be spooking any magic traps."
Angus HP 66/66, SR 20 Wednesday May 6th, 2009 9:13:19 AM
Angus gets a big grin as he looks down on Xenia "Let's do it."
Durgan Stonewall Wednesday May 6th, 2009 6:31:11 PM
"More scouting? Meh. I'll be at the tavern."
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 Wednesday May 6th, 2009 7:07:52 PM
Peerimus echoes Xenia's original thoughts on the matter. "Going on your own is a horrible idea in front of a long and prestigious list of them. The same can be accomplished after all of us get there. Go over what we have and then go over it a few more times. Create a plan to attack a stronghold of three high clerics you can assume gaseous form at will and dominate the minds of others at will. They are equipped with personal knowledge of us and have access to powerful magic."
Rash you need to speak to the powers. A couple scrolls will not help as much as knowledge. We need to know anything about the Black cloud that we can. Will it hurt us, assist them, how fast is it spreading? Do they have eyes and ears inside Threshold, if so who are they? Do they know we are imminent in our arrival? Is the lich we heard about in the elven lands involved? Did Aberwrath survive the attack? Did any of Quinn's followers survive? How did Aberwrath know to come down this far? Are Quinn and his father together, Where are they?"
Xenia (AC29, HP92/92) Wednesday May 6th, 2009 7:48:05 PM
Xenia pooches out her lips and nods her head as she mulls over the druid guy's ideas.
"It's probs a better idea to set up a base in that Threshold place first, Angus. Then we can run the scouting from there. Save you a teleport spell. Safer if the worst happens. Safer for the Threshold folks too. If the vampies decide to move, we'll be there to pertect 'em."
"First think is to secure our base, right? That means we gotta know whether anyone in the town is leagued up with 'em. Then, maybe we can use that scry job at the Inn to make 'em think we're still here, or maybe that we're gone to Hook City or sump'in."
"Once we're in Threshold, we can see to lookin' closer at the area. More ground work. More in details."
Preparations for Threshold (DM SteveK) Wednesday May 6th, 2009 8:12:57 PM
Some sharpen stakes, some go to the Catacombs (no problem through Holly's General Store), and some make plans.
The CoC wisely avoid the room in the INN, as it was probably secured by the Book. Near the room, Xenia makes a convincing argument to stay away from scouting Threshold, but then secretly makes plans with Angus. They are almost ready to go when they are intercepted by Peerimus who tells them more plans.
The initial scouting trip was successful since the group knows about the Dark Cloud, Aberath, and the Book. But there are many who worry that there are other surprises in store.
Looks like the CoC spend two days preparing in Heranmar (and staying away from the INN), and will be ready to teleport to Threshold before conducting more scouting spells and trips. Maybe even scouting in force by an initial assault to see how strong the opposition is.
Two days pass (list spells cast, scrolls/potions made, Catacomb purchases) and the CoC meet again.
Xenia (AC29, HP92/92) Wednesday May 6th, 2009 9:19:20 PM
OoC: Did we do the Communion? Is Threshold clear?
DM SteveK: Did a hero state they were going to cast the spell? If so, I missed it...
Kazak Wednesday May 6th, 2009 10:59:51 PM
Listening to the debate about tactics for the coming battle .... " didn't Quinn's father use illusions ??....and if i rightly remember Quinn had some of his followers with him .... most likely little vamps now ...."
"Also didn't Quinn have the freedom to speak his mind ... even tho he was under his fathers command ??.... maybe once we engage dem we can get him all chatty again .... gain some info ?? .... at least worth a try "
"Hey Angus ... you can make me and me brother big again ?? .... dats a an intresting tactic "
Rash Trinka Wednesday May 6th, 2009 11:41:20 PM
Rash spends the two days penning some spells (16th level heal and disrupting weapon) and casting some spells to try and get some information on the upcoming battle.
Rash will cast a commune spell and ask the powers the following questions on day 1:
1: Is the cloud covering Quinn's temple manufactured by a magic item? 2: Is the cloud given to Quinn or his father by their powers? 3: Have some of Quinn's followers been turned into vampires? 4: Have all of Quinn's followers been turned into vampires? 5: Is Quinn's temple protected by glyph or warding spells? 6: Is Quinn's temple protected by symbol spells? 7: Is Quinn's temple had a forbiddance cast in it? 8: Does Quinn's or his father have any other undead besides vampires at their call? 9: Does Quinn have any other defenders that are not undead? 10: Does Quinn's temple have any greater glyph of warding spells cast on it? 11: Should Peerimus bring Yorrick on the adventure? 12: Is Quinn planning on hunting the Children of Chaos if we don't attack him? 13: Should we evacuate the townspeople of Threshold? 14: Was Quinn's fate book, activated to spy on us? 15: Has Quinn or his father been spying on us in the last 3 days? 16: Should Xenia try to scout the cloud area by herself?
Rash will hold off on casting her incense of meditation until she is sure we are going into battle the next day. Rash will cast her normal spells that she has on her at night so she will have them for the day and rememorized in her lists ready to cast again.
Jurgen and Shay Thursday May 7th, 2009 2:48:09 AM
Jurgen looks to Kazak. "Both Angus and I can do it... I think it'd be quite the sight to see you two charging towards our enemies. Dressed up as giants." He chuckles at the thought.
As for the days in between, Jurgen finds himself doing his best to help around Heranmar. Anything that he can do that needs doing. The normally well-kept paladin enjoys growing out a beard, instead of keeping up with his regular grooming. It certainly isn't anything to match the dwarven facial hair and so, the day before they head to Threshold, he returns to his usual routine of looking like a pretty-boy.
Rash Trinka Thursday May 7th, 2009 7:44:07 AM
Rash says to whomever is going to the catacombs, "If someone buys a Hero's feast scroll, I will cast it the morning of our assault. (+1 on hits, +1 on will saves which is good for our fighters, 1d8+8 extra hitpoints, immune to poison for 12 hours and immune to fear effects for 12 hours)
Rash's spells
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, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Restoration, Death ward, Magic Weapon Greater x 2, Freedom of Movement Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon, True Seeing, Cure Light mass Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Cure Moderate mass Seventh:Power Word Blind*, Summon Monster 7, Cure serious mass x2 Eighth: Phase door* Cure Critical mass, Holy Aura, Spell Immunity Greater
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast.
(ooc Steve not sure when I last cast the Greater magic weapon and my other spells, if possible I would like to go into the day assuming I cast it yesterday and still have 16 hours on the spells. )
Xenia (AC29, HP92/92) Thursday May 7th, 2009 10:00:05 AM
The next two days for the dark rogue are mostly fill with work upon her Project. Her time is not now. That will come when they move to Threshold.
There is a quick trip to the Catacombs outlet located at the back of Holly's shop. There are the daily meetings of the Chaos Guys to update all on newly learned bits of this and that about the vampie threat. And ... there is Xenia's daily trip to the Inn.
Each day the dark girl finds a reason to be at the Inn. Breakfast, lunch, something. Each day, she deliberately speaks of the progress that the Children of Chaos are making in their campaign against the vampires of Threshold.
"Jurgen and Firn'gaer have gone to Hook City, Chester. Thinking to round up some of them stray Star Mages to ally against the vampies."
"Good news, Brina. Looks like we found a couple of them Wizardy Guys in Hook City. They told us they can collect together even more. Should be ready to move on Threshold in ... maybe three weeks."
Question: 4/35 days on the crafting project so far, Steve?
Firn'gaer Thursday May 7th, 2009 11:35:11 AM
Since the time tables have been shortened much shorter than the Firn'gaer would like, he is not able to complete the preparations he would have like to do. He doesn't make any trips to Hook City (he doesn't want to become embroiled in any problems Hook City would require him to help with)
He will not be attempting any planar bindings because it would require more time in research and casting than what he has.
He does spend one day penning a scroll of sunburst.
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/dayâ€" Dancing lights, ghost sound, prestidigitation.
Jurgen and Shay d20+17=25 ; Thursday May 7th, 2009 1:41:30 PM
[OOC: Hey Rich, I think Xenia has started a disinformation campaign. When she heads to the INN, she tells things that she hopes Quinn and the other vampires find out. Really, quick brilliant and awesome if it is being watched. And mildly crazy if it isn't ;)
*nudges for a bluff roll from Xenia*]
Once Jurgen hears of Xenia's plan, he makes sure to stay very far away from the INN. In fact, he goes as far to constantly keep an Alter Self spell up to make himself look like any other average Joe in Heranmar [Disguise Check d20+17=25].
OoC: Actually, I started the disinformation campaign last Tuesday, Jurgen. (Tuesday May 5th, 2009 9:45:42 PM) At that time, I did make a Bluff roll. It seemed to have been ignored, so I've stopped rolling the Bluff.
Here are a couple, augmented with Guidance, if necessary.
Sorry, should be 25 and 34/Nat20. Bluff is actually 13 not 7.
SteveK: Wasn't ignored, per last DM Post "Near the room, Xenia makes a convincing argument to stay away from scouting Threshold, but then secretly makes plans with Angus. " Without seeing the other people or even knowing if they are listening or not, there is no way for Xenia to know if the Bluff is working, of course...
Jurgen and Shay Thursday May 7th, 2009 3:18:35 PM
[OOC: Now I feel like a jerk]
Angus HP 66/66, SR 20 d20+14=23 ; Thursday May 7th, 2009 4:56:55 PM
Angus sits down and has a glass of wine befor pulling out his silver flute and playing alight hearted tune to pass the time.
Perform 23
Angus is waiting for his scrolls to be delivered from the catacombs and more importantly Rash's answers to the dangers of the groups next adventure.
Angus will raise is glass to Kazak "So do you want to be a Fire Giant or a Troll this time. Both have their advantages. Or better yet let me pick something that catches my fancy at the time?"
Preparations for Threshold (DM SteveK) Thursday May 7th, 2009 11:23:10 PM
Normal preparations are made in the two days for most of the CoC.
Xenia continues her disinformation campaign at the INN.
Jurgen stays away from the INN. Firn'gaer scribes a scroll.
Rash cast a commune spell and five wispy spirits sit about the cleric and answers her questions in chorus... 1: Is the cloud covering Quinn's temple manufactured by a magic item? Yes. 2: Is the cloud given to Quinn or his father by their powers? No. 3: Have some of Quinn's followers been turned into vampires? Yes. 4: Have all of Quinn's followers been turned into vampires? Yes. 5: Is Quinn's temple protected by glyph or warding spells? Not the Temple. 6: Is Quinn's temple protected by symbol spells? Not the Temple. 7: Is Quinn's temple had a forbiddance cast in it? Yes. 8: Does Quinn's or his father have any other undead besides vampires at their call? Yes. 9: Does Quinn have any other defenders that are not undead? Yes. 10: Does Quinn's temple have any greater glyph of warding spells cast on it? Not the Temple. 11: Should Peerimus bring Yorrick on the adventure? Uncertain. 12: Is Quinn planning on hunting the Children of Chaos if we don't attack him? Eventually, fangs bite children. 13: Should we evacuate the townspeople of Threshold? Uncertain. 14: Was Quinn's fate book, activated to spy on us? No. 15: Has Quinn or his father been spying on us in the last 3 days? No. 16: Should Xenia try to scout the cloud area by herself? Uncertain.
Rash Trinka Thursday May 7th, 2009 11:36:21 PM
Rash tells the group both her questions and the answers so group can devise some tactics with that information.
Kazak Thursday May 7th, 2009 11:46:40 PM
Kazak .... listens to Rash Trinka's gathered infomation ...... " dats helpful ..... but we need to get to threshold and geta close up veiw ....."
" des guys are tough and very dangerous .... we must work together .... teamwork will be da key ...."
" and you say they haven't scry'd us or spied on us da last three days .... hmmm .... i would of expected that .... but they must have their own agenda planned .... hmmm taking over da town and securing the area i would think ... "
Angus HP 66/66, SR 20 Friday May 8th, 2009 10:11:47 AM
Angus stands up and puts his flute away and drains his glass of wine. While putting on his big floppy leather hat the sorcerer adds "Are we ready to travel to Threshold now? Grap Hold and I will take the first half of us."
Angus spreads his hands out for others to grasp. :" I will take four this trip and be back for the rest. Just hold on to your breakfast."
Rash Trinka Friday May 8th, 2009 1:15:35 PM
Rash packs away her gear, checks her weapon and armor, rolls her head around in a circle producing some nasty sounding cracks and moves over to Angus and puts her hand on his shoulder. "I'm ready as I think I am gonna get. Lets go."
Rash's spells
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, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Restoration, Death ward, Magic Weapon Greater x 2, Freedom of Movement Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon, True Seeing, Cure Light mass Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Cure Moderate mass Seventh:Power Word Blind*, Summon Monster 7, Cure serious mass x2 Eighth: Phase door* Cure Critical mass, Holy Aura, Spell Immunity Greater
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast.
(ooc Steve not sure when I last cast the Greater magic weapon and my other spells, if possible I would like to go into the day assuming I cast it yesterday and still have 16 hours on the spells. )
(SteveK: sorry didn't reply earlier. Fine, do that.)
Angus HP 71/71, SR 20 d4=4 ; Friday May 8th, 2009 4:03:28 PM
Hit points for Angus
Durgan Stonewall Friday May 8th, 2009 4:41:03 PM
Durgan drains his mug and stands up. He shifts his gear into ready positions adjusted with thoughts of quick retrieval during combat. Upon hearing the answers to the commune spell Durgan has only one thing to say. "I hope we got enough stakes eh?"
"Now let's go and save our brother."
Xenia (AC29, HP92/92) Friday May 8th, 2009 10:10:00 PM
The dark rogue's face is wrapped in a frown of deep concentration as Momma Rash tells the group the results of her Divine Asking.
"Another Forbiddance," she mutters under her breath. "We hadda go through a Forbiddance onna way to meeting up with a dragon. 'Member, Angus. Didn't like it much then. Don't like it much now. Anyone know how to foozle a Forbiddance."
"Also bets they got glyphs and wards on the grounds or the out buildings. Defenders whoz are not undead ... " The rogue ponders the question. "Peerimus," she queeries the druid, "you said sump'in the other day about a place you met this Quinn guy's father. I think you said Nightshade Sump'in. Can you tell us sump'in about that place? Might be its important."
Preparations for Threshold (DM SteveK) Friday May 8th, 2009 10:43:54 PM
More questions arise, and the CoC hesitate before jumping to Threshold. Are they prepared enough?
(ooc: gonna want at least a consensus to jump before I move on...)
Kazak Friday May 8th, 2009 11:13:01 PM
adding to Xenia's imput .... " well sounds like da temple isn't da most guarded place ....... so my question is ....Vamps need coffins to sleep and restore demselves .... now i would think dat place would be heavily warded and guarded ..... now da question is which place is dat ??...."
" oh and anyway we can scry dem ?? .... afterall Quinn was one of us not long ago ..... would dat help in peeking in on him ???"
[JUMP!!!]
Jurgen and Shay Saturday May 9th, 2009 4:54:43 AM
Jurgen shrugs and nods at Durgan. "Yes. We should go get him... I don't know much about how Quinn may have protected the building. But it's days like this that make me wish I were friends with a rather large dragon."
Jurgen stares at Xenia for a few seconds and, as if drawing an idea out of the rogue's head, speaks up. "A long, long time ago there was something similar. It was a breech between Koshe Marr and our Wold. This was when Marteus challenged the Gods. Werewolves. Trolls. Lots of different undead... If we're facing another breech then those will just be some of our problems."
[OOC: Toss an email about the forbiddance. Other then that, I guess I vote jump otherwise?]
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 Saturday May 9th, 2009 8:20:20 AM
start of post...... Peerimus comes back from the Catacombs and gives Kazak Rash and Durgan 4 Silversheen Viles He gives everyone 2 Protection from Evil potions
Listening to the answers, more questions come to the mind of the druid. More time consumed. "On the Forbidance, we must defer to our expert." Peerimus looks to Rash. "What can be done?"
Having hear Trace likely leaving Rhino back , Peerimus offers the wood as a good place for him to graze and remain safe.
"Yes Xenia, he was in the land of Koshe Marr. A dark and vile land with Trolls, animated skulls and lycanthropes." Over dinner, Peerimus tells all he recalls of the trip, including the ghost and setting the goblins soul to rest.
We leave shortly. we teleport outside of town and will use Firngaers secure shelters while Xenia and I move into town and secure a room or two. The group will then teleport to us. We need to be invisible until we learn if the town has been compromised. The enemy must not know we are there until we move against them. Once in town, Rash can begin divining agasint our course of actions in efforts to minimize our exposure to Quinn. As to the Forbiddance, we simply Dispel it."
Peerimus tried to scry on Aberwrath a few posts back. That work? 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, Bull Strength, (1) 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, Repel Vermin, Greater Magic Fang Level 5: Animal Growth, (2) CCW, Stone skin, Commune with Nature Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants Level 7: (2) Heal, Sunbeam, Animate Plants Level 8: Whirlwind, Sunburst, Animal Shapes Level 9: Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus tried to scry on Aberwrath...that result in anything?
Xenia (AC29, HP92/92) Saturday May 9th, 2009 9:44:56 PM
"Werewolves. Trolls. Animated skulls." The rogue speaks the words as though checking items form a list. She makes a quick stop at Holly's shop for some minor scrolls, and then returns.
"Might as well just go. Nothing we can do here that we can't do in Threshold too."
OoC: Deducted the cost for a few more scrolls. On my Sheet along with the cost for the materials for Vedik's Headband of Focus, Greater.
Firn'gaer Saturday May 9th, 2009 10:33:26 PM
Firn'gaer is as prepared as he can be considering the short time, but he is ready to go to Threshold.
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 Sunday May 10th, 2009 9:11:16 PM
Rash waves away Peerimus' offer of silversheen flashing him a glimpse of her own 4 vials of silversheen and says, "I girl has got to be prepared for all situations. I don't know what to do about the forbiddance spell. We can try and dispel it but if Quinn cast it or his father did and they are higher in strength than us, then we will fail. We won't know until we run into it in either case. I do have a Greater spell immunity which could shield one of us from the effects. I was thinking of casting it on one of us, maybe Xenia and letting her spring some traps. I can make her or someone immune to glyphs, greater glyphs, forbiddance etc and then watch the fireworks."
Trace ac 33 hp 104/104 Rhino ac 28 hp 76/76 (,) 38/50 bane arrows Sunday May 10th, 2009 11:41:41 PM
Trace is ready to leave for the threshold as soon as his shopping is done, he explains to the others he is just waiting on a bill of sale. Meanwhile he puts Rhino in the grove to stay. If Trace knows the residents of the grove and can find them, he will issue a command for Rhino to guard and then leaves back to ther others.
Transportatoin to Threshold (DM SteveK) Monday May 11th, 2009 9:24:45 AM
With two arcane masters in thier group, it is simplicity in itself for the Children of Chaos to teleport to just outside of Threshold. And since both Firn'gaer and Angus have very recently been to the town, they have found an area where 3 humans, 2 dwarves, an elf, gnome, drow, rhino, and bear are able to appear out of thin air without notice.
The group find themselves in a small clearing in a thicket that is a bare 30 feet from cleared fields that look freshly planted. The heroes can get an unobstructed view of most of the area from thier vantage point.
Beyond this field is another, plowed and in the process of being planted by a dozen people with heavy satchels over thier shoulders. And beyond THAT, lay the first buildings of Threshold. The town tends towards taller, thinner buildings that have a tendency to lean as they age, the effect being slightly eerie for those used to a more cottage style. A good-sized town, there are probably 500 souls in Threshold, making it slightly bigger than Heranmar.
Threshold itself is in the saddle between two lines of hills that march east and west (now after the Migration) to higher mountains in the far distance. To the north a Trade Road runs, and the older CoC know this eventually connects to the Great South Trade Road that goes to Heranmar and Hook City. Some minds may think that the "Great South Trade Road" is going to have to have a new name, because, since the Migration, the road runs east-west and is in the north of the Gateway Downs.
To the south, another Trade Road winds down into a valley. Again, the older members remember that this is where the Undead Veil was, and beyond was Koshe-Marr and the town of Abandon. Yet now, it looks like normal terrain, if unexplored. Another new thing since the Migration.
But all this is secondary to the hill that immediately looks over Threshold from the east. Near the top of the heavily wooded hill, a fortress-looking place looms over the town. And a black cloud hovers over the center of the Old Quinn Temple, keeping the entire hill in the darkness of night.
Rash Trinka Monday May 11th, 2009 12:12:31 PM
Rash looks around studying the terrain, wondering how the townsfolk could just work in the fields knowing that undead were so close by. She voices her question aloud to the other Children of Chaos but makes sure that the villagers won't hear her. "Why are they still here? If I was a farmer and saw that black cloud getting closer and knew of the undead, I would have packed up and rode as fast and far away as possible."
Rash looks at Peerimus and says, "So what is the plan? Do we contact the villagers, knowing that Quinn and the others undead must have some spies amongst them. Does Xenia try a scouting mission? Does just one of us go to the village so we conceal our true strength? I am willing if you are looking for a volunteer.
Can you search the area like you do for undead and other animal life? Maybe we can find the nest that way. Or do we do what we do best, kick down the door and search in force. That might get a little sticky and isn't high on my list. My spells are more ready for combat than searching so if you need me to commune or spells of that sort, I will need a day."
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, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Restoration, Death ward, Magic Weapon Greater x 2, Freedom of Movement Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon, True Seeing, Cure Light mass Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Cure Moderate mass Seventh:Power Word Blind*, Summon Monster 7, Cure serious mass x2 Eighth: Phase door* Cure Critical mass, Holy Aura, Spell Immunity Greater
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast.
(ooc Steve not sure when I last cast the Greater magic weapon and my other spells, if possible I would like to go into the day assuming I cast it yesterday and still have 16 hours on the spells. )
Also made heal scrolls 15 level for both Durgan and Kazak but not sure who is holding them.
Xenia (AC29, HP92/92) Monday May 11th, 2009 12:45:35 PM
OoC: Xenia is holding Durgan's scroll.
Angus HP 71/71, SR 20, AC 14 Monday May 11th, 2009 1:26:56 PM
Angus will look around and comment as he fluffs out a crease in his cloak "That went well. Everyone make it in one piece?"
Angus will look up at the black cloud "Now that is the description of ominous." At Rash's comments "I can only assume that the vampire have some hold over the farmers. Maybe they took a family memeber or have already dominated them. The locals may not be friendly to us at all. Remember that your commune did say that the vampires had non undead support."
Angus will cast Mage Armor on himself and message on the entire group.
Angus will looks for Xenia "So girly, is it your turn to see what you can see while we back you up. How much space will you need from the rest of us?"
Angus looks around "We may want to send one person forward to talk with the farmers to see what information we can glean. If we all trudge out we may just scare them off. Several of us can move forward to support invisibly if needed. I think we need information most at this point to find out waht we are stumbling into."
"Alright," the rogue is all business here, "we already come once, so if the vampies got spies in town, they already know we're snooping. What they don't know is whether we're here in force or not. So, if we're worried 'bout the town alerting the vampies, maybe best not to go inna the town at all, you know what I mean? If they're not goin' anywhere, let 'em be. We can camp out somewhere, huh?"
"I wonder how big around that hill is?" the dark rogue muses as she runs her eyes over the heavily wooded sides of the hill. "Could be anything movin' 'round under them trees," she says. (Spot 39 to spy anything moving around. Viewed from present location.)
"First thing I think what we gotta know is how much time we have, so we can decide how risky we wanna get. We need to know if that cloud is expanding any more."
"If you're set on going into the town, then I can slip in without anyone seeing, keep my eyes and ears open for anything strange. Also look for weerdo tracks."
"But, I think it'd be better to map the outside edge of that hill. Find the ways they expect folks to approach. Find out if the cloud is expanding. Maybe even get a look at any critters moving around in them trees."
"For this, I'd stay in the sunlight. If I get attacked from inside, probs, I'd run than stay and fight, Angus," the dark rogue replies. "Best if you kept a good sixty to hundred tweny feet out at least. Worst thing is to get spotted."
Question: What's the cover like around the periphery of the hill, outside of the cloud?
Firn'gaer Monday May 11th, 2009 8:33:41 PM
The group lands and Firn'gaer goes about setting up a Secure Shelter and placing Private Sanctum on it to prevent unwanted prying.
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 d20+23=33 ; Monday May 11th, 2009 10:17:12 PM
Peerimus spends a few moments looking about as well, absently lending what answers he has at mind to Rash and the others. "I suspect they have nowhere to go or means to get there or menas to live once they arrive. They also have faith in the Powers to watch over them and keep them safe. They may also be all fully in league I suppose. The reasons to stay are numerous." [spot 33]
As Firngaer casts the shelter and sanctum, Peerimus rubs his chin. "Xenia and I will go into town. She to do what she can to find anything and I to provide support if needed. Our plan is to take a few days while here and learn what we can. We should not make contact with the villagers. We must assume some are in league with the enemy by force or choice. Rash, tomorrow prepare a couple Sending spells and Status spells. It will provide some communication and a way for you to monitor Xenia and myself. Today we will just move through the town itself and see what we can learn. Tomorrow we will move closer to Quinn and for that, those spells will be helpful."
"Xenia, as we move about today and tomorrow I will be paying attention to the cloud and should be able to judge its rate of expansion. Xenia and I will not be gone long, back before nightfall and I will cast Commune then."
Peerimus then Shifts into a small tabby cat about 1 foot long from head to tail. Telling Yorrick to wait inside the shelter for his return he looks back to Xenia and with a quick hind end wiggle leaps into th rogues midesction to be caught by her.
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, Bull Strength, (1) 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, Repel Vermin, Greater Magic Fang Level 5: Animal Growth, (2) CCW, Stone skin, Commune with Nature Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants Level 7: (2) Heal, Sunbeam, Animate Plants Level 8: Whirlwind, Sunburst, Animal Shapes Level 9: Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Durgan Stonewall Monday May 11th, 2009 10:27:14 PM
OOC- Peerimus, thanks for the gesture, but I have a silver weapon. I will take the protection potions though. I have some but you can never have too many.
Rash, Xenia is holding the scroll Durgan bought at the Catacombs(and may use it on whoever needs). If you have extras, then someone who can use them should hold them, not me or Kazak.
"Plan? Why would ye want one of those? Never needed one before eh? Tell ya what, I'm gonna wait here while ye scout ahead. Just let me know when the kicking in the door part is ready to start. Xenia find out where the good ale is while ye are gone eh? And have some magic ready to call fer help got it?"
Kazak Monday May 11th, 2009 11:37:34 PM
Having accepted the items from Peerimus .... " silversheen .... good thinking Druid ..... dey will no doubt be useful "
The dwarf hands out the wooden staves he gathered before they left .... handing out two to each member .....
Standing out of the spellcasters way .... so they can do they're thing ...... the dwarf puts his knowledge of stone to use ..... with time before the group gets teleported to the room that Peerimus will aquire ....Kazak studies the fortress ..... observing its structure and defensive design ....
Staying hidden and keeping his movements to a minimum so as not to attract any attention from the locals ....
OOC : Rash Trinka has Kazak's heal scroll
Jurgen and Shay Tuesday May 12th, 2009 2:11:21 AM
Jurgen is among those weirded out by the town. Like something out of a twisted bard's tale. He is able to shrug it off without much thought. And before long, he finds himself comfortable with the oddly styled buildings.
"Remember, we need to pretend that we have Star Mages backing us up. So if we can keep that illusion..." He shrugs, not really sure if that plan would help them anyway. "As for the spread of the cloud, I don't have any estimates on that. But we can feel pretty sure knowing that every day it is up, more people will be sacrificed to the vampires. Now if our plan is to hole up in the village and defend them..."
When Peerimus and Xenia head into town, Jurgen is tempted to follow. But he realizes that his eyes would have nothing useful to add. The only thing Jurgen does do of particular help to the group is to send Shay into the air to scout, but he reminds the hawk to stay far from the black cloud.
Transportatoin to Threshold (DM SteveK) Tuesday May 12th, 2009 12:01:22 PM
The group lands and Firn'gaer goes about setting up a Secure Shelter and placing Private Sanctum on it to prevent unwanted prying. Thus secure from outside evesdropping, the CoC make plans.
Soon, Peerimus-the-Cat and Xenia-the-InvisibleGirl move out, leaving the others to remain to prepare, rest, chomp at the bit, or otherwise pass the time.
Both are indeed back before dusk and are able to bring the following information.
- The base of Quinn's Hill is lightly wooded, providing much concealment from the Temple above. Xenia is confident that the group could sneak through without being spotted from the hilltop, though it would be slow and take several hours.
- From the time the CoC arrived until nightfall, the Black Cloud expanded about 100 feet in all directions. At the current rate, the Cloud will cover the town in 3 days. (ie 100 feet day, 100 feet night = currently 600 feet away from town).
- None of the fields under the Black Cloud had anyone working on them.
- The farmers working on the fields looked agitated and fearful, casting many glances at the cloud. All farmers and livestock were brought into the homes and shuttered tight well before dusk.
- The houses of Threshold have windows locked and barred even in the daytime. Doorways are locked, and most inhabitants have secret knocks and passwords to get inside. Cracks and holes have been plugged with mud, rags, plaster, or anything else that could keep out the smallest rat.
- Xenia did find hoof prints around the perimeter of the Black Cloud. Neither Xenia or Peerimus found any 'things' moving under the cloud.
Angus HP 71/71, SR 20, AC 14 Tuesday May 12th, 2009 1:20:51 PM
Angus yawns "I gues we wait until morning for a push in force. Wake me up when we are ready to go."
Angus opens his eyes once more and adds "Did someone bring coffee or tea?" Angus lowers his hat over his head and leans back.
"I think we're gonna have to go into the cloud tomorrow." The slim dark girl lets down the cat upon returning to Firn'gaer's Fort. "We don't got much time."
"Hey, Elfie ... Um, I mean, Trace. Hey Trace, I found some hoof prints around the outside of the Black Cloud. Couldja take a look at them tomorrow? I wanna know whether they go into the cloud or stay outside. Could be some of them mino-cows or mino-horses guys we got patrolling that hill."
"Or," she shrugs, "could just be the farm cows wandering 'round."
"Tomorrow, gonna take a fly over." Xenia turns to stare out a window in the direction of the cloud wreathed hill. "Right up through them trees. Probs go up through the middle level of the trees so we can maybe see stuff down below. Straight up to thirty feet out from the temple, circle 'round to the other side, then back down."
"I figure we'll be going up mainly for time and mapping. See how long things take get an idea of how big the temple is. They got a walled compound? I wanna know. I wanna be able to write me a map of the hill when we finish tomorrow. 'Member, the communing said there were no Glyph Traps on the Temple. We need to find out what else is up there besides the Temple. We see anything along the way, traps, guards, anything, that'll be extra."
"Angus, you might wanna come tomorrow too. If you can make yourself really small, you can ride in a pocket. If we decide we wanna 'port straight to the top, you'll need to know what the place looks like."
Rolls and Actions Hide 56 (w/Invisibility) Move Silently 36 Spot 39 (for guards, glyphs and general danger) Listen 38 (For the movement of guards) Search 32 (For unusual traps down below.)
Have 15 minutes worth of Fly to expend.
Rash Trinka Tuesday May 12th, 2009 5:08:40 PM
Rash listens to the report and says, "Tomorrow I am going to reveal myself to the villagers. They probably have some useful information and can give us some more accurate numbers on creatures prowling throught the night. Yes I know it is a risk in alerting the vampires of our presensce but I think the rewards outweigh the risks. There is a good chance that the vampires might stubble upon us tonight anyway. It looks like they are coming down to the village by the way the villagers are acting, sealing up their homes and arranging passwords so they don't "invite" in the wrong sort. I would like to do it tonight but I doubt they would let me in during the dark."
In response to Peerimus's request on spell choice, "I have a status on a scroll and I can take some sendings but would prefer not to if we are planning on battle tomorrow. Angus can message, will that hold us over?"
Xenia (AC29, HP92/92) Tuesday May 12th, 2009 5:26:08 PM
Taking a bite of hard rations, the Dark Rogue considers the things that Momma Rash has just said.
"You know, it might not necessarily be a bad thing to get seen, you know. Their big 'vantage is having that hill all set up for an attack. They come down here and they lose that."
"'n fact, might be a good idea to run a night patrol or two tonight. See if we can't catch a couple of them sneakin' on the town."
"And if you're worried 'bout keeping touch of us while we're scouting the hill, you could do the Message spell thingie with someone flying up above the cloud. I figure that if we can't see them down through it, they sure can't see us up through the same, yeah?"
Trace ac 33 hp 104/104 Rhino ac 28 hp 76/76 (,) 38/50 bane arrows d20+16=17 ; d20+11=23 ; d20+13=16 ; d20+12=14 ; d20+12=17 ; d20+13=33 ; d20+17=32 ; d20+15=17 ; Tuesday May 12th, 2009 5:38:15 PM
Trace prepares for the recon when the next day arrives. He explains what his recon is and suggest Xenia tag along if she wants. I will move into the cloud and speak with the plants and find out about the area, I will then locate the prints and see where they go and what they belong to. I will use all my abilities that I know to stay hidden and only use this as a observe and report mission. If I find an area or structure I will go to it but not enter unless it is obvious that I will not be found.
checks for scouting mission activates ring of invisabilty, will activate flying boots when needed, cast pass without trace (will cast on anyone that goes with him up to four, lasting four hours), cast hide from animals(will cast if needed to move past any animales, last 40 minutes), cast detect snares and pits (will cast if any structurs are found near the cloud or in the cloud.), cast darvision in the cloud if needed (4 hours), cast nondetection (4 hours), when close to cloud wall will cast commune with nature (4 miles). drinks potion hide from undead before moving into the cloud will drink one everytime the other is about to run out of time.(40 min.ea.) hide 17, Knowledge(geog) 23, Knowledge(nature) 16, listen 14, move silently, 17, search 33, spot 32, survival 17,
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps. Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
(Peerimus will have the final say on any actions taken by Trace, Rhino is in the Grove in Hernamar)
Three days, much closer than originally thought. the druid thanks Mother for giving him the itch to get here and run recon as opposed to remaining in Heranmar. "Three days." he says aloud, his voice echoing his thoughts. Another full day to move about just became far less of an option. Getting the wizards, and we would need to get both of them there and back to teleport all of us, is a good idea. We would need to be under the cloud though and above the hilltop." [Any estimates on the distance from ground to cloud?]
"Without reason to come looking for us specifically, I'm not sure Quinn, Aberwrath and Quentin would even come down. Likely just run the fodder down. Killing them simply alerts our main prey. No traps in the temple. Odds are the approach is layered well then. Giving more creadence to magically moving in.. I don't like simply flying in under the cloud to look. Doesn't feel right and I know several ways to penetrate invisibility. All they need is a single glimpse and we are made and all surprise is gone. They know we are coming. A flying invisible anybody confirms we are here. We need another course else I am of the mind to lay low tonight and move hard and fast at first light. "
"Unfortunately Xenia, as I see it, being down here and trying to call them out won't work. They have an everexpanding range of pernament darkness. Why not simply wait for it to over take the town and continue on. If we wish to stand down here, what do they care."
"My thoughts on the Sending and such were based on us having a few more days before the town is taken. I think that is off the table so don't worry about that Rash. I would like a divination or perhaps even an Augury to the success to Trace's plan. On revealing our precense I see no points to outweigh the negative ones. An Augury there might be of use. Trying to divine if approaching a villager will yield something we do not know, followed by a second to divine if the same action will alert the enemy."
Peerimus casts Commune with Nature 17 miles seeking to learn from Mother the Powerful Unatural creatures, animals and plants.
"I have another thought depending on what Mother reveals. Trace cast your Commune here tonight, your range will encompass the temple. Find out about the Terrain, people and woodland beings. What does everyone think of shifting all of us into bats, just before dawn and flying in, Rash has told us Vampires are often in such company. We avoid the possible traps in the trees, will be able to spot any invisible oppoents within 20 and might go in unnoticed. At the temple we may be able to then dispel the Forbiddance and move against them unaware. Fall back to here if need be to prepare another strike."
Peerimus looks about the room for opinions. 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, Bull Strength, (1) 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, Repel Vermin, Greater Magic Fang Level 5: Animal Growth, (2) CCW, Stone skin, Commune with Nature Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants Level 7: (2) Heal, Sunbeam, Animate Plants Level 8: Whirlwind, Sunburst, Animal Shapes Level 9: Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Firn'gaer Tuesday May 12th, 2009 9:14:37 PM
Firn'gaer doesn't like the idea of a frontal assault, but he realizes that time restraints will allow nothing else.
"Perhaps in the commune or divination, we can determine if there is another entrance other than the front gates." He chimes in. "Do we have the means to remain in contact telepathically for an extended period of time?"
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.
Kazak Tuesday May 12th, 2009 11:54:58 PM
Listening to the others .... kazak waits his turn ...... " i don't think we should just openly reveal ourselves .... but i'm sure dat da locasl will have some knowledge about da fortress .... anyway we could quiestly ask someone ?? .... might be usefull intel ...... we could do it right before we plan to go anyway .... so less risk of exposure ..... just a thought " adds Kazak to the discussion .....
The dwarf rests ... readying himself for the next days push towards the fortress
Jurgen and Shay Wednesday May 13th, 2009 1:58:19 AM
Jurgen sits back and allows everyone else to plan. Anything he would add at this point would be superfluous. He does offer one suggestion that surely has no merit in it what-so-ever. "Could we go under the hill? Dig our way in and appear in the middle of Temple instead of the entrance? Some polymorphed tunneling?"
Otherwise, he stays shut and joins Kazak in mentally preparing for the fight.
Angus HP 71/71, SR 20, AC 14 Wednesday May 13th, 2009 3:31:11 PM
Angus nods to Jurgen "I like the way you think. I am all up for turning Durgan and Kazak into Umberhulks. Are you up for it boys?"
Angus cracks his knuckles "We will have to get a bit closer to the hill be we transform you two."
Plans in the Secure Shelter (DM SteveK) Wednesday May 13th, 2009 3:51:06 PM
plans for a frontal assault look more likely as time is running out for the town.
Thoughts are made for Commune spells and other divinations to get all the information they can.
(Peerimus was able to determine the tracks were made by large unshod horses, probably ridden given the weight of the imprint. The druid was also able to tell six different horse prints. In addition to the horse tracks, there are various animal prints of wolves and rats.)
Durgan Stonewall Wednesday May 13th, 2009 6:53:11 PM ...hit them hard and fast at first light... "I like the way ye think Peerimus me boy. Just say when. And I don't see the harm in talkin with the townsfolk. Don't ye think they'd be glad ta know some heroes are about eh?"
"Does the cloud covering the town mean the town is lost? Mebbe not. Mebbe just means we have a harder fight that's all. IF ye want to prepare, then prepare I say."
Xenia (AC29, HP92/92) Wednesday May 13th, 2009 9:40:43 PM
The rogue listens to the jumble of ideas that come out of the Chaos Guys. Some wanna charge right up the hill. Some wanna tunnel under and then up. Some wanna just walk in and talk to the townsfolk. Maybe that's why they're the Chaos Guys. It sure is a lot of chaos.
A girl with sense knows when it's best to talk, and when it's best to just not say nothing and listen. Xenia is silent and attentive. She waits, in particular, for the results of the communing to be done by Peerimus and Elfie Trace.
Kazak Wednesday May 13th, 2009 10:30:02 PM
"hey Peerimus ...Xenia ... where do da tracks lead too ?? .... entrances ??.... ground level ?... "
" so we go in at dawn ??... might be best if dats when dem vamps sleep .... but dat dark cloud ... might keep em awake ... eh .... but der minions must have some type of jobs to do ... patrols.... finding food ... info .. and such ..."
" and don't dey sleep in coffins or some such ..... maybe you can ask motherwold .... about where dey are ??"
In his remaining time Kazak keeps his eyes focuesed on the fortress .... searching its facade for its type of construction .... looking for weak defensive spots and possible avenues to enter or exit .....and possible hidden or concealed with newly built worlks and/or freesh movement of earth .....
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 Wednesday May 13th, 2009 10:39:55 PM
Peerimus communes with Mother and asks Trace to do the same on the first night with hopes they will learn what they need to. "I am currently leaning to the plan of flying in as bats. Tunneling would take too ling I fear. true the town may not be lost upon the arrival of the black cloud, but agin it may and we should move before hand as we are able. the longer we delay the more information we may learn, but also the greater chance the prey will catch our scent."
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, Bull Strength, (1) 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, Repel Vermin, Greater Magic Fang Level 5: Animal Growth, (2) CCW, Stone skin, Commune with Nature Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants Level 7: (2) Heal, Sunbeam, Animate Plants Level 8: Whirlwind, Sunburst, Animal Shapes Level 9: Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Jurgen and Shay Thursday May 14th, 2009 2:38:19 AM
"The town will be lost when the black cloud arrives." Jurgen claims. "Either the cloud itself with have a negative effect or the vampires will be free to walk in and take their prey. Even we can't be everywhere at once. That being said, if we got everyone in town into a single building and then waited for an attack, we could defend."
Jurgen is just talking, waiting for the go-ahead from Peerimus to charge that coming cloud.
Angus HP 71/71, SR 20, AC 14 Thursday May 14th, 2009 6:56:13 AM
Angus stretches as he wakes up "I had such strange dreams."
Angus waits for the results of the commune and adds "I will be good to talk with someone new as he watches for the farmers coming out to their fields. Maybe we can give them some hope. I am sure the locals have some insite on the vampires, their numbers, allies and routine, at least in a basic way. If we are lucky a few may have visited Quinn hilltop fortress before he became a vampire and make us a drawing of the area."
Angus will recast his mage armor and message spells when the group is ready to leave.
Plans in the Secure Shelter (DM SteveK) Thursday May 14th, 2009 8:30:46 AM
Gonna be sproadic internet connections for the next couple of weeks due to moving. Movers come today. I'll do next post over weekend, so go ahead and make your plans into actions and I'll provide all forthcoming info.
You guys are doing good, not at all what I was expecting! :-)
Xenia (AC29, HP92/92) Thursday May 14th, 2009 10:15:16 AM
OoC: Could you define a time that we are allowed to work in, Steve? Do you want us to restrict ourselves to the current evening? Can we describe events of the following morning?
Things are going along pretty good. But it's also clear what use talking gets to 'round here. She stands and raises her arms to the sky, stretching like cat.
"I'm gonna take a potty break," the rogue announces, heading for the door. "Be right back."
Once outside, though, in the night air, she takes to the sky. Entering the town, Xenia stakes out a place on the roof of the building nearest the hill of Quinn the Vampire Eye Guy. Gathering what shadows she can to herself, she watches for what may emerge to prowl the town. Her elf-born eyes drink in the silvery starlight, and her ears hear even the soft glide of an approaching owl.
The rogue keeps vigil till the moon is high in the sky. Then she returns to Firn'gaer's magic house for her night's rest.
Peerimus continues to voice his plan to fly in as a swarm of bats and land just outside the temple. between the 4 splee casters, the druid is confident that the Forbiddance can be overcome. Then it is a storming of the temple. Two goals, destroy the vampires and destroy the magic item creating the cloud. Once a vampire becomes a mist, does any have ideas on how to follow it? Rash has explained they cannot move very fast in gaseous form, but they can go through cracks and other small places the group as a whole could not follow. The druid states he will have several Stone Shapes at his disposal to assit but other means need to be at hand.
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, Bull Strength, (1) 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, Repel Vermin, Greater Magic Fang Level 5: Animal Growth, (2) CCW, Stone skin, Commune with Nature Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants Level 7: (2) Heal, Sunbeam, Animate Plants Level 8: Whirlwind, Sunburst, Animal Shapes Level 9: Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Firn'gaer d20+26=41 ; d20+31=33 ; d20+10=22 ; Thursday May 14th, 2009 10:30:31 PM
Firn'gaer doesn't know how the group follow the vampires once they are in gaseous form. "I would think that death by Sunburst or Sunbeam would destroy them permanently without allowing them to take gaseous form."
Knowledge (arcane) DC 41, Spellcraft DC 33, Knowledge (religion) 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.
Kazak Thursday May 14th, 2009 11:25:06 PM
Nodding at Peerimus suggestion of tactics ... " dat might help us get close .... give us maybe a little surprise ... not dat i like to be turned into a bat but if it works we could be in a good tactical situation " ... agrees the dwarven warrior
" any wind spells dat might be able to corral dem when dey change into da wind ?? .. blow outside da black cloud ???.... in da daytime ???"
"I'm ready to go when ever ya says so " growls Kazak to Peermus
Rash Trinka Thursday May 14th, 2009 11:25:08 PM
Before Rash goes to sleep, she will refresh her normally worn spells, Rash then goes to sleep , waking early the next morning and sits in prayer asking the Powers for strength and wisdom to help the Children against this nasty foe. After receiving her new spells, she will cast her Augury asking, "Would it be advantageous for us to contact the villagers to gain help and information on Quinn's stronghold?
Rash then follows up with divination asking, "If we contact the villagers, will the vampires or their allies gain knowledge of us from spies, scrying spells or other methods?"
Rash will share her answers with the group and also add, "I have added some powerful spells to help us find the crypt or nest once we kill one of them. I have prayed for both Windwalk and Discern location. Some of us will be able to follow the gaseous forms of the killed vampires so we can see where they sleep. Also if we kill Quinn or his father and they do escape, then I can discern their location to find the nest. We will put them down forever, never to rise again and give Quinn peace.
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
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast.
Plans in the NIght (DM SteveK) Friday May 15th, 2009 8:52:34 AM
The plans and scouting continues, and it looks certain that the Children of Chaos have initiative on thier side. Whether it is because the enemy as yet does not know of thier arrival or is merely biding thier time, only time will tell.
Even though the walls weren't complete, Kazak's last stay with Quinn has enabled him to make a rough sketch of the Quinn Temple. (Map forthcoming, maybe Monday) Basically, it was going to be a central worship place, round and pillared (100' diameter), in the middle of an open rectangle fort (300' long x 200' wide) with towers on each corner and a gatehouse facing the town (in the short wall). Everything made of local stone with wooden frames. There were storehouses and workshops along the long walls (flanking the Temple) and a large dormitory on the back short wall (behind the Temple). The usual buttery, brewery, tannery, smithy, candlry, stables, and the like were all there when Kazak last visited.
Xenia comes back at midnight with more information. At the edge of the cultivated fields, she was able to spot wolves and wargs and what could have been a troll or two, yet they didn't come closer to the town than the outlying fields. In, through, and around the town came bats and rats, all moving around in thier own special way. One bat flitted at a window for a couple minutes across from where Xenia perched; obviously NOT looking for insects, but if flew on again. Then, shortly before midnight, a troop of six horsemen appeared. They came from the road to Quinn's Temple, rode through the town of Threshold, turned and rode back. The riders were all armored cap-a-pie (full plate) in matte black, and so race was not seen, but the horses were quite distinguishable; Nightmares!
Rash in the morning brings two more bits of information. The results of her Augury spell was: Nothing. The results of her Divination spell was: "The vampires know not the strength of those Children lately come, but reveal thyself to village yonder, thier advantage is undone."
Rash Trinka Friday May 15th, 2009 2:19:24 PM
Rash tells the others of her answers or non answers sayiing, "Obviously it could be a benefit to talk to the villagers but I think the vampires finding out about us outweighs the benefits for now. I think we need to move forward and do a hit and run with the aim of destroying the minions the first time around and striking as far as we can to learn as much information as we can on spell defenses, nest locations and body guard abilities. We can then be prepared to teleport away if need be to recover and strike again tomorrow prepared with the gathered intelligence with which we can take on Quinn and his father.
Xenia (AC29, HP92/92) Friday May 15th, 2009 4:24:51 PM
"Trolls and werewolves, you said?" Back from her night scout, Xenia winds up her report to the Chaos Guys. "This sounds a lot like this Koshe Marr Nightshade place you guys were talking 'bout."
"Do you think those bats and rats that I saw mighta been the minions that Quinn's Vampie Da killed and made into little vampies?
The next morning, the dark rogue listens quietly to Momma Rash's God bits. "I don't see how it could hurt to see if we can kill down the minion types today," Xenia adds. "Unless of course, they got a supply of more of them they can just open up. But that would be bad either way."
"I'm thinking the wolves and the trolls are the forest patrol, with the Armor Guys and the vampie minions guarding this here compound." Xenia points to the map that Dwarf Brother Kazak has drawn up.
"Hey, Kazak, you 'member how much of these buildings was wood and how much was stone? I was thinking that when we get to 'ttacking the main compound here, it might not be a bad idea to start by setting fire to this dorm building back here. Draw all their folks to the back while our main guys break in the front gate."
Kazak Friday May 15th, 2009 11:28:37 PM
"Hmm" as the dwarf listens to the ladies as they report their findings ..... " yeah dey must likely have dem locals under watch ....."
Yeah lets take anther peek at me map " .... as Kazak unrolls his map again .... pointing out more details to their scout ..." good cover at dese spots ... and sightlines here could help ya sneak away from eyes out der ..... " as Kazak expains what he remembers about Quinns temple
Jurgen and Shay Sunday May 17th, 2009 2:38:34 PM
Jurgen nods at Rash. "We hit fast and hard. And hope that we aren't facing an entire army of vampires, trolls, werewolves, and other baddies." Then the paladin smiles. "And if we are, we make them regret meeting the Children of Chaos."
"I know we planned on attacking in the morning, but with that cloud above it may not matter at what time we strike. Morning may still be our best bet with the vampires presumably resting, but if we attack in the evening those riders may be out and about. Eventually, though, we'd have to face them regardless..."
Plans in the NIght (DM SteveK) Sunday May 17th, 2009 7:30:19 PM
The map Kazak draw's is basic. From his memory, the majority is stone, only the small outlaying buildings, outside stair and covered walkway being made of wood.
Xenia (AC29, HP92/92) Sunday May 17th, 2009 10:54:34 PM
OoC: Did Xenia notice how the Black Riders were armed?
SteveK: No, she was completely mesmerized by the tint on the horses' hooves... Of course she did! :-) Lance, heavy shield, and longsword for each.
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 Monday May 18th, 2009 10:44:33 AM
Peerimus looks at the map. "We are flying in. we come in over the Brewery and land in the back shadows. We shift back and Firngaer can remove the Forbiddance. I will create a diversion at the Barracks and Angus can do so against the Gate. Chaos ensues and we move into the temple. We hit in the day time because we can then fall back beyond the cloud if need be and eliminate much of the enemies pursuit abilities."
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
Rash Trinka Monday May 18th, 2009 11:24:16 AM
"Peerimus, sounds like a good plan. Just leave a minute or so before we land to start casting some buff spells. I have a few which will help the group. I plan to cast mass bears endurance on everyone. (Should give everyone an extra 32 hps and help with some of the drain effects). I can also cast disrupting weapon on either Kazak or Durgan's weapon. Haste is always nice from Angus. Want to save some buff spells since I expect to run into a couple of dispel magics before this is all over.
Do we have ways to finish trolls and other regenerating creatures? Also knowing where some running water is might be helpful against the vampires. Any knowledge of that during your scanning of the area?
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
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast.
Angus HP 71/71, SR 20, AC 14 Monday May 18th, 2009 4:44:50 PM
Angus nods to Peerimus "Flying in I like that. Burrowing would have worked as well, but then we have all the dirt on our cloths."
Angus announces to all "Who does and does not have the capability to fly as we will have to make sure we all do one way or another." Angus waits for an answer as he looks at the dwarves.
Angus will look back at Peerimus "Do you want the diversion to be pyrotechnic based or summoned creatures, or both? The gate is all mine."
"When do we leave, Sunrise I suggest?" Angus adds.
Firn'gaer Monday May 18th, 2009 9:14:22 PM
"I'll give everyone who wants it enlarge person. I also have an extra fly spell for someone. As for the approach, bats are fine. My only concern is that a frontal assault will give up any surprise we might have and if we have to regroup there is no doubt we will be set upon by what ever remaining forces Quinn could muster. There might not be any rest once we begin."
"Would Find the Path be useful in allowing us to make as direct of an attack as possible. If so, then Rash if you can please take one."
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 (AC29, HP92/92) Monday May 18th, 2009 9:16:16 PM
"Yeah, I can fly in, Angus. But I'm not so sure it's not a better idea that Peerimus has, going in as Bats. Sort of like a disguise, yeah? I guess one thing I'd like to know is, once we're in, do we have enough juice to pull us out? I mean, with Angus on ones side of the compound and the rest of us on the other, we got enough magic beans to port all of us out?"
"I also recommend that everyone keep some sorta non-bat flying on after we land. They got trolls, wolves. They got rats and riders. What I don't see is that they got anything what can go up in the air. I didn't see nothing even that shoots arrows and such."
"Oh, and Angus, if we all fly in, you might as well leave that gate closed. If there's anything out in them woods, it can just stay out there while we kill down the minions inside."
Trace ac 33 hp 104/104 Rhino ac 28 hp 76/76 (,) 38/50 bane arrows Monday May 18th, 2009 9:17:13 PM
Trace listens and nods as the plans are laid out, I will be invisable and flying over the group with arrows ready to rain down. Also if the situation arrives I have a plan to make the vamps drop their gas form, my question is, how quickly can they take this form?
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
The Morning Dawns(DM SteveK) Monday May 18th, 2009 10:35:26 PM Quinn's Temple each square is 10x10 feet
The plans are just about ready, and the CoC are ready to turn thier plans into actions. (Please post your actions)
Rash asks for time to cast buffing spells before arriving, but she is going to have to be sure to cast while she is a person (not having the Wildshape Spell feat)
Kazak Ac 36 Hp 197 Monday May 18th, 2009 11:48:44 PM
"hehehe ... i'm stuck on da ground after i change back ....i's got no flying magic ...... but dats good thinking Xenia .... what can we change into dats keeps us da flying ???..... save da flying magics for later .... dis ain't gonna be quick and easy ...like Rash says ... dey gonna have dispels handy .... sp don't buff all at once ..... me i'm gonna wait till i git inside .. space out me magics .."""
" Oh ... and me stone sword can cut thru stone ... its got stome shape ability's .... possible way to exit if we hafta .... or take down some support structure .... crumble dat forrtress from da inside down on der own heads ..... burying dem coffins " ... growls Kazak
"i's got bane on me steel sword ... disrupting could be placed on me stone one .... gives me some options
Rash Trinka Monday May 18th, 2009 11:50:57 PM
(occ Rash isn't looking to be transformed into a bat or anything. She has her own fly spell so she should be able to buff before the action.)
Rash smiles at Firn'gaer and pats him on the cheek and tweaks his gnomish nose. "This isn't my first battle dearie. I prayed for a discern location which is find the path's big brother." She gives a hard look at Jurgen and then turns to Peerimus and says, "I know this sounds harsh, but I don't think we should warn the town before our attack. Lets get the full advantage of surprise before we let them know. My spells warned that if we talk to the town before hand, we would be risking surprise. Since we are attacking at dawn or early morning, then we can always zip by later to warn them to get out of the area.
Whatever happens, Rash is ready to move forward. She will cast her own fly spell when appropriate.
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
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast.
Durgan Stonewall Tuesday May 19th, 2009 12:01:44 AM
"Rash, give the disrupt to me brother, he is better at taking out the uglies than I am. I'm better at the defense. If ye need to rally, then do it behind me. I'll take that enlarge gnome, then I got me some extra reach."
"Let's do the bat flying thing. If we hafta retreat, were gonna need those telly ports. Runnin ain't gonna cut it."
Xenia (AC29, HP92/92) d20+24=32 ; d20+24=35 ; Tuesday May 19th, 2009 9:21:40 AM
Xenia gives Momma Rash a curious sidelong glance. Looking to fly up there with a target painted on her forehead. The rogue shakes her head.
"Look, things are good and sunny here with the morning coming up and all. But, after we attack that temple, night's gonna come. Some time. After that, them vampies are gonna be free to roam the place and they're not gonna be happy. Now we can hide, but I'm betting that if they can't find us, they're gonna be looking for blood in town."
"Angus and me, we got 'sperience with folks taking it out on others when they can't find us, and I'm not gonna let it happen again. You do whatever preparing you need to, and I'm gonna sneak into the town. I'm gonna tell that old midwife that they gotta leave. We spoke to her a'fore, and I trust her. Gonna tell her that they gotta be at least a day's travel way from here before sundown. Then, after that, I'll meet you for doing the bat thing."
"'Member, the temple looks to be two miles out of town. Even flying, that means we're lookin' at 'bout a good twenny minutes to get from the town to the temple. If you're magics can last that out, then good. But keep that in mind, alright?"
The rogue spells up with druid magic to make her steps faster, then she whispers to her invisibility ring and disappears.
"Meet you when I meet you," her voice calls out, and then she is gone.
Rolls and Actions UMD 32 Wand of Longstrider / Pass Hide 56 (+20 for invisibility) Move Silently 36 Spot 39 (Just to make sure.) Listen 35
Active Effects: Longstrider 1h
Items Expended: Wands: Longstrider 48/50
OoC: The two miles from town figure is from the details DM Steve laid out when Firn'gaer, Angus, and Xenia first scouted Threshold.
Jurgen and Shay Tuesday May 19th, 2009 10:50:49 AM
Jurgen takes Rash's hard look and matches her stare for stare. "Harsh indeed." The paladin watches the tattoo marking him a paladin and tries to work out the right words to say.
"Xenia's warning will likely do little good. They know that the vampires are there and they have not run away because they know they have no options." His tries to make his voice cold, but is unable to hide his anger. Playing by the rules seemed almost senseless when your enemies broke them. "Even if we told every villager to escape, what good would it do? Anywhere they run makes them easier targets. But, for now, they are protected by the daylight. If this assault takes more than the day and it looks like Quinn's forces will move on the town, then I'll retreat to the village. You can all return to this Shelter, but there is no 'greater good' here. These are the people we are here to save."
Angus HP 71/71, SR 20, AC 14 Tuesday May 19th, 2009 3:52:35 PM
Angus lets everyone talk "I see one problem here folks. We scouted the town, but we are preparing to attack the stronghold. Yes we have a very good idea of the lay out, but not of the guard structure. If Peerimus turns those of us that require it into bats we should cirlce the stronghold to see what other defenses there may be and type and number of guards to make sure of plan is still reasonable. The defenses of our enemy may dictate other courses of action. We do not want to fly into the fight blind as a bat."
Angus looks around "Either Xenia or I could take one hour to do a quick scout of the vampires perimeter. I admit that Xenia can see much better than I, but I am will do go."
OOC: If it is agreed that more scouting is required, Angus will polymorph into pixie and teleport 300 yards from the stronghold and the use improve invisiblity (extended) and look for guards and other defenses that Kazak may not have known about, before teleporting back. Angus would use more than one improved invisibilbity if necessary. Angus has painful experience with a forbiddance spell and would keep out of range.
Angus will have expended 3-4 4th level spell slots and 2 - 4 5th level for the recon and may want a day to recover unless we feel that we must attack. The extra scouting may not bear fruit, but it could be very valuable. Can anyone perform the scouting using less resources????
Rash Trinka Tuesday May 19th, 2009 7:39:56 PM
Rash sighs as the Xenia and Angus start moving off in different directions. She slings her shield on her back and says, "Well we might as well start moving closer until we get their reports. I tend to agree with Angus, we don't know what we are facing and some advanced knowledge of patrols, guards and such would be nice.
The slightly portly woman turns to Peerimus and says, I don't mind being a bat if you think it will get us closer undetected but I won't be able to cast my short duration spells in that form. Can we get close in bat form and then turn back, buff up and then attack?
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 Tuesday May 19th, 2009 10:44:24 PM
Peerimus answers Xenia, "We do as well Xenia. Rash recieved our answer from the Powers that by talking to the town we undo any advantage we hold in surprise or abilities. Going against that advise is for the lack of a better term, stupid. My concern about scouting the Temple so closely is tipping our hand and the enemy as well as using a good amount of resources we may need. The best plan puts us not retreating at all and 5-7 spells of mid range power may well be a tipping point."
" Further I am still completely unconvinced what telling the town to run accomplishes. Talk to the old woman, she starts telling others and the enemy is warned. The enemy has not been able to move against the town and I find it completely unreasonable to think they haven't from a lack of trying. Our attack will not suddenly give them the ability to do so."
"Will we be undetected or ignored as bats, I don't know, but I do know it is a single spell that gets all of us there and we can appear inside the compound and wreak havoc with it."
Xenia is gone Peerimus frowns slightly. "Fine we go without her. Cast what protections you will, remeber we have abouta 20 minute flight. we land, Rash buff us, I'll hit the barracks, Angus hits the gate house. Kazak and Durgan and Yorrick will form our denfensive front. I'll find the Path and we move into the temple. That gives you two attempts to take down that Forbiddance Firngaer old friend."
Peerimus readies and then casts Animal Shapes, shifting everyone to a bat for the flight in
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
Firn'gaer Tuesday May 19th, 2009 11:48:29 PM
Firn'gaer nods at Peerimus's direction. "I have a scroll and spell prepared as well as lesser Dispels if needed."
Firn'gaer mentally prepares himself for the coming battle.
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Angus HP 71/71, SR 20, AC 14 Wednesday May 20th, 2009 10:57:14 AM
Angus frowns at Peerimus's decision and mumbles somthing "...going in blind as a bat...lets make due..."
Angus start to cast his medium range protection spells in anticipation of Peerimus's animal shapes spell "I will also need about 20 seconds or so once we arrive to finish my protections with Momma Rash."
Mage Armor - 16 hours Message on everyone Resistance to Fire - 160 minutes Resistance to Electricity - 160 minutes Resistance to acid - 160 minutes Resistance to sonic - 160 minutes Resistance to cold - 160 minutes Heroism - 160 minutes
Permanent: See Invisible
Rod of Maximize 0/3
Xenia (AC29, HP92/92) Wednesday May 20th, 2009 12:32:53 PM
"One hour." The invisible voice of the girl who came to the village the other day, speaks from the shadows to the midwife. "Give us one hour so we can get the surprise on 'em. Don't tell no one for one hour. Then get your folks and move out. We'll come get you when it's safe."
The door opens of its own accord. Then it closes and Xenia is on her way back to Fernie's Magic House, and a rendezvous with the others.
Rolls and Actions UMD 32 Wand of Longstrider / Pass Hide 56 (+20 for invisibility) Move Silently 36 Spot 39 (Just to make sure.) Listen 35
Active Effects: Longstrider 1h
Items Expended: Wands: Longstrider 48/50
Angus HP 71/71, SR 20, AC 14 Wednesday May 20th, 2009 8:59:14 PM
Angus will not start to cast his medium duration spells until it is decided that the group will be taking off.
Angus just watches the sun rise "I never thougth twice about the saying, burning daylight, but I do now."
Springing into Action (DM SteveK) Wednesday May 20th, 2009 10:33:18 PM
More talk happens as how to move forward, but then Xenia announces what she is going to do and disappears, being sneaky and invisible. Angus and Firn'gaer might be able to see her, as they can see invisible and she is moving, but they will still have to make a Spot DC 16.
Xenia moves out with Peerimus' warning that all advantages will end if the village is warned. The red headed drow girl hedges her bets by asking the witch for an hour's delay before warning the rest of the villagers. She doesn't stay for an answer, but slips out to rejoin the CoC.
Angus wants to scout, but waits for Peerimus to make a decision. The druid says everyone will go as bats... EVERYONE, so as to be sneakier. They'll land, change back, have buffings cast, and then attack!
..................
OK, how's everyone being turned to bats? Where are you starting as bats? Where are you planning on ending as bats to begin the buffs? What buffs are cast prior to all being bats?
We're gonna need some personal actions here to move on.
..........................
Sorry about the missed post, currently moving and hope that I'm not too distracting for everyone! :-)
Kazak Ac 36 Hp 197 Wednesday May 20th, 2009 11:33:57 PM
The dwarven warrior is ready ..... he awaits the druids magic .... " aye Peerimus .... front and center ...dats when i'll drink a potion or two ....."
" Ready brother ...." growls Kazak to Durgan ... then turning to the mighty Yorrick ... "how bout you brother bear ?.... lets do this "
" Is dis gonna feel weird ?? being a bat ?? ... any effects on our equipment ?"
ooc: no worries steve ... just make sure you set up the computer 1st ;-) .... wow look at all those boxes !!!!!!!!!!!
Angus HP 71/71, SR 20, AC 14 Thursday May 21st, 2009 9:06:23 AM
OOC: If life is catching up with you Steve and we are getting ready to enter combat, why do you get your ADM ready to jump in. Life takes presidence over gaming.
SteveK: Unfortuneately, the co-DM is also playing Durgan, and the CoC have moved off the planned path, so I'm winging it right now. Wouldn't be very supportive of my partner if I threw this all on BZ now. :-)
----------------------------------------
Angus waits for Xenia to return and for Peerimus to announce the countdown before casting his Animal Shapes (Bats) spell.
Once Angus know the timing he starts casting his medium duration spells (listed below). Angus casts 6 spells.
Angus is still concerned "Where are we going to land and what is our back up plan if there are guard within sight of our primary landing zone. If at all possible, I have 3 or 4 more spells I want to cast on myself and the group prior to hostilities. I have a bad feeling about this. Going in blind will be risky."
Mage Armor - 16 hours Message on everyone Resistance to Fire - 160 minutes Resistance to Electricity - 160 minutes Resistance to acid - 160 minutes Resistance to sonic - 160 minutes Resistance to cold - 160 minutes Heroism - 160 minutes
Permanent: See Invisible
Rod of Maximize 0/3
Xenia (AC29, HP92/92) Thursday May 21st, 2009 11:19:13 AM
Xenia studies the map as the rest prepare to go.
"With all these buildings I'm betting there's some what's got a place we can have to ourselves to prepare," she says. "I'm betting all open doors and windows will be trapped. Whyn't we all land on the north part of the roof of the Barracks? I'll un-bat myself and search us out a safe way into one of the buildings. Once we got a room, we can put on our magic and come out from there?"
Jurgen and Shay Thursday May 21st, 2009 2:38:43 PM
Just before Peerimus gives the order to head out, he takes a moment to cast Alter Self and acquire his usual troglodyte skin.
"We no longer have time for scouting or searching. We have to attack now... We may have minutes left in our advantage. Or no time at all." Jurgen deliberately avoids looking at Xenia. A Divination warning them from talking to the villagers and she had warned anyway. How long would it take a spy to get to Quinn? How long would it take him to prepare his traps? Part of Jurgen wanted to now delay the whole attack to see if they could throw Quinn off his guard. But they had no time for that. It would have to be now.
"We won't be able to communicate once we're in the air... We'll land where we land. And if there are guards, Angus, I will buy you the time you need." Jurgen taps his sword as if that somehow answers all concerns. "Set aside your worries, man. We must go into the shadows, so go into them with teeth bared, screaming defiance with each breath. They may not run, but we can make sure that the last thing they hear is our voices crying out the futility of their cause. We are the Children of Chaos and they will crumble at our feet..."
Durgan Stonewall Thursday May 21st, 2009 4:01:21 PM
"Eh? What Jurgen said. Let's do this."
Rash Trinka hps 142/142 AC 33 Thursday May 21st, 2009 9:39:12 PM
Before they are all turned into bats, Rash will read from a scroll the spell status touching Xenia (Only cast at 3rd level) She then casts Greater Spell Immunity on herself protecting herself from Harm, Glyph of Warding, Greater Glyph of Warding and Flame Strike. She then casts a freedom of movements spell on herself as well. "Peerimus, I will follow you but remember, we need to land somewhere where I can turn back to a human and cast some shorter lived protection and buff spells. "
Rash will then flap along behind the others feeling weird in a the form of a bat. She even takes a quick snatch at a fly for some odd reason.
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 160 minutes Status lasts 180 minutes Freedom of movement 160 minutes
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast.
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 Thursday May 21st, 2009 9:40:41 PM
Peerimus starts the countdown. "We can't land on the roof but I think a flight by a window or two is in order. We might get lucky." the druid almost rolls his eyes at the statement, Father had a notorious sense of humor after all. "we are going in to try and end this. We want to get into the temple and take out Quinn and Quentin and possibly Aberwrath. We land and we move fast and hard after the distractions go up. I will be able to talk to all of you while we fly still and I will have my full spell capability for our defence. As we come in if the circumstances seem to dictate the best we will manage is massive damage to thier minion I can make the call let everyone know and we simply open up on them."
"stay on my lead friends during the flight. I am thinking we cross over the wall here opposite of the brewery, we drop in past the barracks and then light out bewtween at the back of the brewery by the wall. If no one is about we shift and then begin."
Peerimus casts Freedom of Movement on himself and Kazak, he then casts Stoneskin on himself and Greater Magic Fang on Yorrick's Bite attack. Peerimus ends with shifting to a bat and then casting Animal shapes on everyone.
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 170 minutes, Stone skin 150/170 minutes Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 170 minutes
Kazak Ac 36 Hp 197 Thursday May 21st, 2009 11:46:02 PM
Steeling himself for the shapechange ..... the dwarf feels better as the druids magic washes over before the change ..... " we'll its dat time .... ready brother ?" .... growls Kazak
active magic Freedom of movement (from Peerimus)
Trace ac 33 hp 104/104 Rhino ac 28 hp 76/76 (,) 38/50 bane arrows Friday May 22nd, 2009 7:15:03 AM
Trace takes to the air once in bat form and then will fallinto line with the others. if able, he will use his bat skills to eat a bug or two along the way.
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
Xenia (AC29, HP92/92) Friday May 22nd, 2009 9:16:54 AM
OoC: Is there a scale to the map, Steve?
Angus HP 71/71, SR 20, AC 14 Friday May 22nd, 2009 1:15:41 PM
Angus flaps.
Angus ponders the mechanics of flight "Wings are different that other forms taken before".
Durgan Stonewall Friday May 22nd, 2009 2:02:58 PM
"Brewery? Mebbe that would be a good place to stop and cast those buff spells. I could 'buff' too while we are there. Ye know, sumthin to do while I am keepin' watch."
Durgan sounds a bit nervous as the time approaches to turn into bats. "I think I liked the giant bit better", he grumbles. "Ya brother I'm ready. Let's do some damage."
Rash Trinka hps 142/142 AC 33 Friday May 22nd, 2009 2:27:49 PM
Squeek!....Flap flap flap.....Squeek! Hmmmm that was a crunch moth
Angus HP 71/71, SR 20, AC 14 Friday May 22nd, 2009 3:45:06 PM
ooc: Will we get a Monday post or is it a Woldian Holiday as well? I hope not as we have been a bit slow of late.
"'Kay. Right." Xenia nods her ascent to the plan. "If there's an open door or window, though. I go in first," she announces. Images, however, of the Withering trap that went off in the Star Mages' tower flash through her mind. That had been a close one. She'd nearly died.
Her mouth firms, though, and she repeats. "I'll go first."
Reapplying the Long Striding magic, the rogue stands ready to be made into a bat for the Flight to the Vampire Stronghold.
Rolls and Actions UMD 37 Wand of Longstrider / Pass Spot 39 (For open window or door) Listen 34 (For a presence inside said open window or door.) Disguise 19 (Be the Bat)
Active Effects: Longstrider 1h
Items Expended: Wands: Longstrider 47/50
Quinn DeMarco's Temple
Springing into Action (DM SteveK) Friday May 22nd, 2009 11:08:17 PM
Preparation Spells are cast and the CoC become bats that *sqeek* into the air.
It soon becomes evident that there are other bat swarms about, perhaps this is a great idea after all!
It takes 10 minutes to fly from the secure shelter to the fortress of Quinn's Temple. (take time off spells, please) In that time, the heroes come under the cloud and feel a drop in temperature, the gloom making shadows lengthen and hope whither. There is something here, something that doesn't, quite, manifest in a physical reaction, but something there nontheless...
After 10 minutes of flying in a bat swarm, the CoC make it over the walls of Quinn's fortress and hovers over the brewery. It has no windows, but an open barn-door entrance that goes to the non-functioning brewery.
The CoC appear to be unnoticed as Peerimus ends the Animal Shapes spell and the group is able to conduct thier first actions.
.................................
We are in combat rounds!
One round actions only. There are no alarms or other action suggesting the CoC are noticed. Combat rounds is only to ensure timing.
Map is 10x10 feet. Will try and get a better map out soon.
Kazak Ac 36 Hp 197 Freedom of Movement Friday May 22nd, 2009 11:57:18 PM
As Peerimus's shapechage spell fades ..... the dwarf checks his equipment .... keeping quiet .... Kazak checks the floor ... checking for dusty footprints .... " we should not leave tracks as much as possible till we start battle " ... whispers the dwarf
Knowing most of his magics are short term ... the dwarven warrior chooses not to use them just yet .... he steps near his brother and the mighty Yorrick ... the defensive wall or offensive jugganut .... whatever is called for .... and awaits the unfolding of their next move .....
active magic Freedom of movement (from Peerimus)
Angus HP 71/71, SR 20, AC 20 Saturday May 23rd, 2009 8:34:03 AM
Angus lands and turns back into his human form and whispers "Luck is on our side. This is a perfect spot to prepare."
Angus looks over at Durgan "Do you smell the hint of hops. Sweet bitterness."
Angus takes out his rods and one scroll before casting polymorph on himself as he now takes the form a a pixie. "That feels more familiar." Angus squeeks.
"Just a few more spells to cast if we get the time." Angus comments to the group.
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes
Permanent: See Invisible
Rash Trinka hps 174/142 AC 33 d20+8=10 ; Saturday May 23rd, 2009 9:50:32 AM
(ooc Steve in the chance to save some real life time, I am going to post all of my spells and you can interrupt the list if we need to)
Rash lands and turns back to her normal human frame. Her first act is to cast her true seeing spell and take a hard look around. (spot check 10, not the best) She sets her shield to hovering (round 2) beside her and then pulls out her sword and covers it silversheen (round 3) Finally she casts a mass bears endurance giving everyone another +4 on their consitutions if they already don't have boasting magic for that stat.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes Freedom of movement 10/160 minutes True seeing 1/160 Bears Endurance 1/160
Durgan Stonewall Saturday May 23rd, 2009 10:15:20 AM
Durgan sniffs the air. "Bah! ye know Angus, the durned vampires probably drank all the good stuff anyway." Durgan looks around though...just in case.
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 Saturday May 23rd, 2009 12:45:45 PM
The group forms up, Peerimus puts a finger to his lips. Too many ears about, the less talking the better. The druid steps over to Angus and whispers in his ear, "Your Message Spell." He then point to Xenia and points out the door and points to his eyes and ears.
Peerimus then sets his own animated shield active.
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: (2) Heal, (2) Sunbeam Level 8: EarthQuake, Sunburst, Animal Shapes Level 9: Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Angus HP 71/71, SR 20, AC 20 Saturday May 23rd, 2009 12:49:42 PM
Angus see Rash casting more spells and follows suit "You got the idea Mamma Rash."
Angus will cast in addition to his Polymorph
Protection from Evil Shield Arcane sight from a scroll
Angus points at Peerimus and whispers "The message spell is already on."
Xenia nods without a word spoken. The gestures from Peerimus speak with crystal clarity.
"I'll report forces and movement too," the rogue mouths, keeping the words down in her throat. Creeping into the shadows at the edge of the doorway, Xenia peers out onto the scene at the corner of the temple with the front gate to the right and the barracks to the left.
While the others spell up, she reports in, keeping the Chaos Guys appraised of what they're gonna have to be killing down.
Active Effects: Longstrider 50/1h, Invisibility 5m
Items Expended: Wands: Longstrider 47/50
DM transition to BZ Saturday May 23rd, 2009 8:34:34 PM
OOC- Steve is having more work moving than he was expecting.(moving -ugh) In order to maintain the high quality game you have all come to know and love, I will be taking over on Monday. :)
We are in combat rounds. You may post up to three rounds of actions until I post on Monday(likely in the afternoon or early evening) Any questions etc, please email me.
Trace ac 33 hp 104/104 Rhino ac 28 hp 76/76 (,) 38/50 bane arrows Monday May 25th, 2009 12:13:18 AM
Trace drinks barkskin +5 and heroism potions and then cast cat's grace to prepare for the attack.
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
Jurgen [AC: 41 - HP: 160/160] Monday May 25th, 2009 4:10:06 AM
[OOC: Hey Brian. You might not buy the ability to do my Major Image trick. If not, I'll take it back and have Jurgen add a Heroism to his defenses.]
Jurgen, having often experienced being polymorphed, isn't particularly bothered by being a bat. When he hits the ground he immediately draws his sword and prepares to defend the others. When he realizes they are safe, if only for the moment, he glances around at the surroundings and starts casting a spell immediately.
His first thought was to protect himself with more spells and so he adds a Shield spell and a Shield of Faith potion to his defenses. Then, what he hoped would be his clever idea.
He looks to the Children, "Stay close together". And then Jurgen drops a Major Illusion on the area around the group. He tries to mimic the room as it is, without the Children in it. In a way, he's using the spell as a very limited, very shoddy from of invisibility. It wouldn't allow the Children to move around, but if someone came in to check the room, they might leave when it appeared empty. And it might buy the Children more time to buff up.
"As long as we stay fairly quiet, we should have as much time as necessary to prepare... And if anyone comes in, we have the chance to ambush."
Active Magic Level 18 Shield of Faith [2/1800] Level 14 Shield [3/140] Alter Self [604/2800] Greater Magic Weapon [All Day] Major Image
Rash Trinka hps 142/142 AC 33 Monday May 25th, 2009 6:25:41 AM
ooc Same actions as above but lose the Mass Bears Endurance for now.
Angus HP 71/71, SR 20, AC 20 Monday May 25th, 2009 9:09:15 AM
Polymorph Pro Evil Shield
Xenia (AC29, HP92/92) Monday May 25th, 2009 9:34:52 AM
It takes only a few whispered words, while she's watching. Between pauses in her report, the dark rogue calls on the magic of her ring and boots in anticipation of the coming battle.
Rolls and Actions Activate Ring of Blinking,Winged Boots (In addition to Ring of Invisibility)
Durgan Stonewall (AC 37; HP 230/230) - Sub/Al Monday May 25th, 2009 9:36:06 AM
Casks in a brewery. Even before a battle you can't help but wonder what's in them. A muted grumble escapes Durgan's lips. There are more important things at hand. The dwarf draws a succession of potions, drinking them down. None of them comes anywhere near a palatable taste.
Rolls and Actions Drink Potions: Barkskin, Blur, Protection from Evil
Active Effects: Message 15/160, Barkskin 30m, Blur 3m, PoE 1m
Threshold of Death round 1 - DMBZ Monday May 25th, 2009 10:00:22 PM
OOC- short duration spells begin counting duration this round
The group has flown into the compound in bat form. You have circled around some guard towers on either side of the main gate. There was some movement within, but nothing you believe that noted you. the many bat swarms give excellent cover. You give the compound the once over and land within the brewery to change back into 'normal' and prepare for an expected fight. Several moments pass quickly, but so far, so good. (the three rounds)
Kazak readies himself.
Angus casts polymorph to turn back into a pixie, and(two out of three spells from your last post- you pick) He also reminds everyone that message spell is active.
Rash casts true seeing(nothing out of the ordinary yet), activates her shield, and coats her weapon with magicked silver. The experienced cleric appears to be ready for action.
Peerimus starts to coordinate the group's actions, advocating silence. He asks Xenia to scout, then activates his shield.
Xenia activates two of her magic items while she keeps watch. The girl stands invisibly outside the door, looking over the courtyard. She can see someone- or something in the watchtowers, keeping lookout towards the road.(more than one creature spotted) There are a number of mindless undead in the courtyard, they appear to be zombies and skeletons. They are not worth the time it would take to strike them down, but they could still raise an alarm. Thanks to Jurgen's illusion spell, they take no notice of the group as they shamble by. Xenia can make out a building which might be the stables, and several other buildings as yet unidentified. Then she spots trouble. A creature which is very obviously a werewolf is moving along, its' nose to the ground sniffing for intruders. It won't be fooled by an illusion.
Trace takes time to drink two potions and cast a spell.
Jurgen casts major image and cloaks the room. He follows up with shield and shield of faith.
Durgan drinks three combat potions down while he checks over the inventory. He almost chokes on the third potion as he spots an unopened keg of a rare dwarven ale called Old Frothingslosh.(rl beer name!) He also sees a keg of Dark Stout. he grows somber for a moment. Dark Stout is usually drank as a toast in honor of fallen warriors. Hopefully, he will have no need for it today.
Firn'gaer(I'll give you three rounds if you get them in before my next post)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The group now has a quick decision to make as Xenia relays the information about the werewolf. Stay here and fight off the expected minions in the somewhat defensible building, or strike out and cut through the few minions currently about before they gather in numbers and try to find the leaders. Both plans have merits and pitfalls... (or do as adventurers do and come up with plan C)
OOC- Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- Use the map in Steve's last post for this round. I will update tomorrow based on your actions.
Kazak Ac 36 Hp 197 Freedom of Movement , silversheen Monday May 25th, 2009 11:32:20 PM
Readied for action ..... the dwarf grins as Durgan finds the intact ale kegs ....." we'll come back for those " .... mouths Kazak to his brother .......
Taking a moment ... while Xenia scouts outside .... the dwarven warrior apllies silversheen to his steel sword .....thankful of the druids forward thinking ......
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour)
Trace ac 37(+5 barkskin and cats grace) hp 136/104(bears endurance) 38/50 bane arrows Tuesday May 26th, 2009 1:57:51 AM
Trace will apply silver sheen to 20 arrows and activate his ring of invisability. Hearing that a wof is coming, he notches a silver sheen arrow and readies for the worst.
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
20/20 silver sheen arrows 38/50 bane arrows
active magic: bears endurance 2/160 barkskin 1/150 cat's grace 1/15 heroism 1/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Durgan Stonewall (AC 37; HP 230/230) - Sub/Al Tuesday May 26th, 2009 8:50:28 AM
"Aye," Durgan whispers back to his brother. "That we will." At the report of werewolves, the dwarf slides his waraxe from its place upon his back. Even in the dim light beneath Quinn's unnatural cloud, silver glints from the fine edge of the curved blade.
"Are ye ready to shake the earth?" he whispers to Peerimus. "If ye can make with the enlarging magic, Firn'gaer, I'll stand by ye till you bring down that Forbiddance."
Rolls and Actions Drink Potions: Barkskin, Blur, Protection from Evil
Angus HP 71/71, SR 20, AC 26 Tuesday May 26th, 2009 9:20:04 AM
Angus hovers over the group ready for action. "Are we taking out the werewolf with magic or stick to the original plan and set up the diversions?"
Angus is waiting to cast a variety of spells (this round in a supplimental post) once the plan is clear.
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 3/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 2/160 Shield - 1/160
Permanent: See Invisible
Xenia (AC29, HP92/92) d20+24=35 ; Tuesday May 26th, 2009 9:31:09 AM
"I'm gonna scout the northwest tower," Xenia whispers to Angus over the message spell. "Betting they got archers up there."
Rising up, the dark rogue follows the roofline of the buildings to the northwest corner of the courtyard for a better look at the critters in the towers.
Rolls and Actions Rise up 10ft, Double Move
Hide 54 (+20 Invisibility) Move Silently 34 Spot 39 ( to pick out creatures in the towers ) Listen 35
Position: Lower left corner of F4 / 10ft Elevation
Active Effects: Longstrider 50/1h, Invisibility 5m, Fly 5m, Blink
OoC: Could we have elevations? Elevations of the walls, the towers, the temple, and the roofs of the outbuildings?
Firn'gaer d20+15=17 ; d20+15=22 ; d20+15=31 ; Tuesday May 26th, 2009 1:32:09 PM
Firn'gaer will cast Shield, Mass Enlarge (on whoever wants it), and then Greater Dispell at the Forbiddance.
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Peerimus AC 36 HP 137/137 and Yorrick AC 31 HP 166/166 Tuesday May 26th, 2009 2:20:16 PM
Peerimus applies Silversheen to his club and nods at Xenia's report of the Werewolf. The Forbiddance spell might still be in affect and so he looks to Firngaer to confirm. If the wizard has in deed taken it down as expected, the druid looks to Angus. "Time to assail the gate with something nasty. Put is as close as you can. We want them to believe the initial attacks are the result of us very close to the outside of the compound, not thta we are already inside. So Angus earth or air, personally I think Air to feint our ability to send strikers in. I'm going to hit the barracks. We give them a few seconds to react and then move fast into the temple itself. Durgan Kazak and Yorrick will bull rush the rest of us a path. The object is to get inside, not pause to cast a spells or move off to engage."
Peerimus then seems to think a moment and then adds, "Unless one of our main targets presents themselves to see what is going on. In that case hit him with everything we got, Do not target them with spells or dispel magics, area affects. Don't need to step into Spell Immunity, counter rings or spell turning."
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: (2) Heal, (2) Sunbeam Level 8: EarthQuake, Sunburst, Animal Shapes Level 9: Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Rash Trinka hps 142/142 AC 33 Tuesday May 26th, 2009 3:08:55 PM
Upon hearing Peerimus's words, Rash decides to hold off on the Mass Bear's endurance and instead pulls out a scroll and casts Protection from Evil (15th level). I am going to hold off on some of my more powerfull spells now that we are going into the temple. I expect we will need the healing." She turns to Peerimus and Trace and says, "If things bog down in the temple, find a defensible room if we want to stay and duke it out a bit. I will cast consecrate on the room which will help against some of the undead. It is gonna make them a bit angry at me as well. Sorting of like taking a poop on their alter but I think it will make us more effective and them less.
Also don't forget I have turning abilities. I think I can blow up most of the minor undead. I am sure the vampires will be beyond my skills especially in their stronghold but I can give it a shot."
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes Freedom of movement 10/160 minutes True seeing 2/160 Protection from evil 1/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Angus HP 71/71, SR 20, AC 26 Tuesday May 26th, 2009 4:28:31 PM
OOC: How large are the squares on the map? I need to know to set distances, etc.
Angus will summon a Large Earth Elemental right beside the gate.
The elemental will not arrive until next round with instructions to attempt to break down the gate until anything approaches then attack what ever approaches within 20 feet of the gate.
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 4/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 3/160 Shield - 2/160 Summon Large Earth Elemental 1/16
Permanent: See Invisible
Jurgen [AC: 41 - HP: 160/160] Tuesday May 26th, 2009 8:33:18 PM
Jurgen, happy that his illusion was even remotely useful, keeps it up while he adds a coat of Silversheen to his rapier. Now the Children were going get themselves into combat and it was going to be rather chaotic and crazy and many other fun words that start with c.
"I'll take up the rear guard and make sure everyone gets in there safely." He bounces his sword back and force, ready to use it. "If the opportunity presents itself, I may provide another distraction. We'll see what happens in the next few seconds."
Active Magic Silversheen [1/600] Level 18 Shield of Faith [3/180] Level 14 Shield [4/140] Alter Self [605/2800] Greater Magic Weapon [All Day] Major Image [1/3]
Threshold of Death round 2 - DMBZ d20+13=17 ; Tuesday May 26th, 2009 11:09:54 PM
Kazak adds silversheen to his weapon, and expects to help his brother raid the brewery later.
Trace also adds silversheen and activates his invisibility ring.
Durgan makes ready to charge down the fort.
Angus reviews his spells, and readies himself for anything. Peerimus gives the go ahead and he begins summoing an earth elemental to start attacking the gate.
Xenia scouts a tower, trying to identify those within. Shes sees four figures in that tower, all watching the road for approaching trouble. They do not appear to be armed with ranged weapons. At least one of them is wrapped up in numerous cloth strips. (Extra description of compound below)
Firn'gaer casts shield, mass enlargeplease note in next post if you accepted this with your active effects, and then tries to dispel the forbiddance but fails.(all previous 3 rounds activity) Then he tries to dispel it again off of a scroll(please roll)
Peerimus sets up some battle commands. So far, things are going according to plan.
Rash increases her defenses from a scroll, and offers some advice on fighting undead.
Jurgen also adds silver to his weapon.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall. -distance- The current map is relative. I will make a 5ft squares map tomorrow.
The werewolf comes creeping along. Fortunately, Jurgen recalls his illusion spell can imitate odors and tries to fool the creature. It appears to be deceived and keeps going. Alert but unaware.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer. A loud screaming cry of triumphant release echoes from somewhere within the temple. The voice is too horrific to be considered made by a natural creature. The minions around you do not seem to react much to the scream, as if expecting it.(Or too mindless to acknowledge it.) The only significant creature between you and the Temple is the werewolf.
There is some activity by the stables, and it looks as though the 'riders' are beginning to prepare for another patrol.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- Will update tomorrow. Post movement with description and I will add you to the map tomorrow.
Xenia (AC29, HP92/92) Wednesday May 27th, 2009 9:14:33 AM
"Angus!" There's excitement in the rogue's voice. "I think them riders are going out on patrol again. Tell the guys to maybe wait up a bit. We can hit the compound after they leave and won't have to even fight 'em."
"They'll come back and everyone will be dead. Well ... deader than they already are now."
With her elf-born sight, Xenia monitors the activity on the other side of the courtyard.
"Oh, almost fergot. There's a mummy up in this tower along with three others. I'm gonna see if there's a way to seal them up top or make them have to jump down."
With that in mind, the rogue eyes the tower, her eyes searching for a door that might be jammed or locked.
Rolls and Actions More action possibly pending information.
Angus HP 71/71, SR 20, AC 26 Wednesday May 27th, 2009 12:04:52 PM
OOC: Map will help. What was the effect of the dispel magic on the forbidance?
--------------------------------------------
Angus listens to Xenia's report as he hovers and responds " I will relay the message, but it may be too late as there is an earth elemental coming to beat on the inside of the gate and block the riders progress."
Angus will pass on Xenia's report on to his fellow with the reservation that the earth elemental may keep the riders in the courtyard for the comming battle.
The earth elemental apears on the inside of the gate and starts to pound on it as it attempt to batter the door down.
Angus will ready an action to see what reacts to the elemental.
Uh oh ... The Stone Element Guy appears and begins beating on the door, letting the cat completely out of this bag. So much for waiting.
"I'm going straight to the front door, Angus," Xenia reports. "Check see if they're locked. I'm thinking not."
Folding her arms against her sides, the dark rogue arrows across the open courtyard over the heads of the wandering deaders, stealing their shadows as she goes.. By the side of the door, she pulls up and examines the door. Someone needs to open it, and the other guys will be too busy fighting their way here. When the time comes, she'll be there, ready to fling open the doors so that they can charge in.
For now, though, she listens for what might be on the other side.
Rolls and Actions Double Move / Drawing Bow
Hide 49 (+20 Invisibility, -5 for Full Movement) Move Silently 34 Spot 39 (for obvious locking mechanism on the door) Listen 30 (For movement just inside the door.)
Position: R19 on the new map / 15ft Elevation if there are shadows that high on the building. If not 10ft.
Active Effects: Longstrider 50/1h, Invisibility 5m, Fly 5m, Blink
Threshold of Death round 2 - DMBZ Add-on Wednesday May 27th, 2009 4:28:23 PM
The original spell missed, but the scroll is able to bring down the forbiddance.
I am working on the map. Thanks for your patience, I got thrown into this mix unexpectedly. I hope to have the map out within an hour or two from now.
Durgan Stonewall (AC 35; HP 230/230) - Sub/Al d20+26=36 ; d10+12=13 ; Wednesday May 27th, 2009 5:03:24 PM
"Larger than life," Durgan mutters under his breath as he looks down on the Children of Chaos from his new enlarged height.
"Time ta put down some undead, Brother," the dwarf whispers through his beard before charging out into the courtyard with shield ready and gleaming axe held high. At a place from which he can block the passage of any creature coming along the side of the temple, Durgan stops and holds his ground.
Rolls and Actions Ready Action: Strike the most dangerous looking creature that is or moves near enough to hit Durgan threatens.
Hit AC36, Damage 13hp
Position: P&Q/12&13 on new map
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10 - Round 1
Enlarge Person: +2 STR, -2 DEX, -1 attack, -1 AC.
Angus HP 71/71, SR 20, AC 26 Wednesday May 27th, 2009 6:18:46 PM
Angus sees that total surprise is now lost since Durgan advanced and he pulls his scroll of Darkvision and casts it on himself.
"The jig will be up real soon now."
Angus looks at Kazak and smiles as broadly as a pixie can "What are you waiting for? Go have some fun with your brother."
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 4/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 3/160 Shield - 2/160 Summoned Large earth elemental 1/16 Darkvision (from Scroll) - 0/30 minutes
Permanent: See Invisible
Rod of Maximize 0/3
Kazak Ac 36 Hp 197 Freedom of Movement , silversheen , Enlarge Wednesday May 27th, 2009 6:57:42 PM
A look of surprise creases the dwarfs face as Durgan charges forth into the courtyard .....looking back and fort quickly at the others .... until he hears the sorcerers response .... " fun it will be .... don't be too far behind ....." as the warrior returns the grin ....
With that said Kazak charges after his brother .... following in his footsteps .... moving slightly to his right ....forming a charging line and covering his flank at the same time ....
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer)
Jurgen [AC: 41 - HP: 160/160] Wednesday May 27th, 2009 8:12:49 PM
Jurgen stands behind, intending on being the last one out the door after Peerimus. Instead of standing there without action, he eyes the wide open room carefully. Then, he spontaneously casts a Wall of Thorns, protecting the Children from the training grounds masses and from those getting ready in the stables. He doesn't care if any of the undead are in the path of it. His only concern is making an L-Shaped wall to guard the Children's move.
[OOC: At the moment, the Wall has to go from N11-O11 to N22-O22, then it turns straight towards the tower where it moves to R22-S22 (and it has to change from a 10-foot wide wall to a 5-foot wide wall, because my caster level is only 14). Ideally, I'd like to make it an unbroken L-shape that is 10-feet wide the entire way from O11-P11 to O22-P22 and then from there to R22-S22. But for that, I'd need Durgan to shimmy over 5-feet. Up to you, BZ.]
Then, when Peerimus has cast his spells and everyone else has charged out, Jurgen runs with the group towards the door. His sword is ready and he looks backwards, letting everyone else worry about the front. If something wanted to attack the Children's backs, they'd have to go through him first.
Active Magic Silversheen [2/600] Level 18 Shield of Faith [4/180] Level 16 Message [150/1600] Level 14 Shield [5/140] Alter Self [606/2800] Greater Magic Weapon [All Day] Major Image [2/3] Wall of Thorns [1/1400]
Rash Trinka hps 142/142 AC 33 Wednesday May 27th, 2009 10:00:45 PM
Rash grips her falchion and follows behind the dwarves her arm quivering and ready to strike at any opponent who presents themselves. "Follow the plan and move to the temple."
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes Freedom of movement 10/160 minutes True seeing 2/160 Protection from evil 1/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Peerimus AC 28 HP 137/137 and Yorrick AC 31 HP 166/166 d20+19=29 ; 2d6+11=15 ; d6=4 ; d20+23=24 ; Wednesday May 27th, 2009 10:12:59 PM
With Durgan and kazak moving into the courtyard, it was time to act. Peerimus knows the approximate distance across the courtyard and casts the Earthquake spell. Directing the epicenter 40' towards the gate and 230' across the courtyard. The ground shakes and churns violently under the effects of the spell for 80' in all directions [epicenter at approximately n/o-32/33] http://www.d20srd.org/srd/spells/earthquake.htm
"We move for the temple"
A grunt in Ursine to Yorrick sends the great bear to Kazak's right, guarding the dwarf as he moves. Yorrick can easily keep pace and readies to strike anything that comes near. Hit AC 29 Dmg 15 plus 5 Fire with Ghost Touch for those who may be incorporeal
Peerimus himself moves just a few feet out of the door so as not to block it. Club in hand and scanning about Spot 24
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: (2) Heal, (2) Sunbeam Level 8: EarthQuake, Sunburst, Animal Shapes Level 9: Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Threshold of Death round 3 - DMBZ Wednesday May 27th, 2009 10:16:16 PM
OOC- sorry can't wait any more
Xenia takes a look at the various sources of increasing activity in the compound. There is a door in the base of the Tower(both). It is possible it could be bolted. She doesn't know of the inside of the Tower but can see the creatures at the top. She can see heavily armored men readying their horses hurriedly. They are not spouting flames at the moment, but the horses are very obviously the nightmares.
Xenia then moves to the front door of the temple. It is very quiet inside...
Angus finishes his spell and an earth elemental appears! It begins to bash at the gate, looking like it is trying to smash it down to let others on the outside get in.
Firn'gaer finally removes the forbiddance with a dispel scroll.
Durgan moves out into the courtyard, readying to clear a path or defend against a counterassault.
Angus casts darkvision off of a scroll, then prods Kazak into action.
Kazak moves out behind his brother, forming a wall of dwarven flesh and steel. The two enlarged brothers appear ready to control the battlefield.
Jurgen purposely takes up the rearguard, making sure nothing sneaks up on the group from behind. He casts a wall of thorns, trying to cut off a section of the courtyard from reinforcements.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Those who can see far enough in the darkness can observe the reactions of the guards. The creatures in the Towers start firing missle weapons at the earth elemental. The horsemen finish preparing and mount their steeds. The nightmares come to life, fire blasting from several places on their fiendish bodies. These guards seem focused to deal with the gate area first.
With the illusion now broken, the werewolf moves to engage the group and keep them from the temple. the creature howls and then orders the mindless undead around to attack. He moves to intercept the brothers and is hit once by Durgan. It screams as the silvery metal bites into his body. It seems to take a defensive fighting stance.
The mindless undead are too slow to strike this time, but they close in. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ werewolf- AC? Hp -13/?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall. -distance- The current map is relative. I will make a 5ft squares map tomorrow.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post. Updated map to be emailed shortly.
Trace ac 37(+5 barkskin and cats grace) hp 136/104(bears endurance) 38/50 bane arrows Wednesday May 27th, 2009 10:16:18 PM
Trace moves out into the court yard behind the others invisable, he will have a silver arrow at the read incase the wolf turns on them.
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
20/20 silver sheen arrows 38/50 bane arrows
active magic: silver sheen arrows 1/160 barkskin 1/150 cat's grace 1/15 heroism 1/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Threshold of Death round 3 - DMBZ add-on Wednesday May 27th, 2009 10:18:25 PM
doh! Two posts while I was typing. Make that three.
Rash moves to follow the push to the temple.
Peerimus drops an earthquake spell on the gate area.
"Yer not going to be long for this Wold, ye wee doggie." Durgan smiles down on the werewolf. "Do ye think, Brother Kazak?" Silver flashes through the air, cutting and slashing at the werewolf.
"Come to me now," the dwarf taunts, as he backs away five feet.
Rolls and Actions Hit AC31/AC27/AC34 Damage 21+16+19 = 56HP AoO if Applicable Hit AC27 Nat1 Hmmm, shouldn't damage be more for a Large Waraxe? Oops.
Position: P&Q/14&15 (5ft step north)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10 - Round 1
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 5/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 4/160 Shield - 3/160 Summoned Large earth elemental 2/16 rounds Darkvision (from Scroll) - 2/30 minutes Improved Invisibility - 1/16 rounds
Permanent: See Invisible
Rod of Maximize 0/3
Rash Trinka hps 142/142 AC 33 d20+2=22 ; Thursday May 28th, 2009 3:55:12 PM
(OOC Does true seeing help my vision at all?)
Rash sees the undead moving in and grabs her holy symbol and branishes it say, "Begone foul scum. Go back!"
Rash will turn undead, helping to free up space for her brethern to follow towards the temple. She will then keep heading towards the temple while scanning the area with her true seeing to make sure that nothing is moving in on them wieid... ok more weird.(ooc I don't have the charts with me but I rolled a natural 20 to move the undead. Wanted to get a post in a bit earlier this time.)
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 3/160 Protection from evil 2/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Kazak Ac 36(AC 35 enlarged) Hp 197 Freedom of Movement , silversheen , Enlarge d20+26=31 ; d20+21=39 ; d20+21=40 ; d20+16=31 ; d20+11=17 ; 2d8+12=18 ; 2d8+12=22 ; 2d8+12=21 ; 2d8+12=24 ; Thursday May 28th, 2009 7:23:49 PM
"Da sand is about run out on dis puppy ..... " growls Kazak as he slashes at the man-wolf .... the silver coated blade rips large rents into the beast .....
"No time to waste brother ... kill em as fast as we cam .... dem doggies have a nasty bite ...." growls the dwarf
With a peek to his right ... the mighty Yorrick covers the dwarfs flank .... " Da bear gota big bite too " .... grins Kazak
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer)
OOC: 10'ft reach while enlarged
Jurgen [AC: 41 - HP: 160/160] d20+14=19 ; Thursday May 28th, 2009 7:45:02 PM
Seeing the werewolf as more of a distraction than a hindrance, Jurgen decides to just get it out of the way. He stops running and casts Telekinesis. He doesn't have any intention of really trying to hurt the werewolf, instead he attempts to fling it over the Wall of Thorns and out of the way of the group.
And then he keeps running to the door.
Telekinesis: Sustained Force Target: Werewolf Will Save vs DC 22 or be thrown over the Wall of Thorns.
Active Magic Silversheen [3/600] Level 18 Shield of Faith [5/180] Level 16 Message [151/1600] Level 14 Shield [6/140] Alter Self [607/2800] Greater Magic Weapon [All Day] Major Image [3/3] Wall of Thorns [2/1400]
"Xenia, what waits just inside?" he asks through the message spell.
The druid ignores the zombie and heads for the door a grunt to Yorrick spins the bear to remove th threat.
Yorrick turns and strikes the creature with a great claw, [Hit AC 26 dmg 19 plus 5 fire] DM Note yorrick is not no the map but should be a large creature near Durgan and Kazak]
Yorrick then moves with Kazak towards the temple door
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: (2) Heal, *(2) Sunbeam Level 8: *EarthQuake, Sunburst, Animal Shapes Level 9: Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, Sunbeam /17 rounds Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Threshold of Death round 4 - DMBZ add-on Thursday May 28th, 2009 10:54:33 PM
OOC- Rash, if you mean the darkness, then yes. Al- didn't we just discuss weapon damage for different sizes in the rules center the other day ? :)
The earthquake pounds the front of the compound. One of the Towers falls, and the gate is all but destroyed. The stables also take a good hit, but with the wall in the way, it is tough to tell how much. (I will assume those flying are concentrating on getting to the temple. Otherwise, post your skill checks -spot etc.)
Rash obliterates all nearby zombies into dust. They are simple zombies after all, and not more powerful minions in disguise.
You can hear the nightmares and their riders(or what's left of them) attacking the elemental at the gate. For the time being at least, the minions are either distracted or dealt with.
The dwarf brothers give the werewolf a good pounding. Amazingly it is still standing. You can tell the extent of its' injuries though by the shrieking it made when the silvered weapons struck it. Jurgen gets it out of the way with a well placed telekinesis spell, sending it flying over the wall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Xenia opens the door and takes a look inside. It is not a pretty sight. Quentin and Quinn are holding some sort of foul service over what appears to be a book. The book looks familiar enough, it is the Tome of the Wandering Advocate. There is an open gate behind them. Xenia can see a little into it. She can see a blasted landscape that does not look very inviting. One creature at least has already answered the call and stepped through it into this world. It is huge, taller than a house. It seems to formed out of pure darkness. Even from this distance, Xenia can sense the pure evil radiating out from this creature. (There may be more, but this is what Xenia can see form the doorway.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post. Updated map to be emailed shortly. If moving into the temple, use the map to generate position. The creatures listed in the temple will be noted under the map.
Firn'gaer - AC24 (FF20, T19); HP105/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 Thursday May 28th, 2009 11:02:57 PM
"Here we go!" He says. "Quinn, don't fret. Your suffering will end soon."
Firn'gaer casts overland flight and then moves forward-up 20-ft to S12.
Active Spells: Overland Flight (15 hrs); Shield (146 r); Mass Enlarge Person (147 r) Lhari: (6c)
"... and they're all down to the East end of the temple," Xenia whispers the end of her report. "Tell Peerimus, I don't see nothing just inside."
"I'm gonna try buy us some breathing space to get inside and form up."
The dark rogue draws a scroll from her haversack. Reading it's not to hard when you have the knack. She points a slim gloved finger at the book that Quinn and his da are waving stuff over. Dark raining sleet springs out of nothing and drives down upon vampire father, vampire son, the hulking dark creature from beyond and whatever else might be in the area.
As the storm drives down on the other side of the temple, Xenia becomes visible. "GO!" she calls out loud so that all can hear. " They're trapped in a storm fer now. Won't last long."
Despite her vulnerability, she glides five feet into the temple, searching with eyes and ears for any other dangers.
Rolls and Actions Draw Scroll / Cast Sleet Storm, Centered at AD&AE/18&19 (Balance Check vs DC10 to move at half speed. Failure by 5 or more and fall. No SR.)
UMD 31 vs DC23 Spot 39 (invisibles or hiders) Listen 40 (for movement of possible invisibles)
Position: S19 / 15ft Elevation (5ft move)
Active Effects: Status 10/180m, Longstrider 50/1h, Fly 5m, Blink, Sleet Storm 5/5 rounds
Angus HP 71/71, SR 20, AC 26 Friday May 29th, 2009 6:56:36 AM
Angus relates Xenia's message to all "The targets are at the East End of the Temple, nothing just inside."
Angus looks over at the elemental suprised to see that it is engaged with the riders so fast and whispers to himself encouragement "Do what you can my friend of rock and then peaceful rest back on your home plane. Just buy us some time."
OOC: How many riders are by the elemental? I need to know more details to see if it is appropriote to cast spells at them? I will hold off for now as I do not have enough information.
Angus moves forward looking ot support the group from the back.
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 5/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 4/160 Shield - 3/160 Summoned Large earth elemental 2/16 rounds Darkvision (from Scroll) - 2/30 minutes Improved Invisibility - 1/16 rounds Arcane sight -
Permanent: See Invisible
Rod of Maximize 0/3
Threshold of Death round 4 - DMBZ add-on Friday May 29th, 2009 8:59:09 PM
OOC- since you have flying on...you can count or guess at several riders. Player information shows four on the map. It is possible there is more in the stables, but they were not scouted so I'm not telling. :)
Peerimus casts Heightened Sunbeam and then steps into the Wall of thorns [col P] and moves towards the doors of the temple. Move to P/19. Yorrick moves up with him some to come directly behind Dugan
Current Round: the Druid feels a cold sweat start upon his neck and lower back. Mother, What is that thing? Xenia steps into the temple, Peerimus grimaces. He did not get a very good look inside but was pretty sure it was just too small "Forgive and understand girl." the druid whispers to no one, though the magic of the message spell relays it to Angus. The druid then casts Sunburst, creating the center of the powerful spell the the tower's far wall approximately 70' from the where the rogue is hiding. The blinding flash explodes 80' in all directions as bright as the noonday sun. All darkness within the main chamber is vanquished as the magical ultra violet rays tear into everything.
Sunburst 80' radius 6d6 and Blind unless Reflex DC 26 Dmg 19 Sunburst dispels any darkness spells of lower than 9th level within its area SR Caster Checks if needed Dark dude 26 Quinn 24 Quentin 23 burn 2 hero points for even worse rolls And I think I'll call it a day and go start that bakery now ok make that peerimus burns major resources to only inflict damage upon his own party
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: (2) Heal, *(2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 1/17 rounds Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
The dark rogue spins, flexing her body in mid air. With arms held up to protect her eyes, she curls into a quick tight ball, only relaxing and uncurling once the intense sunlight has passed.
Durgan Stonewall (AC 35; HP 230/230) - Sub/Al d20+26=36 ; 2d8+12=23 ; Friday May 29th, 2009 10:23:07 PM
Peerimus calls his magic after the wee dark Xenia and the inside of the temple lights like a spring day. Almost before the light fades, Durgan is on the move, charging through the doorway to hold position directly in front of the door.
"Ye want a piece of this dwarf, come get some." Durgan readies the silver waraxe for some serious cutting.
Rolls and Actions Ready Attack Hit AC36, Damage 23hp
Position: S&T/19&20 (30ft Move)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10 - Round 1
Enlarge Person: +2 STR, -2 DEX, -1 attack, -1 AC.
Kazak Ac 36(AC 35 enlarged) Hp 197 Freedom of Movement , silversheen , Enlarge d20+6=26 ; Friday May 29th, 2009 10:32:21 PM
Grinning as the werewolf is tossed over the wall ..... " nice tactic Jurgan ...." growls Kazak ......
The dwarf moves forward towards the temple .... keeping an even pace with Durgan and the mighty Yorrick ....keeping the trio centered ....... steel grey eyes sweep the cpompound ....(d20+6=26 spot check )
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer)
OOC: 10'ft reach while enlarged
Rash Trinka hps 142/142 AC 33 d20+10=19 ; d3=2 ; Friday May 29th, 2009 11:06:59 PM
(ooc I am only getting the compound map. If their is a temple map, I haven't received it. I don't see Rash's movement on the map from last round, but I did have her move forward staying with the dwarves, so I will continue on the same premise here.)
Rash moves 30 forward to the entrance of the temple and takes a good look inside utilizing her true seeing spell (spot check 19). She decides to summon some help of her own to aid in the battle (caste summon monster 7 went for Braleni of the 6th level list getting 2 of them)
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 4/160 Protection from evil 3/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Firn'gaer - AC24 (FF20, T19); HP105/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 15d6=63 ; 6d6=16 ; d20+17=22 ; d20+17=37 ; d20+17=21 ; d20+17=28 ; d20+17=30 ; d20+17=20 ; Saturday May 30th, 2009 1:26:17 PM
Firn'gaer flies to Q19 and let's his own Sunburst go into the temple. The spell fills the entire first floor of the temple, but his mastery of shaping allows him to avoid his companions in the area.
Sunburst: vs undead - 63 damage (Reflex save DC27 for half and not blind); vs. others - 16 damage (Reflex save DC27 for half and not blind); In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save. - This is your call on whether the vampires are specifically harmed by sunlight.
Spell Resistance checks: Quinn's father DC22, Quinn DC37, Big Black DC21, any unseen others DCs 28, 30, 20
Active Spells: Overland Flight (15 hrs); Shield (145 r); Mass Enlarge Person (146 r) Lhari: (6c)
Threshold of Death round 5 15d6=51 ; d20+17=22 ; 5d8=24 ; 10d6=26 ; Sunday May 31st, 2009 11:16:37 PM
Firn'gaer increases his mobility with a spell, and moves up to support.
Xenia casts a spell off of a scroll,trying to buy precious time for the group to move in and engage the enemy.
Angus casts a spell and keeps a wary eye on the nightmares and riders. he can make at least four of them, and for the time being at least, they are occupied.
Peerimus has his sunbeam ready, then launches a sunburst into the temple. For a moment all is as daylight. Fortunately, Xenia is unharmed by the blast.
Durgan moves into the temple and takes up a defensive position, to give everyone else some cover as they enter.
Kazak follows right behind, ready for anything.
Rash is right behind the dwarves and looks over the inside. She casts a spell, and brings some help to the fight.
Firn'gaer also drops a sunburst into the temple, hoping to overcome the evil and shadows by using their opposite -light.
~~~~~~~~~~~~~~~~ Those who can see into the temple can see very clearly that Quinn and his father are unaffected by the dual sunbursts. The other creature however, is not so lucky. But unfortunately for the heroes, the magic blasts fizzle as they strike the creature, drained away by its' spell resistance.
Xenia look:Highlight to display spoiler: {Xenia can see that as the sleet storm hits the area, a thin line of chalk surrounds the whole altar. It is noticeable because it is glowing softly as the magic storm hits it. the chalk line appears unaffected by the sleet...}
Quinn and Quentin turn to regard the group amidst the sleet storm. They appear to have stopped what they were doing with the book and the altar, or maybe they are finished. Quentin stands ready and taunts the party. "Did you not think I would be prepared for you? You will not find me so easy to defeat this time. And thanks to one of your own,I know all your tricks. Come then, let us finish this." Quinn seems to regain his own self for the briefest of moments. He is able to utter a single phrase in a raspy voice, 'help me...". Then he goes blank, the light in his eyes disappearing once more. He casts a spell and everything outside the temple is covered in burning fire. He doesn't even spare the grass or plants as he utters a single word, "Burn."
need reflex saves: Firn'gaer, Angus, Rash, Trace, Peerimus, Jurgen, Kazak DC is 26 Damage is 51, or 25 for half. Firn'gaer, he beat your SR.
The dark creature moves forward, like it is stalking prey. Xenia, Durgan, Yorrick and the bralani try to shift their look as its' evil gaze bores into them. (Need will saves DC 24)
Then it begins casting spells. First, an unholy blight(quickened) covers the area inside the door. Xenia, Durgan, Yorrick and the bralani are covered in the foul evil blast. (will save DC 18 half or 1/4 if neutral alignment) Damage is 24 or 12 half. The bralani suffer 26 damage or 13 for half.
Last, it tries to stop Durgan with holding magic. (will save DC 19 vs hold monster)
The gate is still open, and there is something fluttering on the other side, waiting to come through.
Quentin laughs. The laugh of the psychotically insane. His minions paid the price for giving him warning and he laughs all the harder for it.
OOC- please continue to include SR checks for all spells cast.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post. Updated map to be emailed shortly. I will add the temple map to next email.
Angus HP 71/71, SR 20, AC 26 Monday June 1st, 2009 6:58:58 AM
OOC: Please note that Angus has SR 20 - I know it is a small chance but a chance not be be effected by the fire base spell.
I originally said that the Earth elemental was on the inside of the gate so it would be easier for us to support. I do not think it matters at this point.
Durgan shakes off the wave of effects that roll from the Nightwalker.
"Come here, ye beastie. I've got just the thing for ye." Durgan steps between the two wee desert people and lets go at the Nightwalker, carving away huge chunks of dark matter with his magic silver axe.
"Hey, Brother, ye better hurry if ye want a piece of this one. Don't think she's going ta last."
Rolls and Actions Will Save 37 / Pass vs Evil Gaze Will Save 36 / 12 Damage Will Save 37 / Pass vs Hold Monster
Hit Nightwalker AC40; AC43; AC29 (forgot Undead Bane) Damage 17+28+9UndeadBane+3UndeadBane = 57hp (Silver and Magic!!!)
Position: E&F/23&24 (5ft Move - Temple Map)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10 - Round 1
Enlarge Person: +2 STR, -2 DEX, -1 attack, -1 AC.
Xenia (AC29, HP80/92) d20+13=24 ; d20+13=27 ; Monday June 1st, 2009 11:38:08 AM
Xenia grits her teeth, just barely tamping down on the fear of the giant walker, a fear that threatens to freeze her in the air where she floats. The success makes it that much easier to throw off the sickening blight that follows, and she pays it little heed.
"Angus, there's a line drawn around the altar. A line of Chalk. When my Storm magic hit the line my magic disappeared. I don't think no magic's gonna get through that chalk. Tell the others."
Xenia whispers to her ring again and becomes invisible.
"I'm going in, Angus. Gonna try and foozle the chalk line." If she fails in this. If she falls, at least someone will know to come looking for her body.
Descending from her height, the rogue shoots through the air, sliding and rolling through the reach of the dark giant like a feather riding on a breeze. Jumping from the shadows of the giant walker to the shadows of the altar, she comes to a stop just north of the line of chalk. With a brush of her invisible foot, the rogue breaks the chalk-line.
Rolls and Actions Will Save vs Evil Gaze 24 / Pass Will Save vs Unholy Blight 27 / Pass 12hp damage
Activate Ring of Invisibility
Tumble 38 (Accelerated) Hide 54 (+20 Invisible 1/2 speed for Complete hiding, but 2x speed due to descending angle) Move Silently 34
Position: North of Chalk-line / Ground Level (Unknown Distance - Don't know where Chalk-line is.)
Active Effects: Status 10/180m, Longstrider 50/1h, Invisibility, 5m, Fly 5m, Blink,
Firn'gaer - AC24 (FF20, T19); HP54/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 d20+12=16 ; d20+14=24 ; d20+15=30 ; Monday June 1st, 2009 12:53:47 PM
[Reflex save DC16, Fort DC24 (death from massive damage - saved)] (ignore the 30, thought I still had a greater dispel left.)
Firn'gaer moves into the temple and up another 10-ft (he should be 10-ft above the door level) He pulls a scroll from his haversack and casts it. He lays down a Prismatic Wall centered in front of the gate. Lhari lays a wall of force right next to the other wall.
Active Spells: Overland Flight (15 hrs); Shield (144 r); Mass Enlarge Person (145 r), Prismatic Wall (150 r) Lhari: (4/6c)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Angus HP 71/71, SR 20, AC 26 d20+12=28 ; d20+25=34 ; Monday June 1st, 2009 12:58:04 PM
OOC: Please note the spell resistance of 20 for Angus
--------------------------------------------
The still invisible Angus the flying pixie does his best impression of Xenia the dancing rouge as he avoids most of the flames. Angus's fire resistance protects the sorcerer from the balance of the flames. Angus needed all of his pixie's new found quickness to avoid most of the blast.
Save 28
Angus moves forward so that he can see into the temple and casts haste on the Children of Chaos, Yorrick and the two summoned creatures from Rash. "Have at them!"
Angus fingers his metamagic rod as he prepares to heap on the damage next round.
Angus will pass on the information from Xenia to all and think what kind of magic may be at work.
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 6/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 5/160 Shield - 4/160 Summoned Large earth elemental 3/16 rounds Darkvision (from Scroll) - 3/30 minutes Improved Invisibility - 2/16 rounds Arcane sight - Haste on everyone 1/16
Permanent: See Invisible
Rod of Maximize 0/3
Firn'gaer - AC24 (FF20, T19); HP54/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 Monday June 1st, 2009 1:03:39 PM
Forgot to add Spellcraft check DC41 (taking 10) and Knowledge (arcane) DC36 (taking 10) against any interaction of magic around the vampires.
Rash Trinka hps 142/142 AC 33 Monday June 1st, 2009 5:12:07 PM
OOC: Posted by JimF for George
Rash sees it is time to start swinging her swords and starts to power up by casting a quickened divine favor and then divine power. Rash starts to feel the power of her magic flow through her.
Peerimus AC 28 HP 86/137 and Yorrick AC 31 HP 160/166 d20+10=23 ; d20+15=30 ; d20+19=36 ; d20+19=32 ; d20+21=33 ; d20+12=28 ; d20+12=29 ; 2d6+11=19 ; 2d6+11=23 ; d6=3 ; d6=1 ; 2d6+9=18 ; d20+17=34 ; 34d6=120 ; Monday June 1st, 2009 6:12:24 PM
Fire rips through the outer area, as Peerimus stands wishing he had studied the arts more and might have an idea of what the Black thing was, what the circle was that protected the clerics, where the other two creatures came from and how in the name of Father were they supposed to handle what was already here and on the way. [Reflex 23 fail Death from Massive Dmg Fort 30 success] How in the Powers did Quinn get so much power? the thought is one of a many in a long list, the druid begins to seriously consider that he never gave Quinn near enough credit and now they may all die as a result.
The sweeping gaze of the nightwalker does not cause Yorrick to falter and the Unholy Blight is not even registered by the great bear [Will Saves 28 and 25 should have been +8 on the second.] If the Balari is there, Yorrick destroys it. [Hit AC 36/32/33 Dmg 19/23/18 Plus 4 Fire]
Peerimus moves into the temple to E/28 and sends one of the Beams into the NightWalker. SR 34 Dmg 120 reflex DC 27
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: (2) Heal, *(2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 2/17 rounds 4 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Jurgen [AC: 41 - HP: 135/160] d20+17=31 ; d20+14=34 ; d20+7=27 ; Monday June 1st, 2009 7:19:36 PM
As Jurgen sees the fire engulf his allies, he makes a mad rush for the entrance to the temple. He is able to leap and dodge enough to avoid some of the blast, but the paladin still feels the burn. [Reflex Save vs DC 26 - d20+17=31 - Success] He enters the temple [D19 if possible] and immediately begins casting at the Gate.
Knowing that the Children are in big trouble with Quinn's having a renewable source of baddie back-up, he hopes that a spontaneous Wall of Force would block it off. [Cast right in front of the Gate - Caster Level Check - d20+14=34 34! Natural 20 baby!] The good feeling Jurgen has as he throws the spell is the only sense he has of whether it'll overcome whatever magic Quinn had. Jurgen knew he had put everything into the spell and if it didn't work, then no spell would.
"Prepared for us, are you Quinn? And what of the might of the Star Mages? Do you think the twenty we brought is enough to level this temple? In a few minutes, we shall see..." The paladin's laughter takes a somewhat mad tone, booming against the walls of the temple. [Bluff Check - d20+7=27 - Another natural 20] Whether it would help the Children at all, Jurgen didn't know. But Quinn didn't know Jurgen... Certainly not enough to decide whether he would be willing to be crushed under the tower if it would stop the vampires.
Active Magic Silversheen [4/600] Level 18 Shield of Faith [6/180] Level 16 Message [152/1600] Level 14 Shield [7/140] Alter Self [608/2800] Greater Magic Weapon [All Day] Wall of Thorns [3/1400]
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 172/197 Freedom of Movement , silversheen , Enlarge,Haste d20+12=27 ; d20+27=28 ; d20+22=28 ; d20+17=31 ; d20+12=14 ; d20+27=38 ; 2d8+12=19 ; 2d8+12=22 ; 2d8+12=17 ; 2d8+12=23 ; Monday June 1st, 2009 9:42:24 PM
The dwarven warrior shakes off much of the burn magic ...(d20+12=27 reflex save) ..... with a look at Quinn .." we're coming ta save ya brother " ...Growls Kazak
Feeling Angus's magic imbue some quickness in his movements .... Kazak joins Durgan in his assualt on the big dark beast .... his steel sword slashing the air seeking a target .....
Unsure of if his blows did much pain to the dark beast .....Kazak moves slightly to his right .... flanking the dark beast ....." come on brother ... lets shredd dis beastie on two sides ......remember der is ale to be won in dis here battle " .... growls Kkazak to his brother
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus)
OOC: 10'ft reach while enlarged
ooc : i have problems acessing the map .... please have Kazak stay with Durgan
Rash Trinka hps 142/142 AC 33 d20+12=27 ; 3d8+6=13 ; 3d8+6=19 ; Monday June 1st, 2009 10:56:39 PM
OOC Bralani only appear this round since I summoned them last round. They don't need to make any saves but at the same time, they are not hasted either
Rash makes her save taking 25 points of damage and she then proceeds to power up with a quickened divine favor and then a divine power. She then takes advantage of the haste to move into the temple to E18. The Bralani appear next to her and heal Rash back up to full hitpoints utilizing their curing ability. (2 cure serious at 6th level)
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 5/160 Protection from evil 4/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 1/16 Haste from Angus 1/16
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Bralani ac 20, speed 40 hps 45 damage reduction 10/cold iron or evil, darkvision 60' immunitty to electiricity and petrification, low light vision, resist cold 10 fire 10 spell resistance 17, tongues. Spell like abilities: at will blur, charm person dc 13 gust of wind dc 14 mirror image, windwall 2 times a day, lightning bolt dc 15 cure serious wounds 15 caster level 6th page 94 mm for more info
Threshold of Death round 6 d20+17=27 ; d20+11=25 ; 14d8+15=83 ; 4d8+15=28 ; 4d8+15=30 ; Monday June 1st, 2009 11:17:31 PM
Durgan steps front and occupies the Nightwalkers' attention.
Xenia makes a bold move. She dashes out, avoiding the hulking embodiment of evil and heads straight for the altar. She tries to sweep aside the chalk line wih her foot, and where magic has failed, flesh succeeds. The chalk line is broken. This is a good thing, right?
Firn'gaer takes a tough hit from the firestorm. He moves into the temple and places two walls in front of the gate, layered one in front of the other.(assuming I read your intention correctly) The prismatic wall is first, so any creature that may come through the gate will get blasted, then hit a wall of force -stopping it. OOC- 'take ten' is a full minute action- can't be used during combat. Firn'gaer does notice several powerful enchantments surrounding the vampires.
Angus(OOC check = 27, :) Angus buffs the party, and readies to bring the hurt. Other than the gate, he is unsure of the magic at play.
Rash casts several boosting spells, and gets ready to rumble.
Peerimus is hit by the fire. he moves into the temple and launches some fire of his own at the Nightwalker. Yorrick moves up to attack, but is confused by the order to attack the summoned angels and stands ready.
Jurgen reinforces Firn'ger's attempt to block the gate, just in case a dispel is used. He tries to taunt the vampires, but they are not moved to respond.
Kazak moves up and attacks the Nightwalker, trying to outdo his brother with martial prowess, but only hits once to his brother's two hits.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Nightwalker is hit furiously several times by the Children of Chaos. The dwarven brothers pound on it, and then it is struck by a powerful beam of concentrated sunlight. Peerimus will thank his nature loving dieties this day, for the spell overcomes the creatue and it completely dissipates, until nothing is left but a few motes of darkness.
Quentin scowls, but appears calm. "I have more where that one came from. But how about this? Quentin casts a mass inflict critical wounds. Will save DC 23 for half damage is 28
Quinn smiles and follows his father's lead. "Yes, father." Cast mass inflict critical wounds. Will save DC 26 for half Damage is 30
OOC- I think these hit everyone(except Xenia), but if I am wrong, send me an email or private DM post.
OOC- please continue to include SR checks for all spells cast.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post. I need sleep. Map will be updated tomorrow. Opponents haven't moved, and everyone entered inside the temple, so you should have a good idea where you are.
Jurgen [AC: 41 - HP: 106/160] d20+25=41 ; d3=3 ; d20+25=40 ; 14d6=52 ; d20+14=19 ; d20+14=26 ; Tuesday June 2nd, 2009 12:52:29 AM
Jurgen, feeling confident that the gate is sufficiently blocked (maybe more-so than necessary, but he didn't feel like taking any chances), considers how to deal with the vampires. Their spells hit him and his paladin training helps him easily overcome what he can [Will Saves vs DC 23, 26 - d20+15=31 and d20+15=30 - Success x2 - Accidentally had 25 up, not 15 - 29 Damage taken].
Jurgen moves along the wall another 30 feet, trying to get some distance between himself and the other Children. And then he throws Chain Lightning at Quinn. [14d6=52 Damage - Reflex Save vs DC 23 for half - Caster Level Check: d20+14=19] It then arcs to his father [26 Damage - Reflex Save vs DC 23 for half - Caster Level Check: d20+14=26].
Active Magic Silversheen [5/600] Level 18 Shield of Faith [7/180] Level 16 Message [153/1600] Level 14 Shield [8/140] Alter Self [609/2800] Greater Magic Weapon [All Day] Wall of Thorns [4/1400]
Trace ac 37(+5 barkskin and cats grace) hp 136/104(bears endurance) 38/50 bane arrows d20+30=46 ; d20+30=39 ; d20+25=34 ; d20+20=36 ; d8+11=18 ; d8+11=16 ; d8+11=14 ; d8+11=18 ; d8+11=17 ; 2d6=7 ; 2d6=4 ; 2d6=3 ; 2d6=7 ; Tuesday June 2nd, 2009 12:58:02 AM
Trace commands fly and moves up above Peerimus and will take aim on the first thing that attempts to cast spells. (readied action, sending four shots at the first target) If no one in Traces sight tries to cast spells, then he will fire all four silver arrows at him.
att and dam is assumed that anything Trace fires at is considered undead. ((ooc: ignore last d8 roll, hit too many times)) hit ac 46 18 hps, 7 holy = 25 hit ac 39 16hps, 4 holy = 20 hit ac 34 14hps, 3 holy = 17 hit ac 36 18hps, 7 holy = 25 total hps 87
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
20/20 silver sheen arrows 38/50 bane arrows
active magic: silver sheen arrows 1/160 barkskin 1/150 cat's grace 1/15 heroism 1/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Evil magic rips the skin from Durgan's face, but, in response, the dwarf simply wades across the floor so recently emptied by the Nightwalker. He comes to a stop just short of reaching the two vampires with his enlarged form. So close, and yet just out of reach.
"We'll free ye from this, Quinn," Durgan rumbles as he hunkers into a defensive stance. In his pack a fist sized statuette of a dwarf holding a halberd begins to glow. The defensive stance has activated the magic of the Pikeman's Wall. With hope and luck, this is something that Quinn will not have remembered and they will not be as defensive in their casting of spells.
"Alright ye," Durgan growls. "Lets see ye try that again."
Rolls and Actions Will Save 19 vs 23 / Fail Will Save 25 vs 26 / Fail
Move / Take Defensive Stance / Ready Attack With Pikeman's Wall, threat range is now 20ft.
Ready vs Quentin Hit if casts spell. To disrupt. (Added +1 to STR for Defensive Stance) Hit AC49, Damage 24+2 = 26hp AoO vs Quentin (If Applicable) Hit AC40, Damage 29+7 = 36hp AoO vs Quinn (If Applicable) Hit AC31, Damage 21+3 = 24hp
Angus HP 71/71, SR 20, AC 26, Invisible d20+14=16 ; d20+14=32 ; 15d6=53 ; Tuesday June 2nd, 2009 10:50:41 AM
OOC: Angus is invisible - Could the clerics target Angus with the mass inflicts?
Saves if necessary 16 - 28 damage and 32 for 15 damage - Total 43 damage
The invisible Pixie Angus flies into the room and immediately gains height and moves off to the right so that he can see the two clerics and casts chain lightning. Angus uses his new master of elements to change the bolts into sonic energy.
Main bolt at Qe 53 damage Reflex save for half DC 25 Secondary bolt 26 damage to Qu Reflex save for half damage DC 25
Angus watches the gate carefully to see what slithers out, if anything.
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 7/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 6/160 Shield - 5/160 Summoned Large earth elemental 4/16 rounds Darkvision (from Scroll) - 4/30 minutes Improved Invisibility - 3/16 rounds Arcane sight - Haste on everyone 2/16
Permanent: See Invisible
Rod of Maximize 0/3
Xenia (AC29, HP80/92) Tuesday June 2nd, 2009 3:46:11 PM
It rubbed away. The chalk line rubbed away! Xenia had waited then for something to happen. Something bad. Then it didn't happen. The bad, that is. Instead the walls went up, covering the gate to the Land of Big Dark Nasties. The walls went up and didn't *poof*, disappearing like her storm spell.
Musta worked.
Next things next. The Vampie Family is spelling up a storm. But nothing touches the rogue. Can it be that they don't see her? Or are they just not bothering with her? Well, gonna find out soon enough.
Xenia floats up about five feet, hovering at head level. With a series of spiral maneuvers, deceptively slow then fast then slow, she slips past Daddie Vampie till she's floating right directly in front of the gate. Behind her Durgan looms up, an awfully big dwarf. Across the space, sound crackles like lightning, unleashed by Pixie Angus.
Then Xenia reaches out to the altar ... and steals the book.
Rolls and Actions Move plus Pick up book as a MEA / No attack, so still invisible and hidden.
Rash Trinka hps 127/142 AC 33 d20+20=23 ; d20+20=34 ; d20+7=27 ; d20+7=20 ; d20+7=11 ; d20+7=19 ; d20+16=19 ; d20+16=21 ; 3d8+6=12 ; d20+25=26 ; Tuesday June 2nd, 2009 4:27:51 PM
Rash loses attention for half a second almost pays for it but does make both of her saving throws. Unfortunately Rash's summoned friends aren't as lucky (to keep thinks moving, I rolled spell resistance for you for the Bralani but I am assuming you would have to roll a 1 to fail, you didn't) The first of the Bralani, makes one save, and is able to survive (he has 1 hp) left, the other one melts away to head home and lick his wounds. The barely surviving Bralani will reach over and touch Rash healing him 12 points of damage.
Rash then using the haste spell granted by Angus charges the N20 and takes a mighty swing at the evil undead cleric Quentin totally missing with a natural 1. (I hate the die roller by the way! Won't bother getting into the pluses but powerattacked with a power attack 10) Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 6/160 Protection from evil 5/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 2/16 Haste from Angus 2/16
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Bralani ac 20, speed 40 hps 45 damage reduction 10/cold iron or evil, darkvision 60' immunitty to electiricity and petrification, low light vision, resist cold 10 fire 10 spell resistance 17, tongues. Spell like abilities: at will blur, charm person dc 13 gust of wind dc 14 mirror image, windwall 2 times a day, lightning bolt dc 15 cure serious wounds 15 caster level 6th page 94 mm for more info
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 114/197 FoM silversheen Enlarge,Haste, Pro-f-evil d20+12=20 ; d20+12=19 ; Tuesday June 2nd, 2009 5:19:06 PM
"Grrrrr " .... growls Kazak in pain as the twin spells wrack his body .....(d20+12=20 will save failed , d20+12=19 will save failed )(takes 58 damage)
"Right wit ya brother ...." as the dwarf moves up next to Durgan .... forming a dwarven wall of steel .... " time to whack dem vamps " ..... quickly fishing out a small glass vial .... Kazak pops the top and chugs its content ...(potion of protection from evil) .... " dey ain't gonna git in ma head "
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
OOC: 10'ft reach while enlarged
Firn'gaer - AC24 (FF20, T19); HP25/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 d20+31=46 ; d20+26=28 ; d20+17=34 ; d20+17=32 ; d20+17=25 ; Tuesday June 2nd, 2009 9:14:48 PM
[OOC: I say taking 10 to give DM's the idea of an average skill check. I do this so that DM's are aware that with a minimum of 32 and an average of 41 in spellcraft, if there is a spell effect that is up in Firn'gaer's presence - he knows it and it saves time.]
[Spellcraft DC46, Knowledge (arcane) DC28]
[Will saves - DC34, DC32 for Mass ICW]
Firn'gaer pulls another scroll and casts it at Quinn - Maze. But the magic probably just fizzles off the vampire's SR. {Looks like the die roller won't let me actually harm the bad guys with anything but a pointy stick.}
Maze: SR25
Active Spells: Overland Flight (15 hrs); Shield (143 r); Mass Enlarge Person (144 r), Prismatic Wall (149 r) Lhari: (4/6c); Wall of force (12 r)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 d20+22=39 ; d3=3 ; d20+22=35 ; d20+8=16 ; d20+8=11 ; d20+19=21 ; 2d6+11=18 ; d6=5 ; Tuesday June 2nd, 2009 11:15:52 PM
Will Saves Peerimus 39 and 35 Yorrick 16 and 11
Peerimus whistles and Yorrick moves in against Quinn. Moving 45' directly at him the great bear strikes. Likely missing [Hit AC 21 dmg 18 plus 5 fire]
Peerimus frowns, Luck was certainly with the enemy and when the enemy are powerful spell casters bad luck is not a good thing. Peerimus moves up 40' [M/28] and casts Heal, sharing it with Yorrick
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 3/17 rounds 4 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Trace ac 37(+5 barkskin and cats grace) hp 136/104(bears endurance) 38/50 bane arrows Wednesday June 3rd, 2009 10:06:08 AM
(ooc:trace is invisable..........is he hit??)
yes, they can see invisible-DMBZ
Angus HP 71/71, SR 20, AC 26, Invisible d20+20=36 ; d20+20=24 ; Wednesday June 3rd, 2009 10:30:26 AM
Forgot the SR rolls for the sonice bolts
Main bolt 36 Secondary bolt 24
--------------------------
Please roll the SR for the two inflicts on Angus since he is hit by the inflicts as an area spell.
Angus HP 71/71, SR 20, AC 26, Invisible Wednesday June 3rd, 2009 10:02:16 PM
Angus continues to hover
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 Wednesday June 3rd, 2009 10:06:36 PM
Peerimus whispers through the message spell, "Angus tell Firngaer to target Quinn with a greater dispel, you do the same to Quentin. Let's see if we can remove some of thier defences."
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 3/17 rounds 4 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Threshold of Death round 7 d20+11=29 ; d20+17=36 ; d20+17=31 ; d20+33=43 ; d20+28=46 ; d20+23=33 ; d8+6=14 ; d8+6=13 ; d8+6=14 ; 4d6=18 ; 4d6=19 ; 4d6=12 ; Wednesday June 3rd, 2009 11:00:12 PM
Jurgen moves ahead and sends a chain lightning at the vampires. However, he fails to get through the spell resistance on them.
Trace lets arrows fly and deals terrible damage to Quinn. (-87)
Durgan prepares a defensive stance against any hostile actions by the vampires.
Angus(the vamps can see invis) also fires a chain lightning(sonic) at the vampires. And it beats Quentin's SR! Quentin manages to dodge some of the blast(-26 dmg) SR checks vs Angus from last round- 36 and 31.
Xenia does not see any visible effects from breaking the chalk line, but hopefully it helped. Xenia snaeks behind the altar and tries to take the book. She thinks she can see Quentin flash the briefest of smiles as she does so. As she picks up the book, a glyph of warding is activated. Xenia is engulfed by a flame strike. DC 23 reflex save for half dmg.
Rash charges Quentin, but stumbles at the last moment and misses her attack.
Kazak moves up beside his brother ready to attack.
Firn'gaer tries another scroll on Quentin, but once again the magic fails to overcome the formidable defenses of the vampire. (OOC ok, understood on the skill checks.)
Peerimus sends Yorrick into combat against Quinn, but the loyal companion misses the first swipe.
~~~~~~~~~~~~~~~~~~~~~~~~~~~ Quentin takes advantage of the target and attacks Rash with his mace. HitAC 43, 46, 33 -dmg 32, 32, 26. The vicious energy of the weapon hits the vampire as well, but he seems to enjoy the sensation.
Quinn casts a spell upon himself, and readies for combat against a bear and two dwarven brothers.
There is some activity behind the party. It seems like the elemental is no longer occupying the minions. The werewolf strides in, followed by a man bearing a striking resemblance to Aberwrath who is also bareing fangs. the werewolf is still injured, but not as much as before. There are several humanoids behind him, wrapped up in cloth. Sounds of horses in full charge can be heard outside, and the nightmares are near.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post! -otherwise DM continues to take best guess. Map emailed shortly.
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 114/197 FoM silversheen Enlarge,Haste, Pro-f-evil d20+27=33 ; d20+22=41 ; d20+22=40 ; d20+17=19 ; d20+12=27 ; d20+27=37 ; 2d8+12=25 ; 2d8+12=23 ; 2d8+12=21 ; 2d8+12=23 ; 2d8+12=24 ; Wednesday June 3rd, 2009 11:30:36 PM
Seeing the lady cleric take a pounding from Quentin the vampire ..... Kazak steps forward and joins Rssh Trinka in the beatdown ....... his steel sword arcing in the darkness
ooc: are vampires considered undead ?? if so then Kazak needs to roll bane damage
" we''ll fee ya Quinn ....you'll be free of day vamps clutches !! " .....
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
OOC: 10'ft reach while enlarged
ooc: can't open the map ... so take your best guess :-)
Jurgen [AC: 41 - HP: 106/160] Thursday June 4th, 2009 1:30:01 AM
"Angus, move forward. Time to lock ourselves in with a madman..." Jurgen sends through the Message spell. And then he throws up a Wall of Force from the edge of D-E 17 to 30. The wall is 70 feet long and 20 feet tall.
Active Magic Silversheen [5/600] Level 18 Shield of Faith [7/180] Level 16 Message [153/1600] Level 14 Shield [8/140] Alter Self [609/2800] Greater Magic Weapon [All Day] Wall of Thorns [4/1400] Wall of Force 1 [2/14] Wall of Force 2 [1/14]
"That's right!" Durgan echoes his brother's sentiment with two short words of scintillating dwarven repartee. Then, from further away than should be natural, Durgan begins the beat down, his silver axe chopping down on Quinn's vampire cursed father.
"Where does the likes of ye get such fine ale?"
Rolls and Actions Defensive Stance With Pikeman's Wall, threat range is now 20ft.
Hit Quentin AC43, AC35, AC30, AC37 (forgot +1 for Haste. Added here.) Damage 19+29+26+27 = Possible 101hp (Note: Magic and Silver vs DR)
AoO: Hit AC17, Damage 26hp (Use as needed)
Position: K&L/23&24 (No Move)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10, Haste 2/16, Defensive Stance 10/11
Well, I don't have any more greater dispels, so it will be a non-greater and hope for the best. The wizard thinks to himself and targets Quinn with the spell.
Dispel Magic checks: all less than needed (of course) to turn off any of Quinn's spells.
Active Spells: Overland Flight (15 hrs); Shield (142 r); Mass Enlarge Person (143 r), Prismatic Wall (148 r) Lhari: (4/6c); Wall of force (11 r)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Angus HP 71/71, SR 20, AC 26, Invisible d20+16=30 ; d20+16=28 ; d20+16=36 ; d20+16=18 ; d20+16=32 ; d20+16=24 ; d20+16=22 ; d20+16=36 ; Thursday June 4th, 2009 4:46:49 PM
Angus get ready to fry all of the new evil arrival with the aid of his rod of maximize, but they are saved by a timely wall of force. Angus then turns his attentions to the vampires and he really wants to use the rod of maximize, but Mamma Rash is calling for help.
Angus reluctantly casts a great dispel magic on Quinn
Dispel Checks: 30, 28, 36, 18, 32, 24, 22, and 36
Angus call out to Rash "I hit him good. It is up to you now. Swing away."
Angus rises up to within 10 feet of the ceiling or 20 feet whichever is higher (What is the ceiling height?)
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 10/160 minutes Polymorph - 8/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 7/160 Shield - 6/160 Summoned Large earth elemental 5/16 rounds Darkvision (from Scroll) - 5/30 minutes Improved Invisibility - 4/16 rounds Arcane sight - Haste on everyone 3/16
Permanent: See Invisible
Rod of Maximize 0/3
Threshold of Death round 7 Thursday June 4th, 2009 9:48:19 PM
OOC - no DM post tonight. I will have it up tomorrow afternoon. I apologize, this has been a tough week.
btw...undead = no crit! (still have this in my local game too...)
Trace ac 37(+5 barkskin and cats grace) hp 136/104(bears endurance) 38/50 bane arrows d20+18=25 ; d20+18=21 ; d20+32=38 ; d20+32=42 ; d20+27=29 ; d20+22=38 ; d8+9=14 ; d8+9=15 ; d8+9=13 ; d3=1 ; d8+9=11 ; 2d6=7 ; 2d6=8 ; 2d6=6 ; 2d6=7 ; 2d6=9 ; 2d6=9 ; 2d6=6 ; 2d6=5 ; Thursday June 4th, 2009 10:52:53 PM
(used hero point for second roll on the reflex save...failed)
Trace is caught off guard from the magic and takes a good bit of damage but returns to his target another four arrows. Realizing that a deadlier weapon is needed Trace switches to undead bane arrows and sends them on their way to the target.
hit ac 38 14hps, 7 holy, 9 bane = 30 hit ac 42 15hps, 8 holy, 9 bane = 32 hit ac 29 13hps, 6 holy, 6 bane = 25 hit ac 38 11hps, 7 holy, 5 bane = 23 total hps 110
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
16/20 silver sheen arrows 34/50 bane arrows
active magic: silver sheen arrows 1/160 barkskin 1/150 cat's grace 1/15 heroism 1/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 d20+20=21 ; d20+20=25 ; d20+20=25 ; d20+18=24 ; d20+17=35 ; d20+17=34 ; d20+17=19 ; d20+17=26 ; d20+17=29 ; d20+17=23 ; Thursday June 4th, 2009 11:19:55 PM
Yorrick lashes out again at the wounded Quinn. but the gods forbid even a mediocore attack [Hit AC 21/25/25/24]
Trusting Jurgen to handle whatever is joining the fight, Peerimus targets Quentin with a Greater Dispel Checks 35/34/19/26/29/23
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, *Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 4/17 rounds 4 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Rash Trinka hps 37/142 AC 33 d20+29=32 ; d20+29=31 ; d20+24=25 ; d20+19=34 ; 2d4+32=36 ; 2d4+32=39 ; 2d6=7 ; 2d6=3 ; Friday June 5th, 2009 8:03:12 AM
ooc (can we get a description on who we are fighting please. Are they in armor? Do they have shields and weapons? Having an ac would make things easier in figuring out damage rolls as well)
Like Peerimus, Rash is also experiencing the god's displeasure as she launches her own attacks. (description of attacks are +5 greater magic weapon, +6 strength bonus, +16 base, +1 haste, +6 divine favor= +34 minus 5 for power attack = +29. Damage 2d4+ 32 +2d6 holy (+6 weapon, +6 divine favor + 10 two handed power attack, +10 two handed weapon strength bonus)
hit ac 32 hit ac 31 hit ac 25 hit ac 34
possible damage 36+7=43 and 39+3=43
Rash then using the haste spell granted by Angus charges the N20 and takes a mighty swing at the evil undead cleric Quentin totally missing with a natural 1. (I hate the die roller by the way! Won't bother getting into the pluses but powerattacked with a power attack 10) Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3 Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 7/160 Protection from evil 6/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 3/16 Haste from Angus 3/16
Normal spells on cast last night at 20th level: Greater magic weapon, Magical vestments x 2 Longstrider are all on
Xenia (AC29, HP80/92) d20+26=30 ; d20+26=45 ; Friday June 5th, 2009 10:11:48 AM
A touch trips the magic trap and a column of fire slams down from above. When the fire clears, though, not a flame red hair on the rogue's head is even marginally singed. Even more important than that, the book is hers! The dark rogue flashes a smile back in the direction of Papa Vampie before nabbing the book off the altar.
The glance makes Xenia witness to a flash of energies combined with the snap of breaking bone and the sick squish of pulping flesh as Papa Vampie strikes Mamma Rash again and again and again. Burned and broken, she doesn't look like she can take much more.
Gripping the book in one hand, the rogue reaches to her haversack with the other. The Big Healing scroll she bought was made for just such a time as this. Xenia reads. The words blur and cross and the spell looks to fail.
NO! No, please!
The girl rogue shakes her head and blinks to clear her vision. She finishes, pronouncing the last word and the spell goes off. Her hands fill with the magic energy of healing. She steps in close to touch Mamma Rash, and take away her pain.
Rolls and Actions Reflex 42 (No damage from Evasion - Rolled above) UMD 30 / Use Hero point for UMD 45!!! vs DC31 Heal Rash 110hp
Threshold of Death round 8 15d6=46 ; 15d6=55 ; Friday June 5th, 2009 7:41:16 PM
Kazak moves up and tries to take the pressue off of Rash. He moved several feet and so can only take one swing, but connects solidly. (OOC- map, I'm saving it as 97-03 excel. What might work?)
Jurgen calls for Angus to move, then blocks the reinforcements from the entrance with a wall of force. (OOC- Angus, you got a freebie this time, I moved you.)
Durgan is already in position and hits Quentin several times with his magic axe.
Firn'gaer attempts a dispel on Quinn, but misses.
Angus hits Quinn with another dispel. This time, luck favors the heroes and he removes several protections.
Trace continues his assault on Quinn, using the right tool for the job. Undead bane arrows.
Yorrick attacks Quinn but misses. Peerimus hits Quentin with a dispel and removes several protections. The dispels are taking their toll on the vampires.
Rash fights on through the pain of her wounds, ignoring that the vampire came close to felling her. She hits several times, And Quentin Demarco has taken as good as he gave. (OOC- It's just my DM style not to give out more than I need to. Sometimes, I prefer to take the extra work on myself to pull all the info out of each post. So please roll damage for all attacks, don't assume they missed.)
Xenia has the book. She can feel a presence there, an evil presence. The surprise of it almost causes her to lose the spell she is casting off a scroll, but she recovers and the spell heals Rash.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Quinn falls under the onslaught. His body turns to smoke, and begins seeping throught the tiny holes in the floor. You can hear him beg of you release me...
Quentin takes plenty of damage, and has lost some protection as well. He moves a few steps and casts a spell(defensively ;) and drops a blade barrier down on the area. [b]Rash, Xenia, Durgan and Kazak[b] DC 24 reflex for no dmg. 46 dmg if you miss.
The vampire positioned the spell carefully and is hit by it himself. As he fades into gaseous form and slips through the cracks in the floor, he whispers to Rash, "join me as Quinn has. Join me and you shall live forever...
The minions aren't finished yet. The four nightmares and their riders hop through the temple wall with their etherealness, but are stopped by Jurgen's wall of force. They ride back out they way they came in, looking for a way around.(they are currently outside.)
The mummies all enter the temple but are stopped by the wall. They are undead. They will wait as long as it takes...
The werewolf uses the wall of force like a chimney. He puts his back to it and starts climbing, using the temple wall for handholds.
Aberwrath casts a spell. "Master Quentin asked me to give this to you..." A flamestrike hits Trace and Angus. DC 22 reflex save for half damage. Damage is: 55
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post! -otherwise DM continues to take best guess. Map emailed shortly.
"Well, that's done that!" Durgan looks about after taking a good scraping from the wall of translucent blades. Bloody and torn, the dwarf doesn't bat an eye. Instead, he stomps across the floor to the last vampire, takes a defensive stance again, and brings his dwarven axe down again.
Sparks flie from the floor as Durgan misses. The dwarf grunts a noise of surprise.
"Anyone say something about knowing a way to find those two after they turned to mist?" he growls back.
Rolls and Actions Reflex Save 16 / Fail
Move / Take Defensive Stance Again / Attack
Hit Aberwrath AC31 / Nat1
AoO: Hit AC44, Damage 27hp (Use as needed)
Position: H&I/22&23 (20ft Move)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10, Haste 4/16, Defensive Stance 11/11
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 34d6=108 ; d20+17=22 ; d20+20=31 ; 2d6+17=20 ; d6=5 ; Friday June 5th, 2009 8:53:09 PM
The main Vampires were gone, he could follow but that plan left a few too many unseen issues. best to regroup. They still had plenty of firepower and according to Rash Quinn and Quentin would need to stay put for a bit and that would be enough time to go get them. "Soon Quinn" Peerimus promises to his former friends fleeting voice. The rush of flame from Aberwrath seems to distrct the druid from his other thoughts and he looks over with the face of an annoyed parent. Peerimus raises a finger and sends a beam of brilliant sunlight into Aberwrath. [SR 22 Dmg 108 Relfex DC 27]
Peerimus directs Yorrick to move and wait for one of the ghostly riders by having the great bear defend him. Yorrick grunts and moves [to L,M/30,29] Weary eyes for one of the riders to get too close. If one does he strikes at a rider. [Hit AC 31 Dmg 2 plus 5 Fire. Claw has Ghost Touch]
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, *Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 5/17 rounds 3 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Rash Trinka hps 37/142 AC 33 d20+13=30 ; d20+18=21 ; 10d8=47 ; d20+20=31 ; Friday June 5th, 2009 11:14:37 PM
Rash is glad when her blows strike the evil vampire expecting his own blows to put her before the God of Death to plead for life yet again. No one is more surprised than she when she the cure spreads through her body easing her pain and knitting her crushed bones. "Thank you sister" divining where the cure came from.
Rash suddenly is surrounded by spinning cutting blades, she buckles her knees and rolls away from them back towards the main group somehow evading the cutting death. (save 30) She turns to face the new enemies flooding the room, as she scoffs at Quentin's offer of immortality. "I will be joining you soon...but only to put a stake in your shriveled dead heart.
Rash turns as she hears the flamestrike going off and winces as she sees her friends affected. She raises her own hand and summons the powers aid and strikes Aberwrath with light of her own. She hits the undead cleric with a touch attack of 21 doing 47 points of damage. (no save allowed, check to overcome spell resistance is 31
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3! Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 8/160 Protection from evil 7/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 4/16 Haste from Angus 4/16
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 68/197 FoM silversheen Enlarge,Haste, Pro-f-evil d20+13=18 ; Friday June 5th, 2009 11:41:10 PM
Grimacing as the magical blades rip into him ....(reflex save d20+12=18 failed , takes 46 damage).....
Waving his fist with sword in hand at the departing Vampires .... "we ain't done wit ya yet ..... we'll find ya .... gonna burn dem coffins wit ya inside ...." Growsl Kazak
Quickly turning about to assessing the situation .... the dwarfs steel grey eyes catch the werewolf climbing .... "heya looks over der .... da doggie is climbing over da wall .... hehehe didnt know doggies could climb .... "
" well if we have a moment maybe we could organize what we do next ... maybe some quick healing " ... inquires the dwarven warrior as he gives Rash Trinka hopeful look
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
ooc: thanks for the map Al ..... that helps !!
OOC: 10'ft reach while enlarged
Angus HP 30/71, SR 20, AC 26, Invisible d20+13=25 ; 7d6=27 ; Saturday June 6th, 2009 8:36:17 AM
Angus again thanks his polymorph spell as the added quickness saves him from most of the fire and his fire resistance the rest.
Angus squeeks at Jurgen "Drop your wall of force so that I can finish off the lackies."
Angus prepares a mazimized and empowered chain lightning that he will convert over to flame, for the mummies benefit.
Damage 117 or 58 damage if reflex DC 25 is made
The main bolt targets the werewolf and secondary bolts on the mummies and the nightmares
A twist into a backward roll, a lazy sissor kick follows, sliding the lithe rogue between two of the churning blades and out. They move so slowly. She could jump back and forth from one side to the other of the wall of blades as many times as she would like. They could be turned to her own protection.
The book within her hand is a different story. It's evil. What do you do when you've got evil in your hand?
"I got the book," Xenia calls out to the others, her voice coming from an empty space in the air. "There's sump'in evil in it. I'm thinking that it's probs not the thing that's making this cloud up above. But it's maybe making this gate thing."
"I think maybe we're gonna have to unstroy it. Sometime."
"But for now ... you ... " the girl rogue says to the book, " ... whyn't you see what evil you can do from inside my outplanar bag, huh?" With a swift practiced motion of her arm, she shoves the book under the flap of her magic haversack.
"I'll watch for them horse and riders," she announces as she flies up into the air drawing her bow. Blinking back and forth between the Material Plane and the Ethereal Plane, the rogue watches for the Nightmare Riders. Even traveling Ethereal, they would not escape her eyes. She stands ready to shout out a warning to the others as soon as they appear.
Rolls and Actions Reflex 33 (No damage from Evasion - Rolled above)
Stow Book / Move - Drawing bow
Move Silently 34 Spot 39 Listen 34
Position: L21 / 35ft up (30ft move)
Active Effects: Status 10/180m, Longstrider 50/1h, Invisibility, 5m, Fly 5m, Blink, Haste 4/16
Jurgen [AC: 41 - HP: 106/160] d20+14=26 ; d20+14=23 ; d20+14=19 ; d20+20=37 ; d20+20=22 ; d20+20=22 ; 4d6=14 ; 4d6=13 ; 4d6=10 ; Sunday June 7th, 2009 5:31:17 AM
"We're coming for you, Quinn. Soon." Jurgen's voice somehow manages to sound both harsh and caring. His sword flares up with holy energy as he says it, although the paladin certainly is far away from the fighting.
Angus' words turn Jurgen's attention away from the now gone vampires and back to the wall of force. If Angus doesn't fly over the wall to blast at their enemies, Jurgen will dismiss the wall. Otherwise he'll keep it up. Regardless, Jurgen will throw a set of Scorching Rays at Aberwrath. Clearly, the paladin is distracted and his focus isn't on the secondary foe, but on the fleeing vampires.
Scorching Ray Ray One Spell Resitance Roll: d20+14=26 Ranged Touch Attack: d20+20=37 Damage: 4d6=14 Ray Two Spell Resitance Roll: d20+14=23 Ranged Touch Attack: d20+20=22 Damage: 4d6=13 Ray Three Spell Resitance Roll: d20+14=19 Ranged Touch Attack: d20+20=22 Damage: 4d6=10
Active Magic Silversheen [6/600] Level 18 Shield of Faith [8/180] Level 16 Message [154/1600] Level 14 Shield [9/140] Alter Self [610/2800] Greater Magic Weapon [All Day] Wall of Thorns [5/1400] Wall of Force 1 [3/14] Wall of Force 2 [2/14]
Firn'gaer - AC24 (FF20, T19); HP25/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 d20+12=32 ; d20+12=21 ; 30d6=83 ; 5d6=19 ; Monday June 8th, 2009 9:17:33 PM
Firn'gaer moves to H20 and readies a Disintegrate for the werewolf. As soon as the beast clears the wall of force, BAM!!!
Disintegrate: Touch AC32 (Threat!), Touch AC21; Damage 83 (166 if can crit), Fort save DC26. If save is successful - damage 19 (38 if can crit)
Active Spells: Overland Flight (15 hrs); Shield (141 r); Mass Enlarge Person (142 r), Prismatic Wall (147 r) Lhari: (4/6c); Wall of force (10 r)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Threshold of Death round 9 d20+9=12 ; d20+12=15 ; d20+17=21 ; d20+23=38 ; Monday June 8th, 2009 10:24:01 PM
Durgan moves and attacks Aberwrath, but misses.
Peerimus unleashes a blast of pure sunlight at Aberwrath the vampire. The shot hits true. But the spell melts against the creature's spell resistance.
Rash rebukes Quentin's offer, then attacks Aberwrath with a spell. (OOC, which spell was it?) Rash has more luck, defeating the creature's spell resistance and dealing a powerful blow.
Kazak, turns around after getting hit by the blades and hopes for a quick heal. He eyes up his next target, a werewolf.
Jurgen drops the wall of force, and Angus blasts the werewolf and mummies with lightning turned to fire! The werewolf takes a good hit, and the mummies all burn to the ground! Only ashes remain.
Xenia puts the magic book into her Magic haversack. The book resists. Xenia almost feels as though invisible hands cling to the side of the backpack, but after a few tense moments, she is successful. Xenia notices afterwards that there is a small red dot on her hand. A drop of blood. Her own.(1 hp damage)
Jurgen launches a series of scorching rays at Aberwrath. But to his dismay, they melt against the spell resistance. (only one roll per spell, unless against different creatures. I took the first-and highest roll. Missed it by...that much.)
The werewolf clears the wall around the same time that Jurgen dismisses it. It falls to the ground, and while in mid-air, Firn'gaer strikes it with a disintegrate beam! The creature has a strange look upon its' face, then disappears! Only a few small items and a small pile of dust remain! (OOC- all spells that roll to hit can crit, I don't see why this would be any different. Critical Hit!)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Aberwrath shrieks his displeasure at the group. "My master has ordered me to destroy you all, and so I shall!" Aberwrath casts a spell and tries to touch Rash with the crackling black energy. Hit AC 38. dmg-harm 150 or 75. Will save DC 24 half.
Then the riders appear through the side walls, six in all. Xenia shouts out a warning and they lose whatever surprise they may have had. They move into position, ready to strike...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post! -otherwise DM continues to take best guess. Map will be emailed shortly.
Angus HP 30/71, SR 20, AC 26, Invisible Monday June 8th, 2009 10:53:21 PM
OOC: No results of Angus's actions?
You fried the mummies. Dust. It's up there. --Al
I was obviously too tired function last night. Thanks Al.
"Ow. Dumb book." Xenia looks down at her hand and the small spot of blood. "You just stay there in that bag, you."
The rogue puts the evil book from her mind as the riders appear through the walls. Time for some trick shooting. Xenia aims for the weapons. Without their weapons, the riders would have to dismount.
Rolls and Actions Disarm Trick Shot vs N2 AC32, AC27, AC40 (If disarmed with first shot, move to N3) 20% Blinking Miss chance: 6; 30; 88 Fail/Pass/Pass (Last shot is for Haste)
Position: L21 / 35ft up (No move)
Active Effects: Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Haste 5/16
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 166/166 d20+17=34 ; 34d6=118 ; d20+20=33 ; 2d6+11=18 ; d6=5 ; Monday June 8th, 2009 11:17:27 PM
Peerimus moves across the room and sends another Beam into Aberwrath. [Move to F/26 SR 34 Reflex DC 27 Dmg 118] He tells Yorrick to hold his ground and so the bear reaies to attack the first Rider to come at him. [Hit AC 33 Ghost touch Dmg 18 plus 5 Fire]
The druid calls to Kazak, "Team up with Yorrick. Trace take down [N5] that one, Durgan gang up as well."
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, *Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 6/17 rounds 2 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 68/197 FoM silversheen Enlarge,Haste, Pro-f-evil d20+18=26 ; d20+13=18 ; d20+8=22 ; d20+3=10 ; d20+18=22 ; d6+5=8 ; d6+5=10 ; d6+5=9 ; Monday June 8th, 2009 11:56:25 PM "Aye " Growls Kazak as he keeps near the mighty Yorrick .....
Hearing the sharp eyed scouts warning ....sizing up the horse and rider nearest the bear and himself .... he quickly changes tactics and reaches into his nagical quiver .... launching a salvo of 5 javelins at the Nightmare ......
Not happy with his tactic .... " gonna need some practice with ma throwing: growls the dwarf to the bear ... " ya got any tips for me " .... banters Kazak .... as he readies himself for the riders to close the distance ....
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
ooc: thanks for the map Al ..... that helps !!
OOC: 10'ft reach while enlarged
Rash Trinka hps 142/142 AC 33 Tuesday June 9th, 2009 12:39:47 AM
(ooc Sorry for being unclear, last spell cast was searing light. Never meant to move but I will deal with it.) Rash just smiles as the vampire casts harm at her. "The powers protect me from harm. I wonder if they will do the same for you. (ooc greater spell immunity...glyph, greater glyph, flamestrike and harm"
Rash moves to J24 and casts holy word (no saving throw for main effects. Nightmares get a will save at -4 or they are sent home dc will save 30 with minus)
The Bralani will assume its wind form and try to follow the fleeing gaseous forms down the drains.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3! Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word! Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 9/160 Protection from evil 8/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 5/16 Haste from Angus 5/16
Trace ac 37(+5 barkskin and cats grace) hp 60/104(bears endurance) 30/50 bane arrows d20+18=37 ; d20+32=41 ; d20+32=40 ; d20+27=47 ; d20+27=38 ; d20+22=25 ; d8+9=12 ; d8+9=12 ; d8+9=15 ; d8+9=17 ; 2d6=6 ; 2d6=7 ; 2d6=7 ; 2d6=6 ; 2d6=8 ; 2d6=8 ; 2d6=6 ; 2d6=9 ; Tuesday June 9th, 2009 3:57:09 AM
(ooc: roll for last reflex from abber vamp makes for half dam.)
Trace sends four bane arrows at the abber vamp and does what he can to rid him of this land. (ooc:ignore second +27 roll, forgot no crit on undead) hit ac 41 12hps, 6 holy, 8 bane = 26 hit ac 40 12hps, 7 holy, 8 bane = 25 hit ac 47 15hps, 7 holy, 6 bane = 28 hit ac 25 17hps, 6 holy, 9 bane = 32 total hps 111
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
16/20 silver sheen arrows 30/50 bane arrows
active magic: silver sheen arrows 1/160 barkskin 1/150 cat's grace 1/15 heroism 1/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Attacks Attack One Hit vs AC 38 [d20+23=38] Spell Resistance for Vampiric Touch: d20+14=19 Damage: 12 Piercing [d6+6=12] + 5 Holy [2d6=5] + 3 Electric [d6=3] + 33 Vampiric Touch [10d6=33] Attack Two [Haste Attack] Hit vs AC 28 [d20+23=28] Damage: 7 Piercing [d6+6=7] + 3 Holy [2d6=3] + 1 Electric [d6=1] Attack Three Hit vs AC 27 [d20+18=27] Damage: 8 Piercing [d6+6=8] + 9 Holy [2d6=9] + 4 Electric [d6=4] Attack Four Hit vs AC 18 [d20+13=18] Damage: 12 Piercing [d6+6=12] + 9 Holy [2d6=9] + 2 Electric [d6=2]
Active Magic Silversheen [7/600] Level 18 Shield of Faith [9/180] Level 16 Message [155/1600] Haste [5/16] Level 14 Shield [10/140] Alter Self [611/2800] Greater Magic Weapon [All Day] Wall of Thorns [6/1400] Wall of Force 1 [4/14]
Durgan Stonewall (AC 37; HP 123/230 +30) - Sub/Al d20+30=42 ; d20+30=48 ; 2d8+15=26 ; 2d8+15=27 ; d100=11 ; d8=7 ; d100=9 ; Tuesday June 9th, 2009 9:57:51 AM
"You tell 'em, brother," Durgan says as Kazak sends a salvo of javelins toward the nightmare riders.
"We've put yer masters down already." The dwarf turns his attention to the riders. "Come if ye must." He beckons them on with with a wave of his hand. "But it'd be best for ye, I say, if ye just ran away."
Rolls and Actions Ready Action: Hit first opponent to come within 20ft reach Hit AC42, Damage 26hp, Miss Chance 11
AoO: Hit AC48, Damage 27hp, Miss Chance 9 (Use as needed)
Position: H&I/22&23 (No Move)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10, Haste 4/16, Defensive Stance 10/11
Angus HP 30/71, SR 20, AC 26, Invisible 15d6=57 ; d20+19=28 ; d20+19=28 ; d20+19=34 ; d20+19=25 ; d20+19=36 ; d20+19=20 ; Tuesday June 9th, 2009 8:52:11 PM
Angus is happy to see the mummies are all burned up and the werewolf is big trouble and he focues his attention on the nightmares and riders.
A new chain lightning bolt lashes out and becomes acid.
Main bolt at N5 Secondary bolts at N4 & N6 and all three nightmares
Damage 57 Secondary bolt 28 Reflex save DC 25 for half damage
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Threshold of Death round 9 d20+11=25 ; d20+10=21 ; d20+10=16 ; d20+10=24 ; d20+10=11 ; d20+10=13 ; d20+10=19 ; d20+7=20 ; d3=1 ; d20+7=14 ; d20+18=22 ; d20+18=35 ; d20+18=19 ; d20+18=22 ; d20+18=32 ; d20+18=33 ; d10+6=14 ; d10+6=7 ; Tuesday June 9th, 2009 10:31:32 PM
Xenia is waiting for the riders and is first to act. She fires her bow, and disarms one of them.(N2 - If I read correctly, the first shot missed due to blink? So only one disarm)
Peerimus sends another beam of sunlight at Aberwrath, and this one pierces through the spell resistance! He appears to be unable to dodge the attack, and suffers horrendous damage. The vampire is blasted to dust by the magically created sunlight and turns to gaseous form, following behind where its' master disappeared: into the floor.
Yorrick takes a swipe at N6, hitting it solidly.
Kazak throws several javelins, hitting once.
Rash shows how strong her defenses are and resists the vampires' lethal attack.(OOC- please leave the immunity spells covered listed in the post) She moves to a better position, then casts a spell directed at the nightmares. With a flash of light, all of the nightmares are banished! Their hapless riders fall to the floor. (OOC- you got lucky on the HD) OOC- I moved you cause it said touch spell, didn't realize it was ranged touch :P The bralani disappears into the vampires escape route.
Trace fires on the riders, and Jurgen attacks the nearest one. Jurgen can tell at this close range that the rider is undead. Durgan offers a taunt.
Angus sends out another chain lightning, and blasts three of the riders.
Firn'gaer hits the other three, and Lhari grapples R1. The rider is unable to escape the spell.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ All the riders appear badly damaged. But, unfeeling undead as they are, they advance anyway. Durgan hits the one in front of him, making it pay for being bold.
They attack. Rash is hit once, and another strikes Yorrick. (dmg Rash- 14, Yorrick - 7)
The minions are almost finished. The vampire's lair remains...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area seems to deepen. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- please list current coordinates in your next post! -otherwise DM continues to take best guess. Map will be emailed shortly.
Woof ... The wind drops from Durgan's sails as he comes out of his defensive stance, taking a step toward two of the unmounted undead. "I told ye. Ye should have run."
Winded as he may be, the dwarves axe is still a devastating weapon and he hews about himself, cutting chunks from undead flesh.
Rolls and Actions Hit N1 AC33, AC40, AC29, AC44 (Move to N2 if downed) Damage 22 + 25 + 20 + 16 hp
Position: G&H/22&23 (5ft Step)
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10, Haste 4/16, Defensive Stance 10/11
Rash Trinka hps 128/142 AC 33 d20+29=31 ; d20+29=30 ; d20+24=35 ; d20+19=26 ; 2d4+34=42 ; 2d4+34=41 ; 2d4+34=38 ; Wednesday June 10th, 2009 12:18:40 AM
ooc really? you want me to have you do some other nasty spell instead of wasting a good harm? OK in the future, I will. To make it fair, I think you should be giving us a better description of the undead we are facing. What do they look like? What is their ac? Also I don't think the undead could attack this round. You stated they all crashed to the floor, which implies that they had to get up (move action and then move to attack which ends their round)
Rash takes the hit stoically and then gripping her own falchion in two hands, attacks back 4 times. (used +4 power attack)
hit ac 31 hit ac 30 natural 20 miss hit ac 35 hit ac 26
damage is 42, 41 and 38 if any of them hit.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3! Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word! Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 10/160 Protection from evil 9/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 6/16 Haste from Angus 6/16
greater spell immunity: harm, flame strike, glyph and greater glyph
Xenia (AC29, HP86/92) d8+1=7 ; d20+24=32 ; Wednesday June 10th, 2009 9:59:26 AM
The riders don't look much without their horse. They certainly aren't gonna be able to get her flying up in the air like she is. Xenia takes a wand out of her haversack and heals away some of the grody scabs that the vampie magic had put on her.
Time for a Reverse Back to Normal check. The rogue checks the gate. It's still there. It got darker too, just since after the time they arrived. Xenia glances out the open door. Getting any lighter? No?
Maybe just putting away this evil book thingie isn't enough. Gotta unstroy it somehow. But how?
Then, an idea comes. The girl rogue turns in mid air, back to the gate and the three walls that block it. The colored wall, the one that Fernie cast, it looks just like the one that the Star Wizard Guys had up in their tower. And what did the Chaos Guys say 'bout that? One of the colors would unstroy anything that tried to pass through? So ... throw the book in from the other side of the wall.
Yeah. That's it!
Rolls and Actions UMD 32 vs DC20 CLW from Wand Heal self 7hp
Position: L21 / 35ft up (No move)
Active Effects: Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Haste 6/16
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 68/197 FoM silversheen Enlarge,Haste, Pro-f-evil d20+27=35 ; 2d8+12=21 ; Wednesday June 10th, 2009 1:54:51 PM
Moving quickly to aid the mighty Yorrick ..... the dwarf steps to the bears side (move action) .... and slashes at the dismounted knight ...... " time to chop ya ta pieces .." growls Kazak
1st swing d20+27=35 damage 2d8+12=21
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
ooc: thanks for the map Al ..... that helps !!
OOC: 10'ft reach while enlarged
Jurgen [AC: 41 - HP: 106/160 + 33/33] d20+23=32 ; d20+23=39 ; d20+18=37 ; d20+13=18 ; d6+6=12 ; d6+6=11 ; d6+6=8 ; d6+6=10 ; 2d6=9 ; 2d6=6 ; 2d6=4 ; 2d6=9 ; d6=4 ; d6=2 ; d6=3 ; d6=4 ; Wednesday June 10th, 2009 4:07:14 PM
Jurgen continues his assault on N4. The paladin's swings this round are much more precise, to the point where he would be doing quite well if they were living targets. The vampires likely had a variety of traps and difficulties ahead for the Children, but there was evil here to be eliminated. Jurgen spares a glance at the Nightmares: one behind, one in front, and one close enough to finish boxing him in. He doesn't look at all worried. In fact, it appears that a laugh is forming on his lips.
"Do they really think you can stop us? Hit me, if you can!" Antagonizing the undead might not bother them, but Jurgen's sword was flying and his mind was in combat.
Attacks Attack One Hit vs AC 32 [d20+23=32] Damage: 12 Piercing [d6+6=12] + 9 Holy [2d6=9] + 4 Electric [d6=4] = 25 Total [Critical Threat, not rolled because undead] Attack Two [Haste Attack] Hit vs AC 39 [d20+23=39] Damage: 11 Piercing [d6+6=11] + 10 Holy [2d6=19] + 2 Electric [d6=2] = 23 Total [Critical Threat, not rolled because undead] Attack Three Hit vs AC 37 [d20+18=37] Damage: 8 Piercing [d6+6=8] + 8 Holy [2d6=8] + 3 Electric [d6=3] = 19 Total Attack Four Hit vs AC 18 [d20+13=18] Damage: 10 Piercing [d6+6=10] + 9 Holy [2d6=9] + 4 Electric [d6=4] = 23 Total
Active Magic Silversheen [8/600] Level 18 Shield of Faith [10/180] Level 16 Message [156/1600] Haste [6/16] Level 14 Shield [11/140] Alter Self [612/2800] Greater Magic Weapon [All Day] Wall of Thorns [7/1400] Vampiric Touch [2/600] Wall of Force 1 [5/14]
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 159/166 d20+20=23 ; d20+20=33 ; d20+20=22 ; d20+18=25 ; 2d6+11=17 ; 2d6+11=17 ; 2d6+11=21 ; 3d6+5=18 ; d6=5 ; d6=4 ; d6=4 ; d20+21=30 ; d6+10=14 ; 2d6=5 ; 2d6=4 ; Wednesday June 10th, 2009 7:58:14 PM
sorry no internet at the hotel I was at, What's up with that. real quick ooc if Aberwrath failed the save he is destroyed, no gaseous form for him In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
Yorrick begins to destroy the rider now attacking him. [Hit AC 23/33/22/25 Dmg 17/17/21/18 Plus Fire 6/4/4]
Peerimus moves to the nearest undead, [sorry map didn't pull up] and strikes with his club. [Hit AC 30 Dmg 14 plus 5 Undead Bane Plus 4 Holy]
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, (2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, *Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 7/17 rounds 2 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Threshold of Death round 10 Wednesday June 10th, 2009 9:33:40 PM
The undead knights fall to the combined attacks of the Children of Chaos. Deafened and blinded(but not paralyzed or destroyed), they had no chance. Most of their power lay with their steeds, now banished back to their home plane.
Aberwrath attempted to turn to gaseous form as Peerimus' spell tore him apart, but the vampire is completely destroyed. (Thought it just sent him straight to gas mode.)
Xenia contemplates what the power of the book she now has is, and whether it can be destroyed easily. It seems odd that none of the strange phenomenon has dissipated...
~~~~~~~~~~ No enemies currently present. The group needs to decide how to proceed, and time may not be with you...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area remains. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- no map this round
Xenia (AC29, HP86/92) Wednesday June 10th, 2009 10:28:53 PM
Xenia flies down to the top of the three layered wall. The temple is clear now. It belongs to them. But, if it belongs to them, then why is it still so dark?
"This book ... " she takes the book out of her haversack and holds it up to show the others. ... It's got sump'in evil in it. You can tell when you're holdin' it. Them vampies were doing magic over it. I think it's maybe what's doing this cloud stuff, and the gate stuff," she says. [b]"If you know better than me, and you wanna stop this, you better speak up. 'Cause I'm gonna throw it into Fernie's wall and try to unstroy it."
The rogue holds the book over her head and pauses for a moment before casting the evil tome into the colored wall.
Rolls and Actions Fly to top of the triple walls. Take evil book from haversack.
Position: ???
Active Effects: Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Haste 6/16
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 68/197 FoM silversheen Enlarge,Haste, Pro-f-evil Wednesday June 10th, 2009 11:22:12 PM
Eyeing the book Xenia is now holding ...." if its evil den just destroy it ..... but we should wait till we get dem vamps ..... no time to waste ... dey might have more big ugly's about " .... growls Kazak .... " nice job in grabbing it from dem "
"So how do we follow dem vamps ??.... we better hurry ... Durgan all ready is thirsty for dem barrels of ale he found .... "
"take a moment tp regroup .... and heal up " .... adds the dwarven warrior to Peerimus ..... as he rubs the big bear .." well done .... "
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
ooc: thanks for the map Al ..... that helps !!
OOC: 10'ft reach while enlarged
Trace ac 37(+5 barkskin and cats grace) hp 60/104(bears endurance) 30/50 bane arrows Wednesday June 10th, 2009 11:57:24 PM
Trace flies down to the ground to the others, can one you guys bust up this floor. When we dropped those vamps, the went gas form and dropped below us. I figure that we might get lucky and find their coffins under the floor or at least see a path to them.
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
16/20 silver sheen arrows 30/50 bane arrows
active magic: silver sheen arrows 5/160 barkskin +5 5/150 cat's grace 5/15 heroism 5/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Durgan Stonewall (AC 33; HP 123/230 +30) - Sub/Al Thursday June 11th, 2009 9:13:30 AM
Durgan puffs out his cheeks and wipes a bead of sweat from his brow then tramps over to the place at which the vampires escaped through the tiny holes in the ground.
"Why don't ye hold of on ... doing anything rash with that book, girl," he waves a giant hand at Xenia while examining the nature of the holes in the floor. "Would be best to have Firn'gaer take a look at it before doing anything that we can't undo."
"I can't understand half the words she's saying," he mutters to Kazak. "Must be the elf in her."
"Can ye carve up a section of this floor with that sword of yours, Brother?" the dwarf asks. "So we can see if things aren't just below us now? Don't see whereas it could hurt."
"Could do with a bit of healing here too," Durgan calls out.
Question: Is the "Current Combat" over for the purposes of being winded from Defensive Stance?
Rolls and Actions
Position: ???
Active Effects: Message 15/160m, Barkskin 30m, Enlarge Person 16m, Blur Ends r30, PoE Ends r10, Haste 4/16, Defensive Stance 10/11
Rash Trinka hps 128/142 AC 33 Thursday June 11th, 2009 1:15:16 PM
Rash steps forward and says,"I have the ability to make some of us into gaseous forms and follow after the vampires with my windwalking ability. I won't be able to take everyone, (I believe 5 but don't have my books in front of me) so Peerimus will have to decide who goes and if the rest can follow in some other way. I do have my summoned Bralani following them and he will return soon to tell us some of the way before the spell summoning him ends. If we are sending just five of us, I do suggest some spell users to counter any magical traps that we might encounter.
I also have my discern location spell to aid in tracking them down. It is a powerful spell that should lead us to them. "
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Divine favor x 2, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser x 3, Consecrate, Silence, Resist Energy, Augury Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light x3! Fourth:Dimension Door*, Divine Power, Divinitation, Death ward, Magic Weapon Greater x 2, Freedom of Movement! Fifth:Flame Strike*, Righteous Might x2, Disrupting weapon x 2, True Seeing! Sixth:Blade Barrier* Heal x2, Bear's endurance mass, Wind Walk Seventh:Power Word Blind*, Summon Monster 7, Greater Restoration, Holy Word! Eighth: Phase door* Discern location, Holy Aura, Spell Immunity Greater!
Greater spell Immunity lasts 10/160 minutes Status lasts 10/180 minutes (cast on Xenia) Freedom of movement 10/160 minutes True seeing 11/160 Protection from evil 10/150 (Cast from Scroll) Silversheen applied to Falchion lasts 60 minutes Summon monster 7 7/16 Haste from Angus 7/16
greater spell immunity: harm, flame strike, glyph and greater glyph
Angus HP 30/71, SR 20, AC 26, Invisible Thursday June 11th, 2009 1:40:26 PM
Angus nods to Xenia "Destroy the book so it can never be used for its evil purpose again."
Angus raises his tiny hand when Durgan talks about healing "You make not see it on the small body I am using, but it has taken a beating and I could sue some healing as well."
Angus adds "To assist Kazak and his magic sword, I can disentegrate parts of the floor, if we want to try a pursuit. We may want to press our advantage as the minions are done and Quinn and his father greatly weakened. We can always fall back if we have too."
At Rash's suggestion, Angus adds "I may be able to follow with a dimension door and as a very tiny creature."
Mage Armor - 1/16 hours Message on everyone 15/160 minutes Resistance to Fire - 10/160 minutes Resistance to Electricity - 10/160 minutes Resistance to acid - 10/160 minutes Resistance to sonic - 10/160 minutes Resistance to cold - 10/160 minutes Heroism - 12/160 minutes Polymorph - 11/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 10/160 Shield - 9/160 Summoned Large earth elemental 8/16 rounds Darkvision (from Scroll) - 8/30 minutes Improved Invisibility - 7/16 rounds Arcane sight - Haste on everyone 6/16
Permanent: See Invisible
Rod of Maximize 1/3
Jurgen [AC: 41 - HP: 106/160 + 33/33] d8=4 ; d8=6 ; d8=6 ; d8=7 ; Thursday June 11th, 2009 3:43:03 PM
[OOC: I gave Angus and Kazak healing potions and did the rolls for them, since we're on a round-by-round and I didn't want to waste any time]
Jurgen looks at Xenia, unsure of what action makes the most sense. The paladin's eyes scan for Peerimus and a ruling from the druid. If he says they shouldn't, Jurgen will offer to take the book from Xenia and carry it. Domi would give him hte courage necessary...
"Rash, can you lend your healing either to Durgan or use a Mass Cure Serious Wounds at the moment?" Jurgen kicks himself at his lack of serious healing powers. The lays a hand on Kazak, offering what little he can [Lay On Hands - Kazak +14 HP]. And then he makes he dwarf drink a potion [Cure Moderate Wounds - Kazak +15 HP]. And he offers the same for Angus [Cure Moderate Wounds - Angus +18 HP].
The paladin looks at Peerimus. "Rash, Kazak, Durgan, Angus Xenia and Trace can go with Rash's Wind Walk. And then Firn'gaer, you and I will have to Find the Path there. It isn't ideal to split up the group, but speed might be more necessary that sheer force. Whatcha think, boss?"
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 159/166 4d8+17=36 ; Thursday June 11th, 2009 9:04:26 PM
Peerimus pauses looking around, things seemed to be done as far as Quinn and his father. "Do not do anything rash with the book quite yet Xenia. [OOC is it The Book of the Wandering Advocate?] "We don't know if anything unsavory would result in the attempt. Just right here and now is not the best time and place. We have it and it is not going anywhere. Also if it is linked to the gate and cloud we may need it to undo what has been done."
Peerimus moves to the holes where the vampires fled, "We have time do we not Rash. They require some before they might act again. What I do not like about splitting up is too numerous to count. In this precise instance I do not believe foes as capable as ours are unguarded. They are also probably protected, but most of all I see no reason to rush. I see only disadvantages to us."
Peerimus then touches Durgan, "But before anything else," Casts CCW 36 "If you have potions, I would suggest using them. I am not in a great hurry, but I do not intend to stand about all day as it were."
"I am going to Cast Find the path and we will be going in a few moments."
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, *(2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, *Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 7/17 rounds 2 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
Rash Trinka hps 142/142 AC 33 Illegal post" 3d8+16=26 ; Thursday June 11th, 2009 9:33:45 PM
ooc Since all Rash did last post was talk, I will have her cast a spell.
Rash makes sure that everyone who is hurt is close enough and then surrenders her greater restoration to cast a mass cure serious healing 26 points of damage to anyone who is wounded.
Xenia (AC29, HP86/92) Thursday June 11th, 2009 9:58:52 PM
"Yeah. 'Kay." The rogue makes a dissatisfied face directed at the book. "You just wait." Then she stuffs it back into her pack.
"Lemme give a listen at one of them holes," she calls out. "A'fore you try anything."
Rolls and Actions Fly to top of the triple walls. Take evil book from haversack.
Position: ???
Active Effects: Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Haste 6/16
Threshold of Death round 11 Thursday June 11th, 2009 10:08:21 PM
The room is clear. The heroes make a quick recovery, using a few healing spells and potions. Xenia holds the book, while the debate continues about it. (I will assume not trying it in the prismatic wall until there is agreement.) She can feel the awful presence again, and she knows instinctively that continuing to hold the book will allow it to continue to harm her. Maybe even drastically. The book is indeed The Book of the Wandering Advocate, as many of you have seen it before. Now that the fight is done and you are able to look at it more closely.
But it is not the same as it was. It has been perverted from its' previous use, even as Quinn has been perverted to evil. And there is something there now. A presence, an evil, malignant presence.
What are the Children of Chaos going to do?
OOC- The encounter is over for the purpose of defensive stance. The find the path will lead directly down, underneath you.(still need to cast it ;) The floor, upon inspection, contains numerous small holes, barely large enough for a mouse to squeeze into. Xenia's listen check reveals there is air movement below. Barely audible, but she managed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Compound: -Walls are 20 feet high with a walkway around the top of them. No guards appear to be patrolling this. -The Towers are 30 feet high and only contain a single floor, and a long stairway going up to it. The roofs on these are peaked with a steep grade and top out at 40 total feet high. -The Temple is the largest structure and has several floors. Its' rooftop towers above the compound at about 60 feet. - The other buildings are various sizes but all about the same height, with roofs topping out a few feet lower than the wall.
The darkness emanating from the area remains. It is now difficult to see clearly across the compound with out aid. Those with darkvision or low light vision can still see normally, but those without cannot see all the way across the compound any longer.
~~~~~~~~~~ Still in combat rounds for purpose of counting durations! We are in combat rounds. Please post only one round of actions. Please post all current active effects at the bottom of your post. High level combat is tough to remember everything. Please shoot me an email or private DM post if I forget anything, and I will try to correct it next post.
Map- no map this round
Trace ac 37(+5 barkskin and cats grace) hp 86/104(bears endurance) 30/50 bane arrows Thursday June 11th, 2009 11:16:51 PM
Level 1: Pass without Trace: One subject/level leaves no tracks. Hide from Animals: Animals can't perceive one subject/level. Detect Snares and Pits: Reveals natural or primitive traps.
Level 2: Wind Wall: Deflects arrows, smaller creatures, and gases. Cat's Grace: Subject gains +4 to Dex for 1 min./level. (cast on Trace)
Level 3: Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Darkvision: See 60 ft. in total darkness.
Level 4: Nondetection M: Hides subject from divination, scrying. Commune with Nature: Learn about terrain for 1 mile/level.
16/20 silver sheen arrows 30/50 bane arrows
active magic: silver sheen arrows 12/160 barkskin +5 12/150 cat's grace 12/15 heroism 12/150 The target gains a +2 morale bonus on attack rolls, saves, and skill checks. invisible -/- (ring) message spell -/- (other)
Kazak Ac 36(AC 35 enlarged)(Ac 36 w/haste) Hp 123/197 FoM silversheen Enlarge,Haste, Pro-f-evil Thursday June 11th, 2009 11:48:23 PM
Feeling his wounds heal .... the dwarf smiles ...." dats better .... thanks .... der magics sure pack a bite .... like Peerimus said ... dey most likely have other protections ... and i'm sure dey will have a bigger bite as we close in on dem " .....
Tapping his stone swords hilt .... " yup it can cut thru da floor .....if ya thinks its da best option i'll activate its magic ..... makes entrances and exits " ... grins Kazak
"lets put a plan together .. " ....Growls the dwarf as he gives the mighty Yorrick a scratch behind his shoulder ... " good work ma friend "
Active Magic Freedom of movement (from Peerimus) Silversheen ( on steel sword)( 1 hour) Enlarge(mass)(from Firn'gaer) Haste (from Angus) Protection from evil (potion)
ooc: thanks for the map Al ..... that helps !!
OOC: 10'ft reach while enlarged
Xenia (AC29, HP92/92) Friday June 12th, 2009 8:53:03 AM
"I hear air down there. That's all." Xenia forces the Book of Increasingly Annoying Evil back into her haversack. "Evil Dead," she mutters to herself. "Gonna have to get me a chain saw."
"Guess that means there's a space down there. A big space. Wouldn't hear no air if it was a little space."
"You know what else I'm thinking," the rogue asks rhetorically. "I'm thinking that your summoned whatzit has been gone for a long time, Mamma Rash. I'm thinking probs it's been killed down."
"But, it was a good idea. Sending sump'in down first for a look see. Hey, Peerimus, you think you could spell up a little stone guy? They can just walk through the stone, right? You could ask him to, maybe, walk down through and find out how far down the space is. Maybe take a look at what's in the space. How big it is. Can maybe even tell us if these holes drop straight down through or whether they curve some to lead off to the side a bit."
"That'll tell us what we need to get down there, at least, if not how best to perpare."
Rolls and Actions Put Evilly Possessed Book back into Haversack/ Talk. Talk a lot.
Position: ???
Active Effects: Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Haste 6/16
Angus HP 71/71, SR 20, AC 26, Invisible Friday June 12th, 2009 5:30:06 PM
Angus give a big pixie sigh as the potion and the spell do their work and bring the sorcerer back to full health.
Angus looks at Peerimus "We should not wait too long as we do not want to give up the initiative. We can all follow using Rash's plan and the others can follow via dimension door or blink. It will be even easier if Kazak puts his giant can opener to use. I can clear away any other obstructions with disentegrate as needed, but we need to push forward. If we run in to trouble we can always leave and come back at full strength."
Mage Armor - 1/16 hours Message on everyone 16/160 minutes Resistance to Fire - 11/160 minutes Resistance to Electricity - 11/160 minutes Resistance to acid - 11/160 minutes Resistance to sonic - 11/160 minutes Resistance to cold - 11/160 minutes Heroism - 13/160 minutes Polymorph - 12/160 (Pixie 18 Dex 7 str +1 AC size +1 AC natural) Protection from Evil - 11/160 Shield - 10/160 Summoned Large earth elemental 9/16 rounds Darkvision (from Scroll) -9/30 minutes Improved Invisibility - 8/16 rounds Arcane sight - Haste on everyone 7/16
Permanent: See Invisible
Rod of Maximize 1/3
Rash Trinka hps 142/142 AC 33 Friday June 12th, 2009 11:22:32 PM
Rash says, "I can cast wind walk on myself and 5 others. Does anyone else have a way to follow them? I can also cast a discern location which is a powerful location spell to find Quinn but it takes 10 minutes to cast. Do you want me to do that?"
Rash looks at the others and says, "I don't know how long the vampires would be down. I do know they can fast heal. I am also not sure that Quentin is really down. I do know they can assume gaseous forms at will. We don't know that it is really dead."
"Still I agree with Angus, we need to push. We seem to have gained some upperhand. If we kill a bunch of minions and not finish off the vampires, they just can run and come back to plague us some other day."
Jurgen [AC: 41 - HP: 132/160 + 33/33] d8+5=11 ; d20+8=12 d20+20=29 Saturday June 13th, 2009 12:06:43 PM
[Everyone who is injured. Last round, Rash casted Mass Cure Serious Wounds and healed everyone 26 HP]
Jurgen looks at the other Children. "While I've no reason to, I suspect that Quinn and Quentin are not going to act as standard vampires. We may be preparing for a lengthy break before we face them, but actually have minutes." The paladin-sorcerer's eyes then turn to the Gate that was left behind. "And is there anything we can do about that? I thought Gates closed on their own, but this one appears to be going strong..."
"Rash can Wind Walk five. Peerimus, you can shift into a form more capable of digging. And then I can polymorph myself and one other... That way, nobody gets left behind." Then Jurgen pulls out a Cure Light Wounds wand and expends a charge giving Kazak some very minor healing. [Kazak is healed 11 hp].
Jurgen also ponders whether the Children have an effect way of shutting off the Gate [Arcane Knowledge - d20+8=12 - Spellcraft - d20+20=29].
Active Magic Silversheen [10/600] Level 18 Shield of Faith [12/180] Level 16 Message [158/1600] Haste [8/16] Level 14 Shield [13/140] Alter Self [614/2800] Greater Magic Weapon [All Day] Wall of Thorns [9/1400] Vampiric Touch [4/600] Wall of Force 1 [7/14]
"Well, that's why I wanted to unstroy the book, Jurgan," the rogue replies. "No guarantee it would do it, though."
"Or ... " Xenia kneels, running a finger around the rim of one of the small dark holes into which the vampires had escaped. " ... we could try this another way."
From a pouch she takes a small copper coin, and from her haversack she draws a scroll. A simple word, and as the scroll crumbles to dust, the coin begins to glow brightly like a torch.
Getting down on her belly, the rogue positions her eyes directly over the hole and then drops in the glowing coin.
"Lets see what this has to tell us," she says, half to herself, then watches the coin fall down into the hole, lighting the way as it goes.
Rolls and Actions UMD 36 vs DC20 for Scroll of Light Spot 39
Note: Primarily interested in depth. How far till the light expands, breaking out fo the hole into an open space. How far the coin falls. But, if it reveals anything else along the way, that would be alright too. ^_^
Position: ???
Active Effects: Status 10/180m, Longstrider 50/1h, 5m, Fly 5m, Blink, Haste 6/16
Firn'gaer - AC24 (FF20, T19); HP51/105; Overland Flight, Shield, See Invisibility, Spell Resistance 18 Saturday June 13th, 2009 1:34:32 PM
Firn'gaer charges Lhari to fully charged by expending: endure elements, scorching ray, and web.
"I would agree with Peerimus that destroying the book right now may be a bad idea. We don't know how the fate items and our chaos connections are related. There could be magical backlashes that we our unaware of. It will require more research on the topic." He says. "Lhari, is there any connection you are aware of?"
"If we are going to follow then we need to open the floor. I don't want to find ourselves cut off with no way to fall-back if we need to. So if we have polymorph, I suggest a bullette form. They dig pretty good and the hole it will leave will give us a nice path to follow the vampires."
Active Spells: Overland Flight (15 hrs); Shield (138 r); Mass Enlarge Person (139 r), Prismatic Wall (144 r) Lhari: (6/6c); Wall of force (7 r)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Peerimus AC 29 HP 137/137 and Yorrick AC 32 HP 159/166 Saturday June 13th, 2009 10:21:11 PM
Peerimus casts Find the Path and looks down, "I will be going first, Kazak start cutting us a hole. Firngaer makes good sense. We want to open a way so we can get back out if need be as well." Peerimus looks at the dark gate and then sideways towards Xenia. "Firngaer is correct on the Book to. It is the Wandering Advocate which means it is a Fate Item. A Fate item that has been terribly corrupted. I ythink we should try and learn more before dealing with it and that knowledge may lie with Quin and Quentin."
Peerimus waits for Kazak to open a passage and prepares to go down, "Mother will alert me of any traps and how to get past them."
Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic Level 1: **(2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, Pass Without a Trace, Produce Flame Level 2: (4) Barkskin, (2) Lesser Restoration, Warp wood Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Spike Stones, *Greater Magic Fang Level 5: Animal Growth, *(2) CCW, *Stone skin, Commune with Nature Level 6: Fire Seeds, *Greater Dispel Magic, Transport via Plants, Find the Path Level 7: *(2) Heal, (2) Sunbeam Level 8: *EarthQuake, *Sunburst, *Animal Shapes Level 9: *Heighten Sunbeam
*Cast Spell Staff contains Heighten Sunbeam 9th
Peerimus Freedom of Movement 10/170 minutes, Stone skin 10/170 minutes, Longstrider 17 hours, Endure Elements 24 hours, HT Sunbeam 8/17 rounds 2 beams left Yorrick GMF 17 hours +4 att/dmg bite, Freedom of Movement 10/170 minutes, Endure Elements 24 hours
The Tunnel and The Crypt
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?"
Death of a Book
Threshold of Death round 247 DMBZ Thursday July 16th, 2009 9:45:16 PM
The group travels along at their best pace without tiring themselves. At the chasm, they allow Xenia to fix the broken rung. Everyone is able to fly or levitate or climb across. Jurgen uses a dimension door to take Yorrick across. The grell are far down into the pit, lazily floating along.
Rash casts a spell before you reach the temple, looking for divine inspiration. Rash only please :)Highlight to display spoiler: { I will answer in normal DM voice : No. The gate will be open to travel both ways- which allows the group to get back. Any creatures trying to get through will have to get around the group first though. }
Upon reaching the temple, you find it much as you left it. The darkness effect is stronger here again, and seems to emanate directly from the gate. Your wall spells remain, but perhaps not for much longer. The gate awaits...
~~~~~~~~~~~~~~~~~~~~~~~~ OOC- 50 min have passed since leaving the vampire tomb for purpose of spell durations. The number of rounds of actions you take before dropping the walls and entering the gate is up to you, but the clock may be ticking...
Jurgen [AC: 41 - HP: 156/160] d8+5=13 ; d8+5=12 ; Friday July 17th, 2009 8:50:28 AM
[OOC: Thanks for moving me along Brian! Anyone who needs healing, just roll 1d8+5 until you are fully healed and tell me how many times you do it. That'll be Jurgen using his Cure Light Wounds Wand. 2 for me]
Jurgen happily teleports Yorrick as necessary. At the temple, he stands in front of the gate awaiting Peerimus' word. Likely there would be charging and fighting and other fun stuff involved on the other side, but if Jurgen had a say in the matter, nothing would get by.
Active Magic Level 18 Shield of Faith [505/1800] Level 16 Message [891/1600] Level 14 Shield [506/1400] Resist Energy [505/1400] Alter Self [841/2800] Greater Magic Weapon [All Day]
Xenia (AC29, HP92/92) Friday July 17th, 2009 9:12:27 AM
"Here's the book." The dark girl takes it from her haversack, hoping to pass it off to someone else as quickly as possible. She holds it at arm's length, gingerly in two fingers. "Be careful. It bites."
"I'll be at the side of the gate thingie," Xenia announces, before activating her Ring of Turning Invisible. Calling to her boots for the last time today, she flies over the wall, then activates her other ring, the Blinky Ring.
In position, she waits for the walls to come down.
Angus HP 71/71, SR 20, AC 27 Friday July 17th, 2009 10:28:01 AM
Angus waves goodbye to the Grells "Bee good or we will have to come back and wipe you out."
Angus will follow on and once the group gets close to the temple will start to recast some spells.
Polymorph Pro Evil Shield
"I am not going through the gate unprepared" Angus remarks.
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
Permanent - See Invisible
Rash Trinka hps 121/142 AC 33 Friday July 17th, 2009 8:17:07 PM
Rash takes the book from Xenia with a frown on her face and has a stake in the other. She says, "Let's get this done. Bring down the wall and be prepared for some nasties to come through. Not sure they will be but my spells admits to the possibility. Once the spell comes down, I am going to jump through and stake this thing and then jump back. I don't think it makes sense for all of us to risk it. I am wiling to go with the Powers to support me."
Kazak Ac 36 Hp 190197 FoM , silversheen , Good Hope Friday July 17th, 2009 8:30:02 PM
The dwarven warrior heads over to the gate ...... " me and Durgan will lead thru da gate ......dis will give ya time to destroy da book while we hold off any nastys " .... growls Kkazak
Readying himself to jump thru the gate ..... " lets do dis in step bro "
"Just say when " adds the dwarf to Peerimus
Durgan Stonewall (AC 33; HP 176/230) Friday July 17th, 2009 9:27:48 PM
"I'm with ye brother. But you guys should let me have the durned book. We might need yer spells ta keep the beasties off us while we take care of it. But I will let ye decide. Now let's get on with it eh? Some good kegs of ale await me, err, I mean us." The dwarf has a large grin on his face. It remains while he waits to charge through the gate.
Firn'gaer - AC20 (FF16, T15); HP39/105; Overland Flight, Elven Sight, See Invisibility, Spell Resistance 18 Saturday July 18th, 2009 7:52:17 AM
Firn'gaer doesn't have any additional protectoins to add. When they arrive, Firn'gaer will release the wall when everyone is ready.
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 152/166 3d8+1=14 ; 3d8+1=9 ; 3d8+1=16 ; 3d8+1=23 ; Saturday July 18th, 2009 8:31:25 AM
Peerimus uses a curing wand a few times on Yorrick. "Everyone get ready, Peerimus will store his staff and readies his club." Looking at the group who appears to be ready.
"Very Firngaer. Rash. Come in right behind the brothers and me."
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 90/170 minutes, Stone skin 90/170 minutes, Longstrider 16/17 hours, Endure Elements 24 hours, Find the Path 90/170 minutes, Protection from Fire 52/120hp/90-170 minutes, Protection from Cold 120hp/90-170 minutes, Protection from Lightning 120hp/90-170 minutes, Fire Seed 17d6 100-170 minutes, Daylight 90/170, Barkskin 120/170 minutes Yorrick GMF 15/17 hours +4 att/dmg bite, Endure Elements 24 hours
Jurgen [AC: 41 - HP: 156/160] Sunday July 19th, 2009 4:49:00 PM
Jurgen also has no buffs and stands in front of Firn'gaer's wall. This would get exciting very, very quickly.
Active Magic Level 18 Shield of Faith [505/1800] Level 16 Message [891/1600] Level 14 Shield [506/1400] Resist Energy [505/1400] Alter Self [841/2800] Greater Magic Weapon [All Day]
Angus HP 71/71, SR 20, AC 27 Monday July 20th, 2009 1:02:44 PM
OOC: What happened to our wrap up post to compete the senario?
DM SteveK: patience, Jim. Even the best DMs miss the occasional post.
And the Wall Comes Tumbling Down (DMSteveK) Monday July 20th, 2009 1:13:16 PM
The Children of Chaos reach the floor of Quinn's desecrated Temple to Gargul, finding it much as they left it. The smokey darkness spreads across the sky, its border now but a line far out on the horizon: it seems the effect is not only stronger, but has been expanding rapidly since the heroes went underground.
Plans are made and further spells cast to prepare the heroes to the deed they need to do. Peerimus, Kazak, and Durgan ready themselves to jump through the Doorway. Rash holds the Book of the Wandering Advocate by Xenia's wrappings, the pulsing of evil clearly felt. Angus, Jurgen, and Xenia each prepare themselves to support the group to go through the Doorway, and then Firn'gaer dismisses his Prismatic Wall...
A dry wind blasts out of the Doorway as ghostly sounds whisper around the heroes urging endless power for the small price of a soul. Gibbering shadows that may be opponents but may only be the mists that surround Koshe-Marr lurk on the far side of the Doorway.
But the heroes purpose is strong, and the voice of Quinn is ringing through thier ears. "The Book has had a terrible spirit bound into it from the realm of Koshe-Marr. Return the Book of the Wandering Advocate to the temple and through the gate, and stake the Book 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."
Having made Ready, Kazak, Durgan, and Peerimus rush the Doorway with Rash pounding up behind them. As soon as they pass the threshold, they find themselves in a forest of trees that appear to be made of a yellowish crystal bathed by the light of a lavender moon. Looking through the Doorway, the heroes can easily see through the Door to the other side. Etched in the gray ground are symbols identical to what was on Quinn's Temple floor.
The wind continues to whip from the crystal forest to the Gateway Downs, but there is no other movement.
Temple and Koshe Marr 1. Heroes in Temple are on top of map. 2. Heroes in Koshe Marr are on bottom of map. 3. Both groups can see each other through the Door.
Xenia (AC29, HP92/92) Monday July 20th, 2009 2:42:34 PM
Xenia enters the gate along with the others, slipping in just under the upper lip of the thing while the others go through below. Invisible, and cloaked in shadows, she scans the area with the remnants of her magic Darkvision. To the girl rogue the air feels charges with a fearful tension that hums from the yellow crystals, from the evil arcane symbols on the ground, from everything except the weerdo lavender moon up above that stands above all as though in judgement.
It is a moment before she realizes that she's been holding her breath.
"I'm just above," Xenia announces. "Nothing yet. But I'm watching. Lets do it and go."
Peerimus AC 35 HP 137/137 and Yorrick AC 33 HP 152/166 d20+23=43 ; d20+10=19 ; d4+1=3 ; Monday July 20th, 2009 9:21:29 PM
"Do it Rash." Peerimus says calmly trying to extend his sences as best as he can to locate any nearby lurking dangers. [Spot 43, Listen 19] Something about Koshe Marr, or rather the fact that it is Koshe Marr and this starnge and evil forest makes the druid nervous. "I am bringing in a rear guard just in case." Peerimus begins casting. [SNA V in place of Commune w/ nature. 3 Gt Constrictor snakes]
Peerimus Freedom of Movement 90/170 minutes, Stone skin 90/170 minutes, Longstrider 16/17 hours, Endure Elements 24 hours, Find the Path 90/170 minutes, Protection from Fire 52/120hp/90-170 minutes, Protection from Cold 120hp/90-170 minutes, Protection from Lightning 120hp/90-170 minutes, Fire Seed 17d6 100-170 minutes, Daylight 90/170, Barkskin 120/170 minutes Yorrick GMF 15/17 hours +4 att/dmg bite, Endure Elements 24 hours
Firn'gaer - AC20 (FF16, T15); HP39/105; Overland Flight, Elven Sight, See Invisibility, Spell Resistance 18 Monday July 20th, 2009 9:43:01 PM
Firn'gaer follows the others through the gate. It is an eerie feeling in the land of the shadows, but not unlike Shadow Walk. "Let's get this done and get back before we are noticed."
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) Monday July 20th, 2009 9:50:25 PM
Durgan prepares to enter a defensive stance in case any nasty creatures should decide to show up. With axe and shield ready, he takes a look around.
"Hmmm. Me brother and meself have done this dance before. Didn't care fer it none too much either. Let's make it quick eh?"
Rash Trinka hps 121/142 AC 33 Monday July 20th, 2009 9:53:10 PM
Rash sets the book on the ground and then drives a stake into the center of it, watching to see if it has any effect.
Kazak Ac 36 Hp 190197 FoM , silversheen , Good Hope Monday July 20th, 2009 10:18:46 PM
Kazak marches thru the gate ..... standing shoulder to shoulder with his brother ....... " aye bro ... as quick as we can " ..... Growls the dwarf
Steel sword in his right shield readied in his left .... the warrior stands alert
Angus HP 71/71, SR 20, AC 27 Monday July 20th, 2009 11:31:06 PM
Angus hovers in anticipate "Do it quickly, Mamma Rash." Angus lets our a sigh after the book is staked and then he just waits for the after effects to happen. All of Angus's spells float through his head as he gets ready to support "Hurry back now. Remember you do not have much time." Angus urges those on the other plane.
A Book's Final Chapter (DMSteveK) 5d6=13 ; 5d6=13 ; 10d6=33 ; Tuesday July 21st, 2009 10:29:44 AM Xenia enters the Doorway into Koshe-Marr with the vanguard. Her enhanced senses see a flock of bat-winged humanoids, over 500 feet away, flying towards the Door in the crystal forest. And 150' above the Door is a six armed woman with a snake body outlined in the pale lavender moon, but it seems to be waiting for something. And the danger comes from another direction. As Xenia announces the layout to the others, the noise of her voice rattles a tree behind her. A branch snaps, and shards of needle-sharp crystal strikes Xenia and Rash! (13 damage, Reflex DC 15 for half)
Firn'gaer too arrives and feels the oppressive malignancy of Fidelia's Realm. He urges haste and is showered by another shattered branch! (13 damage, Reflex DC 15 for half)
Angus, Trace, and Jurgen stay in readiness to shoot or cast spells through the Doorway if any enemy arrives.
The dwarf brothers, Kazak and Durgan weapons in hand keep watch on the vile yellow crystal forest. They too urge haste in thier nervousness, not looking forward to 50 more years in Koshe-Marr. Fortuneately for the dwarves, they are too far away from the crystal trees for thier normal voices to cause effect.
Yorrick, the large bear, keeps his protective stance by his druid friend's side. And Peerimus, for his part, begins bringing in some creatures for a rear guard, just in case. The druid, like the dwarves, seems too far for his normal voice to affect the trees.
Rash does not waste words, but sets the Book on the ground and brings a wooden stake out. The Book quivers, as if trying to move away, but the cleric unerringly positions her strength and wieght behind the sharpened oak and drives it into the leather and vellum!
.....................
The Book is pierced like flesh instead of leather, the stake driven all the way through and into the ground beneath. A black ichor begins to bubble and then a demonic face appears on the cover, the stake in its open mouth. Obviously in its death throes, the imprisoned demon opens and closes its mouth several times, slowly finding its pain-filled voice. "ah... i ha... i have been .... slain... on my home real... REALM..."
The Book's first words are barely a whisper, but they get stronger. It is louder when it says 'realm', which causes an entire tree to shatter, again sending shards everywhere. Every hero in Koshe-Marr but Peerimus is showered with a rain of yellowish crystals, piercing flesh. (Rash, Firn'gaer, Xenia, Durgan, Kazak, and Yorrick take 33 damage, Reflex DC 17 for half)
And the Book is getting louder...
Temple and Koshe Marr 1. Heroes in Temple are on top of map. 2. Heroes in Koshe Marr are on bottom of map. 3. Both groups can see each other through the Door.
The dark rogue whips around, easily dodging the spray of crystals that come from behind. Started, however, by the attack, she is caught flat-footed by the larger barrage that comes with the death screams from the evil dying book, and flying crystals flay her delicate skin.
"OUT!" she cries, rising up and away from the others before shouting the warning. "BATTY GUYS 500 FEET AWAY. BIG THING DIRECTLY ABOVE TOO."
With one eye on the Arm Thing and another on the distant Bat shapes, Xenia flies in an arc, skirting the crystal trees, coming around over the top of the group to dive back through the portal.
Firn'gaer - AC20 (FF16, T15); HP0/105; Overland Flight, Elven Sight, See Invisibility, Spell Resistance 18 d20+12=19 ; d20+12=14 ; Tuesday July 21st, 2009 12:48:26 PM
Firn'gaer comes through the gate and is smacked around by the local vegetation. Firn'gaer stands with a glazed-over look on his face. His small frame sways to and fro. He flies back through the gate before collapsing to the ground.
The sounds from the other side of the portal speak of threat and violence. Trace steps up to meet it, drawing the fletching of an arrow back to the hollow of his jaw, the elfish ranger watches for the movement of a foe to reveal itself around the edges of the portal to Koshe Marr.
Rolls and Actions Ready Action (Anything other than a member of CoC becomes visible through portal) Hit AC38, Damage 11+7holy = 18hp
Position: L15 (5ft move)
Jurgen [AC: 41 - HP: 156/160] Tuesday July 21st, 2009 2:46:16 PM
Jurgen, staying on the far side of the gate, waits impatiently. Why he stayed behind at all was... Well, too late to think about that. Then the cry from Xenia prompts him to ignore this side of the Wold and leap into the gate. Seeing Firn'gaer drop, the paladin kneels down and Lays his Hands on the gnome [Firn'gaer is healed 14 hp.
Regardless of whether Firn'gaer made it through the gate, Jurgen will get in front of the wizard and Interpose himself between any blow that would strike Firn'gaer.
Active Magic Level 18 Shield of Faith [507/1800] Level 16 Message [893/1600] Level 14 Shield [508/1400] Resist Energy [Fire] [507/1400] Alter Self [843/2800] Greater Magic Weapon [All Day]
Rash Trinka hps 118/142 AC 33 d20+12=16 ; d3=2 ; d20+12=21 ; 4d8+16=29 ; Tuesday July 21st, 2009 4:01:48 PM
Rash takes the damage from the shards stoically, smiling grimly to herself. She can't help but say, "One more demon down, millions to go...but alas they will have to wait for another day!" She also dives through the gate before it closes trapping her on the wrong side of hell."
She rolls to her feet and stares at the gate sword in hand keeping an eye on the staked book to see if anything else happens.
She will burn a greater magic weapon to give herself a cure critical.
ero: 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
Angus HP 71/71, SR 20, AC 27 Tuesday July 21st, 2009 5:47:20 PM
Angus watches the nastiness effect the CoC in the dark relm and yell "Your job is done get back quickly before anything else goes bad."
Angus will cast polymorph on Firngaer and turn him into an elf.
Firngear gets 16 hp back
"Hurry!"
Peerimus AC 35 HP 137/137 and Yorrick AC 33 HP 136/166 d20+12=32 ; Tuesday July 21st, 2009 7:46:31 PM
Yorrick ducks most of the insoming shards [Reflex 32] Peerimus winces at Xenia's shout, the trees are reacting to sound, too late now, more shards will be coming in. His spell completes and 3 Huge anacondas appear [O/44 and Q/51 and T/46] A grunt sends Yorrick back through the gate. Peerimus keeps his voice steady and relatively low. "Durgan, Kazak move back through. I need room to grow the snakes."
Peerimus waits until the pair move and then moves to O/49. There he pauses and casts Animal Growth on the 3 great constrictors. "By us time my friends. Don't let anything through."
Snakes grow to Gargantuan grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change.
The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. Snake Reach 15' AC 15 HP 107 Attack +17 Dmg 2d6+18 Grapple +31 Improved Grab Dmg 2d6+18 Scent
Peerimus Freedom of Movement 90/170 minutes, Stone skin 90/170 minutes, Longstrider 16/17 hours, Endure Elements 24 hours, Find the Path 90/170 minutes, Protection from Fire 52/120hp/90-170 minutes, Protection from Cold 120hp/90-170 minutes, Protection from Lightning 120hp/90-170 minutes, Fire Seed 17d6 100-170 minutes, Daylight 90/170, Barkskin 120/170 minutes Yorrick GMF 15/17 hours +4 att/dmg bite, Endure Elements 24 hours
Durgan Stonewall (AC 33; HP 143/230) d20+12=14 ; Tuesday July 21st, 2009 10:02:58 PM
Durgan grunts as the shards strike him. He backs up towards the gate, but waits for Peerimus. "Nay, lad. I'll be last, now get ye through." Durgan waits and after all have passed through, he follows.
Kazak Ac 36 Hp 174/197 FoM , silversheen , Good Hope d20+14=21 ; Tuesday July 21st, 2009 11:16:52 PM
Looking forward ... the dwarf hears the crystal trees explode ....... years of training pay off for the soldier ...... crouching down quickly to minimize his exposure ..... Kazak avoids most of the damage
(reflex save d20+14=21 made it )( 33/16 takes half)
"hurry brother " Growls Kazak as he follows Peerimus's orders ..... and dashes back thru the gate at full speed
" coming thru " ....
A Book's Final Chapter (DMSteveK) Wednesday July 22nd, 2009 10:05:12 PM
late... will post tomorrow. I know you are all panting with anticipation... :-)
A Book's Final Chapter (DMSteveK) 10d6=38 ; d20+15=23 ; d20+15=20 ; 20d6=83 ; 10d6=31 ; 10d6=41 ; d20+9=10 ; d20+9=18 ; d20+9=25 ; d20+9=27 ; d20+9=21 ; d20+9=16 ; d20+9=12 ; d20+9=27 ; d20+9=13 ; d20+25=26 ; Thursday July 23rd, 2009 10:04:10 AM Xenia uses her flight ability to rise up and away from the crystal trees before shouting her warnings and then diving through the Doorway. Her shout pulverizes another yellowish crystal tree sending fragmentation over Xenia, Rash, and Durgan. Xenia nimbly escapes (already rolled Reflex), but the other two heroes may not be as skilled. (38 damage, Reflex DC 17 for half)
Firn'gaer, barely conscious, uses the last of his energy to stumble back to the Downs before collapsing. ( Disabled with move = -1 hp and dying)
Trace takes position and readies a deadly arrow.
Jurgen rushes to Firn'gaer's side, healing the gnome (DM rolled Spell Penetration) and then ensuring the Protector will take any further damage.
Rash makes her low-voiced comments before running through the Doorway and the closest trees too far away to react to her voice.
Angus flies to Firn'gaer's side and casts Polymorph on the arcanist. Assuming Firn'gaer is willing, Angus' spell penetrates the gnome's spell resistance and Firn'gaer is healed. (14 points healed)(DM rolled spell penetration)
Peerimus completes his spell and brings in three Large snakes. A grunt to Yorrick sends the bruin back through the Doorway, but Peerimus only backs up before making the constrictors tougher opponents. "Buy us time", he tells them. And again, Peerimus is too far from the trees to cause any to sunder.
Durgan backs up towards the gate, but waits for Peerimus.
Kazak takes the druid's cue and dives through the magical Doorway.
..............
Yet the being in the Book is not done. His words get louder, shivering the entire forest. "... IF I DIE, SO TOO YOU WILL DIE!!! Yellow shards from entire trees explode in a cacophany of sound, spraying Peerimus, Durgan, and the snakes (83 damage, Reflex DC 21 for half). And the sounds of breaking trees only create more. For a few seconds, shattered shards of crystal fly everywhere in secondary explosions of sound and countersound, some of which strike the heroes and snakes in Koshe Marr. (31 damage, Reflex DC 19 for half) and (41 damage, Reflex DC 19 for half)
The gargantuan constrictor snakes writhe in the killing forest, with Snake1 and Snake3 disappearing under the fulisade of crystal. The final snake is still there, but is very, very badly wounded.
When the sounds and flying shards are ended, the yellowish forest is no more. Instead, there are yellowish shards littering the ground for hundreds of feet in every direction, making it difficult terrain to run on.
The Book is also utterly destroyed.
And then, as the forest is decimated, the Marilith drops from the sky to the ground, keeping just out of reach of the remaining snake. Trace sees a target and his arrow bites true, but the demon hardly notices. "Thank you for destroying Areziniak," it says, "he was an overconfident fool. Now the Nalfashnee and Vrocks are mine to command. For your reward, I give you a painful death with your soul dancing to my call forever!" One of her swords flashes out to tap Durgan's shield. (AC 26 miss)
The flying humanoids grow in size quickly. They will be at the Doorway in seconds.
.................
And the Doorway itself buckles and flares, growing smaller. "Faster!!" screams the Marilith.
...........
Temple and Koshe Marr 1. Heroes in Temple are on top of map. 2. Heroes in Koshe Marr are on bottom of map. 3. Both groups can see each other through the Door.
Trace works in silence. With blinding speed he sends three more arrows over the heads of his companions at the many armed creature on the other side of the portal. He backs away to clear space in front of the portal, before reaching for another shaft.
Rolls and Actions Hit Marilith: AC30, AC42, AC21, Damage 10+6Holy; 15+7Holy = 38 / After DR = 18HP
Position: K15 (5ft move)
To Hit +28/+23/+18 (RAB, +3 Magic, +1 Weapon Focus, +1 Greater Weapon Focus, +1 Bracers of Archery, Lesser) Damage 1d8 +7(+4 STR, +3 Magic), +2d6 Holy (Holy effective against Evil Only)
Xenia (AC29, HP59/92) d20+26=41 ; Thursday July 23rd, 2009 11:09:10 AM
The dark rogue grabs for her shortbow and draws back a shaft. Her keen eyes watch as the arrows fired by Elfie Trace hit, but don't seem to bother the Arm Guy much. Xenia instead, shifts her aim to Arm Guy's sword.
The air hums with the bow's twang, her own bow, made by her own hands. The arrow spangs from the blade, just in that right place above the guard. One of the longswords goes flying.
++++++++++++++++++++++++++++++++++++++++++++
Rolls and Actions Trick Shot Disarm Marilith AC41 (If this is a standard Marilith w/Attack 25 it is disarmed. DC would have been 35.)
Position: L12/ 10ft up (Top Map)
++++++++++++++++++++++++++++++++++++++++++++
Active Effects: Darkvision 3h, Status 170/180m, Spell immunity 70/160 minutes, Fly 5m, Invisibility 5m, Blinking
Spell Immunity 160m (glyph of warding, bestow curse, hold person, and unholy blight)
Firn'gaer - AC20 (FF16, T15); HP27/105; Overland Flight, Elven Sight, See Invisibility, Spell Resistance 18 d20+23=28 ; Thursday July 23rd, 2009 12:58:35 PM
Firn'gaer accepts the polymorph spell.
Firn'gaer's eyes open from his collapse. He sees the demon confronting Peerimus and Durgan. "Lhari, wall of force to cut off the demon." He says, while casting his own black tentacles to give the demon something else to consider.
Wall of Force: 20-ft high x 60-ft wide separating the demon from Peerimus and Durgan. Black Tentacles: covers the area around the demon, but leaves Firn'gaer's companions out of the spell. Black Tentalces: Grapple DC28
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Angus HP 71/71, SR 20, AC 27 Thursday July 23rd, 2009 12:59:09 PM
Angus looks concerned as the door starts to shrink and squeeks "Now is a REAL GOOD time to come back through the gate. HURRY! Before you become trapped and beyond our assistance."
To make his point, Angus will cast haste on all his friends.
"Move it!"
Angus hovers above the gate and back 15 feet so he can still see in.
Rash Trinka hps 101/142 AC 33 d20+12=20 ; d20+20=39 ; Thursday July 23rd, 2009 1:09:21 PM
Rash makes her save but winces as more shards puncture her body, thinking her next investment is a ring of evasion!
Rash sees her friends in trouble tries to buy them some time but casting a blade barrier between them and their foes. (spell resistance check 39 if necessary. cast in row P and will make it as tall as I can. Don't have the books in front of me so will trust your judgement) If it has to be wider than that, have it spill into row Q)
"Come on you dolts! The gateway is shutting and I don't want to be sitting in front of Gargul explaining why the stubborn dwarf and woolbrained druid were doing on the wrong side of it! Get your butts over here!"
Durgan Stonewall (AC 33; HP 27/230) d20+12=27 ; d20+12=32 ; d20+12=21 ; d20+12=17 ; Thursday July 23rd, 2009 10:30:52 PM
Durgan gets his shield up just in time as the crystal shards come flying at him. And he keeps it up while more shards come and then the 6 armed demon takes a swing at him.
"Time ta go."
OOC-19,41,15,41 dmg taken
Durgan waits for Peerimus, then withdraws through the gate last. If Peerimus is unable(knocked out by damage?) Durgan will take the AoO, pick him up and move through the gate.
Peerimus AC 35 HP 137/137 and Yorrick AC 33 HP 136/166 d20+10=18 ; d20+10=12 ; d20+10=17 ; d20+13=22 ; 17d6=64 ; d20+17=34 ; d20+31=34 ; 2d6+18=25 ; Thursday July 23rd, 2009 10:53:37 PM
The trees explode and shards fly. Peerimus tries to duck away, but the crystals move far too fast. Fortunately for the druid the stoneskin spell repulses almost all of it and saves him from certain death. Peerimus hurls his Fire Seed at the demon, though it likely will not hurt her. [Touch Attack AC 22 Dmg 64 Fire no save no SR] Peerimus moves through the gate to stand near Yorrick
The Last Snake strikes at the Demon, [Hit AC 34 Dmg 25 Grapple 34] But cannot bring the creature into its deadly coils
Peerimus Freedom of Movement 90/170 minutes, Longstrider 16/17 hours, Endure Elements 24 hours, Find the Path 90/170 minutes, Protection from Fire 52/120hp/90-170 minutes, Protection from Cold 120hp/90-170 minutes, Protection from Lightning 120hp/90-170 minutes, Fire Seed 17d6 100-170 minutes, Daylight 90/170, Barkskin 120/170 minutes Yorrick GMF 15/17 hours +4 att/dmg bite, Endure Elements 24 hours
Kazak Ac 36 Hp 174/197 FoM , silversheen , Good Hope Thursday July 23rd, 2009 11:22:26 PM
Looking back thru the gate ..... the dwarven warrior readies himself to charge back thru ..... just in case Durgan and Peerimus needed help ........
"Hurry " .... Growls Kazak ....
But as fortune has it .... the dwarfs is good .... for now .... as the druid and dwarf come back thru the gate to safety .....
Jurgen [AC: 41 - HP: 156/160] Friday July 24th, 2009 3:12:24 AM
When the rest of the Children make it through the gate, Jurgen drops his sword to the ground and throws his hands up to block an imaginary force. And from his hands erupts a Wall of Force up immediately on the other side of the gate. He leaves only inches between the portal and the wall, wanting to make sure that nothing of any dangerous size can get back onto this side of the Wold.
All is Quiet on the Koshe Marr Front (DMSteveK) d20+28=30 ; d20+15=20 ; d20+25=40 ; 2d6+9=16 ; Friday July 24th, 2009 8:36:43 AM Trace works with blinding speed to bury two arrows into the Marilith, pinpricks all, but waering the demon down. The ranger then backs up to get more fighting room.
Xenia shifts her aim to the Marilith's sword, and shoots it out of the demon's hand in a feat of marksmanship.
Firn'gaer's eyes instantly take in the scene and tag-teams with Lhari to set up a Wall of Force and some Black Tentacles to cut off the demon. The Tentacles fail to grapple the multi-armed, fiendishly strong demon, but they will keep trying!
Angus will cast haste on all his friends. "Move it!" Just as spells work both ways through the Doorway, all the Children are imbued with magical speed. The spell barely penetrates Firn'gaer's spell resistance, but the gnome is also Hasted.
Rash tries to buy her friends time, casting a blade barrier between them and their foes.
Durgan waits for Peerimus, then withdraws through the gate last. The Blade Barrier and Wall of Force makes it easy to disengage from the impending melee.
Peerimus still lives because of his Stoneskin spell, but he is extremely wounded. (Stoneskin is 10/adamantine for 150 hit points. Only the first 10 damage of each explosion is blocked. Peerimus has lost 125 hit points.) The druid wants to throw a Fire Seed, but his companions have placed a Wall of Force and Blade Barrier in his way and there is no line of sight. Instead, the druid moves through the gate to stand near Yorrick
The Last Snake strikes at the Demon, but the Marilith is quicker. Taking an opportunity with one sword, she ends the snakes life on the Wold. (16 damage)
"Hurry " Growls Kazak, ready to charge through the Doorway to the rescue.
Jurgen casts a Wall of Force only inches on the other side of the gate.
.................
The Marilith screams in hatred as her victims escape through the Doorway, covered by multiple Walls of various magic. She clearly has the upper hand as a dozen Vrocks arrive, but can't get at them! As Durgan steps through, three Nalfeshnee aren't far behind, but it is too late for thier dispelling capabilities. The Doorway grows smaller, smaller and winks out of existance. The nightmarish scene from Koshe-Marr is gone.
Overhead the black cloud of darkness thins, thins, and blows away on a breeze. The sun is high overhead, and there are green trees growing outside the walls of Quinn's Temple, belying the aftermath of destruction within.
Xenia (AC29, HP59/92) Friday July 24th, 2009 9:20:53 AM
"Um ... So, sounds like some of you guys been to that place 'afore, huh?" the dark rogue comments as the portal finally closes at last and the sun outside the temple emerges from behind the unnatural cloud. She touches down, switches off the Blinky Ring, and puts up her bow before setting in to check the wounds she took from the blast of flying glass. Her reflection in her steel mirror shows a face unmarked. She had gotten her hands up in time, but her leg looks pretty badly flayed. Nothing a couple of days rest wouldn't heal, though.
The others don't looks so good. Meat grinder, are the words that come to Xenia's mind.
She limps to the edge of the hole, Kazak had cut into the floor. Beyond was the tunnel leading back to the Drow sign.
"So, anybody wanna tell me what that was all about? From the look I got, Arm Guy was laying for us. Just hanging around up above waiting for someone to come through."
"Also sounded to me like Arm Guy and Book Guy knew each other pretty well. Like, you know, Rival kinda knowing each other. You think this has ... " Xenia pauses. " ... had anything to do with your Quinn and his Da? Or, maybe they called Book Guy into the book without knowing 'bout this rivalry thing, huh?"
"Either way, pretty weerdo stuff." She lifts up into the air again to takes some of the weight off of her wounded leg. Again she glances down into the hole. It could wait. It wouldn't be going anywhere. And she needed time to heal and restock before going in, anyway. "I'm gonna take a look around outside to make sure there's nothing werewolfie or undeadie outside still, 'kay?" Then, again, Xenia vanishes.
++++++++++++++++++++++++++++++++++++++++++++
Active Effects: Darkvision 3h, Status 170/180m, Spell immunity 70/160 minutes, Fly 5m
Spell Immunity 160m (glyph of warding, bestow curse, hold person, and unholy blight)
Trace (AC29, HP104/104) - Sub/Al Friday July 24th, 2009 9:35:50 AM
Tension eases from Trace's bow, but the ranger's focus remains on the spot at which the portal had vanished for a moment or two after it is gone. The half-drow girl is right. There is a mystery here. Sealed away in the dark land of Koshe Marr, it is something they may never know.
There is an overwhelming urge, now that the darkness has lifted, to walk the clean paths of the wood just outside of the walls of this place, Quinn's compound. The others would tend to their wounds, as they always have, even from the beginning. Through their many incarnations, they had always been champions.
Trace turns as the drow girl mentions a sweep of the outside grounds. He nods his head to the others, all the communication that he would need for them to understand his intent. Then he too pads out the big double doors. Out the doors and into the sunlight.
Angus HP 71/71, SR 20, AC 27 Friday July 24th, 2009 12:34:00 PM
Angus has the urge to turn Durgan into a Mule, but the dwarf is too damaged to be helped much by the polymorph spell and the message would be lost. Instead, Angus adds
"Well it took you two long enough. Did you enjoy the sights?"
Angus is just happy that everyone made it back. "Well now what? Xenia do you want to do a real search of the temple? We were a bit press for time chasing vampires before."
Angus quickly checks on Firgaer "Your looking better. Those sunburst of yours sure make short work of the vampire. It was almost too easy. At some point, I may have to consider that spell since it seems to be an instant kill. Thank goodness we did not give them time to put up spell resistance or spell immunity."
Angus notices the sun shining in the temple windows "Now that is refreshing. The townfolk will be please. I am ready for a good hot soak in a tub."
Angus goes and finds a comfortable place to sit down "Are we back to the village or are we just teleporting home from here. I am up for either." Angus leans back and relax's for a few moments as everyone get their bearings.
Xenia (AC29, HP59/92) Friday July 24th, 2009 1:27:39 PM
"Yeah, I'll do that, Angus." The rogue's voice comes from somewhere ovar and above the front door to the temple. "After I make a quick round of the outside, I'll be back."
++++++++++++++++++++++++++++++++++++++++++++
Rolls and Actions Spot 39, Listen 34 (Checking the courtyard outside for enemies.) Search 32 (The temple for secret stashes and loot.)
Active Effects: Darkvision 3h, Status 170/180m, Spell immunity 70/160 minutes, Fly 5m
Spell Immunity 160m (glyph of warding, bestow curse, hold person, and unholy blight)
Rash Trinka hps 101/142 AC 33 Friday July 24th, 2009 2:49:23 PM
Rash moves to Durgan grabbing the dwarf by his ears, "You scared me! Don't do that anymore." She will move in and kiss him on the forhead murmuring a heal spell to bring the dwarf a bit more up to fighting trim.
Heal spell cures Durgan 160 hps plus lots of other stuff. No more runny noses etc.
Rash moves away from the gate checking out the others as well looking for more badly injured. "I think we have earned a rest. Lets loot this place, get a nice meal, a hot bath and some mulled wine in that order."
Durgan Stonewall (AC 33; HP 187/230) Friday July 24th, 2009 5:35:49 PM
Durgan sputters and mumbles as Rash gives him the healing kiss. Then turns bright red. "pppbttt! Now what did ye go and do that for?" Durgan makes a big pretense of wiping the smooch away, but Rash can plainly hear him mutter "thanks".
"Well, it looks like that takes care of that. Yeah Xenia, me borother and I have been there before and...now where did she go? That girl can't stand still fer a durned minute."
"Well, I'll help search too then. But Rash ye got the order wrong. First place I'm fer checking is that ale and wine storage room we passed on the way in here."
Kazak Ac 36 Hp 174/197 FoM , silversheen , Good Hope Friday July 24th, 2009 10:02:10 PM
Glad that Peermius and his brother finally made it thru the gate ..... Kazak grins broadly as Rash Trinka gives Durgan a kiss ..... " hey brother are you blushing ??..... come on don't hide dem rosy cheeks " ... teases the younger brother .....
Making sure he is out of punching range ..... " good thinking bro .... check on da ale ...... maybe Rrash would like a drink /" .... as the dwarf moves several more steps away from his brother .....
Once outside .... Kazak smiles as the sun again .... soars over the village ..... " never thought i would be glad to see da sun big and bright ,,,,,, maybe da druid is rubbing off on me ....." growls Kazak " more likely its da big bear "
"Now we just gotta figure out what to do next "
Peerimus AC 35 HP 12/137 and Yorrick AC 33 HP 136/166 4d8(5+1+8+1)+17=32 Saturday July 25th, 2009 1:58:40 PM
Peerimus turns as the gate winks out, They were lucky and he says a small thanks to Mother for watching over her foolish mortal son. Yorrick's whimper and nudge into his side causes Peerimus's eyes to drift down. There was an aweful lot of blood on the floor and he felt sticky. The druid takes a steading breath and reaches out to hold onto Yorrick, the adrenaline washes away. Replaced by fatigue and pain, he was sorely hurt and now realized just how bad. Still he steadies himself and ruffles Yorrick's head. Peerimus sweeps the group, Rash had Durgan and the others were all still in good condition save perhaps Firngaer. Xenia and Trace move to scout the outside, "Be careful."
Peerimus moves to Firngaer and channels the healing embrace of Mother Wold into him. [Cast CCW 32]
The druid then sees to his and Yorrick's wounds, letting Mother envelop them both completely. [Cast Heal and Share with Companion]
Now he needed to get rid of the Fireseed before it simply exploded. Peerimus calls for the entire group to move out into the compound. The druid finds a seclude place and detonates the spell against a large rock or outside section of the compound wall.
Peerimus Freedom of Movement 90/170 minutes, Longstrider 16/17 hours, Endure Elements 24 hours, Find the Path 90/170 minutes, Protection from Fire 52/120hp/90-170 minutes, Protection from Cold 120hp/90-170 minutes, Protection from Lightning 120hp/90-170 minutes, Fire Seed 17d6 100-170 minutes, Daylight 90/170, Barkskin 120/170 minutes Yorrick GMF 15/17 hours +4 att/dmg bite, Endure Elements 24 hours
Rash Trinka hps 101/142 AC 33 Saturday July 25th, 2009 9:30:07 PM
If we are out of combat rounds, Rash will cast her second heal on Peerimus.
The Day After (DMSteveK) Monday July 27th, 2009 10:48:23 AM
*out of combat rounds*
Xenia and Trace take a sweep of the inside compound and then the outside compound. They are gone about an hour to quickly cover a square mile around Quinn's ruined Temple of Gargul. Besides some skeletons, a few zombies, and a ghoul or two (all quickly destroyed), there doesn't seem to be any lingering effects for the deep evil that lately permeated the place. In fact, if anyone searches with Detect Evil, not even the inner Temple radiates the slightest evil. It appears that the long year of patient goodness Quinn and his fellows demonstrated here has cancelled out any lasting evil effect of the past month. Whew!
Few healing spells are left to the heroes, but enough to bring all back to near perfect health. (cast what spells you will)
After the quick recon, a more thourough search of the grounds is taken. Coupled with the loot the heroes pulled from the vampire vaults, the inventory lays in the sun...
Coins, gems, jewelry 23,049gp
mithril chain shirt+4, heavy metal shild+2, hvy mace+1 Unholy, Vicious, Periapt Wisdom+4, Cloak Resistance+3 mithril breastplate+1, hvy mace+2, Human bane Plate+1, War Hammer 6 Half plate, 8 Large Wooden Shield, 6 Lance, 6 battleaxe. 2 splint mail 4 chain mail 10 leather armor 10 longswords 2 scythes 4 guisarmes 12 daggers 8 shortbows 56 arrows
Besides that set of goods, the stores of Quinn's compound reveal a couple harvest's of wheat, barley, and flax; tuns of butter; cellars of herb bundles, dried fruit-and-nut cakes, and stoppered jars of medicines; and... the full produce of a year's brewery. All is good and well preserved. A sampling of the beer proves it to be an amber liquid that is slightly flat and lacking in hops. To Durgan's palate, it is like the first attempt of a unskilled yet promising brew master; one whose skill was stopped short by the kiss of a vampire...
..................
All in all, the heroes are able to gather the bounty of the place, eliminate the vestiges of evil, and get themselves a full night's rest. The next actions seem to all be in thier hands.
- There is the town of Threshold, who lately was under the evil threat. No person has ventured up the hill to see what has happened.
- There is the effects of the Great Migration. What else may have changed and altered because of that momentous event.
- There is the drow sign from the chambers beneath the Temple. A complete mystery right now.
- And there is Heranmar and what could be going on in that town while the CoC have been absent.
The loot is mostly armor and weapons. Nothing very interesting. Nothing you'd wanna keep. Xenia plays with a sparkly, turning the gem between thumb and third finger and then suddenly snapping her fingers, causing the gem seem to disappear. With a flick of her wrist it appears again.
*snap* flick *snap* flick
The repetitive mechanical motion feeds her thought process as she mentally catalogs her equipment. Got plenty o' Darkvision scrolls for 'sploring. Wouldn't take much to take a quick sneaky peek down through there. Can't imagine nothing dangerous living around there anyway. Not with a big black worm taking up the space.
The big question is: Do you tell the Chaos Guys? What if they say no? What if they wanna seal the place up? What if they wanna go too? Do you need all that noise following you 'round?
Xenia sighs. Tossing the gem back onto a pile of others, she leans over and crumbles off the corner of a fruit-and-nut cake. Maybe she'd slip out tonight. For now, though, she picks up her crafting material and goes back to making her special headband.
++++++++++++++++++++++++++++++++++++++++++++
OoC: Steve, I've lost track of how many days of crafting I've completed. Any suggestions?
Rash Trinka hps 142/142 AC 33 3d8+16=26 ; d8+16=22 ; Monday July 27th, 2009 6:42:04 PM
Rash takes inventory of the loot and sighs, "Certainly not a huge dragon hoard of treasure. I think we should go back to Threshold and let the townsfolk there know that they are currently safe. Might as well let them have the stored food. I would bet that they haven't been able to tend their fields very well and this might help them get through the hard times and put us into a good light for the future. I think we should take back the normal weapons to Heranmar to check in there and add them to the armory for the townsfolk. Then we could sell the magic and split it up amongst us. There is nothing there that interests me but I do want to by a ring of evasion soon. Way to many mass spells heading our way lately."
Rash pauses tapping her chin looking around the Abbey. "I do think I would like to finish the job that Quinn started and make this a place of worship and maybe another stronghold for us and the towns people of Threshold. Spread our influence a bit further. To do that, I would like to enlist your aid in figuring out the Drow sign. With the migration, it could be a dead end but if it isn't then we will need to make defenses and scout out how much of a threat it is. If it leads to a drow city, then several earthquakes might be needed to collapse the tunnels. Yes I think the drow should be our next order of business but I think we have some time to take a break before hand and rest up a bit.
{b}Rash then will call everyone close who is injured and cast a cure serious mass (using restoration)and then following up with a cure light mass (using greater magic weapon) giving everyone back 48 hps who was injured {/b}
ero: 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
Rash Trinka hps 142/142 AC 33 Monday July 27th, 2009 6:42:43 PM
Tried to bold the cure but didn't work, anyone know why?
Peerimus AC 35 HP 137/137 and Yorrick AC 33 HP 166/166 Monday July 27th, 2009 8:40:50 PM
"We certainly need to head back into Threshold and I would like to walk into the town this afternoon. They might need a bit of convincing that things are safe and we will simply stay the night about the town and show them that it is. As to the foodstuffs, I agree, Let's see about gettting the people the food. Quinn's intentions was to help and we will carry that on." Peerimus can't help but wrinkle his nose on Rash's suggestion of building on Quinn's work. "It's not that I think it a poor idea. It has merit in many ways, especially if the Drow passage still leads to the drow. A fortress of somekind ontop of it to keep an eye on them would be prudent. I do think Rash that it might be a bit too soon for the people. Look at the last temple they were in league with. But I'll not hinder any effort and help in any way I can. Just proceed with a bit of caution"
"Heranmar is fairly well equipped, I would think things better served, especially if Rash gets traction, that the basic equipment and weapons stay here under the keep of Threshold."
"Once we get a nights sleep, we should check in at home and then investigate this passage. Checking in by teleport and only spending 1 day. I don't like the idea of an unfettered passage into the deep."
We satrted this at Dawn, So is there enough daylight left to walk back into Threshold or are we here for the night? I think it's only been 4-5 hours tops. If so Peerimus leads the group back into Threshold
Rash Trinka Illegal post Monday July 27th, 2009 9:28:49 PM
Rash Trinka Illegal post Monday July 27th, 2009 9:32:37 PM
(ooc guess it helps to write something in your illegal post)
Rash bows towards Peerimus and says, "Always your words have the ring of wisdom about them. I am not ready yet to settle down myself but I would like to sponser some same thinking friends of mine to migrate here and start cleaning this mess up. Threshold will have some good clerics to help them and I can pitch in in blessing the abbey and correcting some of the evil that was done here. Maybe I can convince my husband that this would be a good place to set up shop as well. Another powerful wizard guarding our flanks and a possible retirement home for me some day."
Firn'gaer - AC20 (FF16, T15); HP105/105; Overland Flight, Elven Sight, See Invisibility, Spell Resistance 18 Monday July 27th, 2009 9:49:47 PM
"The right tool for the right job, my friend." He says to Angus. "Although, I have to admit, it worked much better than I had expected. But I didn't think they would have the spell to prevent sunburst. If they did, I think it would have been quite a different fight." He says. "If you would like, I can give you a scroll to pen into your spellbook."
Firn'gaer thanks everyone for the healing. He admits that he didn't expect the danger to come from shattering trees.
"I can create another shelter if we want to stay outside of Threshold until tomorrow. Just let me know and I'll cast the spell."
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 230/230) Monday July 27th, 2009 10:06:37 PM
"Bah! I'm fer walking. Let's go to the town shall we?"
Durgan looks over the weapons and armor, offering his best guesses as to the value. His eyes widen a bit as he handles the unholy mace. "Hmm, tis not fer me. I say we sell the lot. And give the food and mon-magical gear to the townsfolk. Except fer one of those kegs. The ale could use a bit more flavor, but I will drink it as a farewell to Quinn and his followers, ye all are welcome to join me."
Durgan seems to be hovering close to Xenia whenever he gets a chance. But not too close. Watching.
Kazak Ac 36 Hp 197/197 FoM , silversheen , Good Hope Monday July 27th, 2009 10:07:52 PM
Listening to the discussion ..... the dwarf nods at Peerimus's wise words ..... " yeah .... leave da food stuff for da town .... dat dark cloud most likely hurt der crops and such ..... get dem thru dis growing season ..... good sign of friendship on our part too .... diplomacy i think dey call it ... not dat i'm no statesman ....... hahahaha .... build some good will ...... stone by stone " .....
"Not rightly sure how close Threshold is to Heranmar ... wis all dis migration a happening .... .. somebody oughta start mapping our travels .... "
Angus HP 71/71, SR 20, AC 27 Monday July 27th, 2009 11:33:53 PM
Angus watches as the group gathers all the valuables and comments "It would be good to get the good people of the village a jump start after their tough row with the vampires. We could even throw in some of the basic weapons that they could sell or trade at their leisure."
Angus leans back on the sac of grain he was resting on and sends out a melody on his flute "We should investigate the Drow next as they can be mischievious. No offense Xenia. In fact, Xenia, do you think you could scout ahead to find out more while we take care of the people of the village or do you want a break as well?"
Angus nods to Firngaer "I have no spellbook as I am a sorcerer. Thank you for the offer though, as it was most kind."
When Peerimus suggest walking to the Village Angus scoffs "You have got to be kidding. I already walked up hear. I am teleporting back. Anyone want to come with me to save leather on the bottom of your boots. I will see you all there."
Angus pops back to the village and announces "The vampires are all dead. You are free of their reign."
Jurgen [AC: 41 - HP: 156/160] Tuesday July 28th, 2009 3:10:29 AM
"I know we've to check on Threshold and reassure them. And we always need to keep an eye out on Heranmar." As he speaks, Jurgen's eyes are on Xenia not Peerimus. He is, as always, oblivious to her thoughts. It is sheer luck that keeps him from talking about the drow and stepping all over her toes. "I don't know if anyone else needs to head back to Hook City, but I'd like to get a trip back there at some point soon..."
Otherwise, Jurgen follows group. If Angus insist on going off to Threshold without everyone, Jurgen will offer (to Peerimus) to join the sorcerer.
Trace (AC29, HP104/104) - Sub/Al Tuesday July 28th, 2009 10:12:09 AM
Trace picks up one of the shortbows and draws the string to test the pull.
"I'll go into town with y'all," the elven ranger says. "Might not be a bad idea to maintain a presence here, if you catch my meaning. This is the second time in my memory that the land of the dead has tried to push through in this area."
"And leaving weapons might not be enough. People have to have the training to use them." In the blink of an eye, the ranger whips out an arrow and places a shot into one of the posts at the gate. "If you follow what I'm saying."
The Day After (DMSteveK) Tuesday July 28th, 2009 11:13:55 AM
(ooc: sliding the story along for flavor)
The Children of Chaos all decide telling Threshold about the dead vamps is the first thing to do. Angus pops in and declares the reign of terror to be at an end, but it takes most of the afternoon (and the rest of the CoC) to convince the people that it is truely over. As the first time they arrived, Trella the midwfe, is the first to speak with the group. Her rhuemy eyes stare frankly at the Children as she speaks. "I've found a Ley Line for my magics to work again, and the spirits confirm your brash announcements. Took care of the vampires did you? And the Cloud and other creatures that we haven't seen around here since Abandon went to Koshe-Marr." She spits in the dirt. "Good riddance and hope they stay peaceful."
The town is happy with the stores of food, for it is true they have been living on less because of the threat of the undead.
...........
Coincidentally, the day after the big fight, a group of 35 armed men and women arrive in Threshold. Most of the CoC recognize the thin man wearing twin short swords who leads them as the second in command of the Mailed Fist mercenary company that had been through Heranmar many months ago. Javin Two-Blades approaches Trella and the CoC in the Threshold square. "You get around", he tells Kazak without preamble, "I saw you in Heranmar, heard of you outside of Hook City, and now you are here at Threshold."
Javin is a man of few words, and the story comes quick enough. The Company been keeping order in MudTown as per thier contract with Hook City when the Great Migration happened. Javin and his group was patrolling outside of MudTown when the land cracked. The Gateway Downs with Javin's group flew off one way and Hook City with the rest of the mercenaries flew in another direction! With only a small platoon left, Javin marched them back to Heranmar but must have taken a wrong turn and ended up here.
Once Javin hears of the recent problem and the empty fortress on the hill of Threshold, it seems a match made by the Powers. Trella offers Javin the position of Threshold's Protectors. Javin's group can take over the hilltop fortress and patrol and keep order in the lands immediately outside of Threshold. Both Trella and Javin think this is a good idea. There is only one problem. As Quinn was once the CoC, and his Temple is abandoned following the CoC victory, the ruined fortress is the CoCs by right and conquest. Do the CoC agree to hand it over?
........................
The final event that happens in the next three days is an investigation of the Drow signpost. As before, the two runes glow dimly in the dark; one for "Threshold" and one for "Xel'Naga". Xenia and the other CoC who want to scout it out follow the direction for "Xel'Naga" for a couple of miles, and the dwarves estimate they are nearly a mile underground. And that's when things change.
The broad highway of a tunnel through dark Downs rock that the CoC follow is abruptly cut off of further descent by a sheared mass of light gray basalt. Cut right with the rock is the upper half of a male drow warrior who looks like he was right on the border when the Migration occured. Ouch. It looks like Rash is correct; the Migration moved the land of Gateway Downs in one direction, but the land containing the Underdark of Xel'Naga in another. With this investigation the CoC know two more things. One, there are Drow in the Southern Continent, and Two, they are not an immediate threat to the Gateway Downs.
Firn'gaer and Angus' Pleasant Surprises (DMSteveK) Tuesday July 28th, 2009 11:18:27 AM
Firn'gaer and Angus are surprised that their Permenant spells that were dispelled in the battles against Ga'al are suddenly restored.
It must have been the influence of Ga'al and then the insidious magic of the Book that kept the magics from working instead of being completely dispelled.
(ooc: Jim and RIch: re-reading the Permenancy spell description, only Permenant spells on objects or other creatures are dispellable. Permenant spells on your own person are not affected by Dispel Magic. Please put those spells back on your CS.)
Trace stands apart from the others with bow in hand. Both parties appear to benefit from the arrangement. But, the Mailed Fist is a mercenary group.
"Do the Mailed Fist have the best interests of the town's people in mind?" the elf asks his enchanted weapon.
Xenia (AC29, HP92/92) Tuesday July 28th, 2009 4:12:06 PM
"We ran into some Mailed Fist guys back in the Floating City." Xenia had tried to explain the problem to Trella, but she seemed pretty confident in that they could handle these Fist Guys. "They got themselves hired by a group of baddies called the Anvil Hearts to find us and put us down. Killers for hire. They ambushed us!"
"I mean, do whacha want." She had stalked away. "I'm just warning you, 'kay?"
And now this. The dark girl sighs, and with hands on hips ponders the dead body of the drow. Quite literally a dead end. But they were somewhere out there. Xenia takes out her crowbar and smacks the wall a good couple three times and then picks up samples of the lighter gray stone. Then she searches the body of the drow himself, cutting off strips of armor, looking for anything personal. Someone somewhere made this stuff. Maybe, if she were lucky, someone even gave this drow something. Maybe the connection with the stuff would get some scrying going. Maybe. Xenia places the items in a sack before returning to the surface with the others.
Rash Trinka Tuesday July 28th, 2009 6:00:58 PM
Rash Trinka steps forward waving her hand and saying, "Hold it! I want to put a claim in for the fortress. We cleaned it out of the vermin and it belonged to one of our members. I want it restored and used as Quinn would have wished. As a place of protection for this village but also as a place of learning, study and reflection."
Rash pauses putting her hand on her chin and studies the mercenary closely for close to a minute. She then continues, "Maybe both can happen? Your lives are all turned around with the migration. Perhaps you could man the fortress, help clean it up and act as our men in helping to protect Threshold? We would allow you to live in the castle, help defray some of the costs and maybe help find some clerical personal to support you? Does this sound agreeable? Before you answer, consider I am asking for your loyalty. I am not looking for mercenaries but men and women who will become part of this community, set down roots and love it as much as the other people of Threshold. Can you do this? Can you give up your loyalty to the Mailed Fist?:"
Durgan Stonewall (AC 33; HP 230/230) Tuesday July 28th, 2009 6:03:49 PM
"The fortress? Aye, take it. Just be sure to have plenty of food and ale stocked for when we come to visit. And we WILL be visiting, dont ye doubt it." Durgan makes it very plain the the CoC will be keeping an eye on things around here.
Firn'gaer - AC20 (FF16, T15); HP105/105; Overland Flight, Elven Sight, See Invisibility, Spell Resistance 18 Tuesday July 28th, 2009 8:04:04 PM
"I suggest that we spend a few days here and help the citizens with things they will need. I suspect that many of the towns leaders were "recruited" by Quinn and his father. If anyone needs to head back immediately then we can arrange it, but I plan on staying for a few days."
"I would still like to investigate the other towns in the region. I plan to ask around Threshold about other towns and villages nearby. If anyone would like to come, they are more than welcome."
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage), Tongues Gnome Spells: 1/day: Dancing lights, ghost sound, prestidigitation.
Peerimus AC 35 HP 137/137 and Yorrick AC 33 HP 166/166 d20+8=25 ; Tuesday July 28th, 2009 8:49:53 PM
Peerimus defers to Rash on Quinn's fortress not wanting to speak up on either side in front of everyone. As Rash asks Javin, Peerimus will nod his head in full support of the clreic. He will also try and take careful note of Javins body language during the conversation as well as that of Trella. [sence motive 25]
Peerimus will try and get Rash to take a couple steps away from the others and decide on any course the next day. When spells could be cast and things handled more completely. Peerimus also points out that he personally places a great deal of stock in Trella's course of action, with her being a witch and all and having just cast several communing spells herself.
Javin's story though, so Threshold and Hook City are obviously not near each other anymore, Peerimus would like to try and walk back to Heranmar, Establish a land route. Firngaer is also on to a point that a scout about Threshold is in order. Other populations and such. The place to start is Threshold itself. Where were the other communities they traded with. The CoC would head out and supply a lay of the land to Threshold
Peerimus will not investigate the underground passage.
Instead he will liberally apply Plant growth spells to the fields and in a quite spot on his own locate a spot to put a Tree Tokken down. With that he will step back to Heranmar and his grove in the eveing to speak with the trees, animals, Two Stripes and Wanderwood. In the morning he returns to Threshold.
Kazak Ac 36 Hp 197/197 FoM , silversheen , Good Hope Tuesday July 28th, 2009 11:10:44 PM
the dwarf smiles at Javin ..... " yeah we get around pretty fast ...."
"Good to see you and your men survive the migration ... i think our friend Rash Trinka has the right idea ..... the wold has been turned upside and sideways ...... a good group of soldiers could help keep this area secure "
"Think i'll join whoever stays here in Threshold tonight .....we can make further plans tomorrow ..... been a busy day " .... growls Kazak
Angus HP 71/71, SR 20, AC 27 Wednesday July 29th, 2009 6:48:41 AM
Angus's ears perk up when the mailed fist introduces themselves and he gets on high alert. Xenia says alot of what Angus is thinking and he asks Javin "You get around as well sir. WHo were you in the employ of before the great migration?" Loud enough for all the mailed fist to hear Angus will add "I will be traveling back to Hook City and Heranmar so if you are cut off from home and want to return, it could be arranged as I travel very fast."
Angus looks over to Rash "If you do take up residence and become protector of Threshold, you will clean up the scores of permanently dead zombies up there. When the wind shifts, the smell is horrible."
Angus will announce "Once we get things straightened out in Theshold, I will be visiting the Catacombs. Anyone want to join me. Let say after a good breakfast."
Angus will look over the town folk and ask "I am in need of a good bottle of wine. I will trade one for a platinum piece and if I like It I will purchase a second one. I am looking for some good homemade stock to sample from the area."
Working A Week Around Threshold (DMSteveK) Wednesday July 29th, 2009 10:18:22 AM
(ooc: A week passes)
Xenia collects some personal articles from the drow warrior: a House badge in the shape of a viper, a lock of hair, a square of the unique black patterned applique on the cloak. Perhaps she will be able to learn more later.
.......................
The claim of the CoC is good on Quinn's fortress, and neither the Mailed Fist or the townsmen will gainsay Rash's pronouncement.
The worries about the Mailed Fist mercenaries range from Trace's 'do they have the best interests of the town' to Xenia calling the Mailed Fist 'killers for hire'. The offers from the CoC on the hilltop fortress range from Peerimus' 'do whatever Trella thinks best' to Rash and Angus' demands of swearing fealty and cleaning up the mess. The difference of opinion gives Trella some pause, but Javin is to the point as usual.
"For hire, yes. To kill or protect or what our employer hired us to do. And when bought, the Mailed Fist stays bought or else our reputation is gone. If the town wants to hire us as Protectors, that's what we'll do, whether we get the hill fortress or not." He shakes his head, politely declining. "We don't need to swear to you for our beds. We'll set up our own station."
But then he turns to Angus. "How many people can you transport? If you can bring all of us to our Company, we wouldn't need to stay here."
Peerimus thinks that Javin is genuine and means what he says.
Trella is now more suspicious of the mercenaries, waiting to see what the CoC decide before continuing to offer the position of Protector.
.......................
Setting Threshold in order takes a little while, the most because there are no town leaders. It turns out that Quinn and Quentin didn't remove them, but the town has been without a leader since before the Year of Ascension. As one old codger puts it, "when the Mayor is the first killed everytime a new evil comes to town as an example, why, it's not the best job to have!" Instead, the people pretty much live each as equals, helping thier neighbors by no one becoming the leader of the town.
Specialized skills are still needed, and Angus can find a tavern with a passable grape, but nothing to crow about. The tavern-keeper is more than happy to part with a bottle for a platnuim piece!
Farmers are happy for Peerimus' spells, and the town as a whole seems happy enough for knowing the CoC will pop in and out from time to time. For their thoughts on the Mailed Fist as Protectors, the adults of Threshold keep thiers behind well practiced masks.
....................
Peerimus plants a Tree and is able to step back to Heranmar without problem. In reality, the CoC have only been gone a couple of days, and Two Stripes and Wanderwood have had no problems with the woods or townsfolk bringing little offerings to the outside of the Druid's Woods. "There are whispers on the breeze", Wanderwood tells the druid, "of visitors from the water to the human place of Heranmar."
On investigation, Peerimus discovers an ocean-going ship docked at Heranmar yesterday. The ship's captain claims to have sailed the Ocean Bent and have arrived from the Tauric Isles off the coast of the Elennian Plateau. They do have a ring of truth, for the captain and all the sailors are Liontaurs!
......................
Firn'gaer suggests to check out the local area, and Peerimus thinks scouting the land route from Threshold to Heranmar is a good idea. Firn'gaer (and others) are able to determine that there are several farmsteads and very small villages to the west, north, and east of Threshold. The broad valleys and downs to the south are utterly without roads or villages. Only too recently, those lands were under the Veil of Death and inside Koshe-Marr. What is there now is anyones guess for the townsmen do not go in that direction.
Two Trade Roads run through the town, one presumably north-east to Rash's town and thence to Heranmar (yet no traveller has come from that direction since the Migration). The second heads west to Hook City that was. Javin and his crew have been the first to arrive with news that Hook City is no longer at the end of that Trade Road. Javin and the other mercenaries don't know what is now there, for they started marching the Trade Road while the lands were still flying about.
.....................
Angus states his intention to go to Hook City and the Catacombs. He finds teleporting to Heranmar is easy, and he gets the same information about the Liontaur ship in port. He is also able to go to the Catacombs through the General Store's basement.
There is a problem with going to Hook City. Angus is able to teleport, but he arrives on an unfamiliar shoreline! A well made Trade Road leads from a pass in the mountains to the east down to end at the water's edge. Up near the pass, Angus can make out a cluster of buildings.
Xenia (AC29, HP92/92) Wednesday July 29th, 2009 4:45:48 PM
"Hey, Angus, if you're going to the Catacombs, could you pick some stuff up for me? I think I'll tag with Fernie and do some 'sploring." Xenia writes up a list and then opens her purse, fishing out 2750 in gold and platinum coins to cover the cost.
Xenia's List - 2750 ============= Scroll of Heal 1650 Scroll of Magic Circle Against Evil 375 Scroll of Obscuring Mist 25 Scroll of Solid Fog 700
On the road, the dark red-headed half-drow goes with a simple ponytail instead of her black pirate head scarf. She plays the part of expedition map girl, drawing pictures in a book and adding notes where necessarily. Wherever they go, she keeps an eye peeled for the light gray basalt stone that would give a clue as to where the Underdark of Xel'Naga might lie.
Jurgen [AC: 41 - HP: 156/160] Wednesday July 29th, 2009 6:03:22 PM
Drow in the Southern Continent. That was new. Jurgen wonders idly whether the North had always interrupted the world of the South or if there was ever an opportunity for the land to grow apart from the rest of the Wold. The romantic in him thinks it could have happened once. And could happen again. The realist in him knows that too much has happened. The Children of Chaos were, at first, outsiders from the North. They touched the Southern Continent dramatically. And now the Woldian Gods didn't seem content to let the Powers be here alone. Then there was the matter of the Migration reminding the rest of the Wold that the South existed... No, the Southern Continent was ever part of the rest of the Wold.
With Peerimus, Rash, and Firn'gaer focused on Threshold, Jurgen tries not to think about Javin and the Mailed Fist too much. Mercaneries went where the money went. That direction depended entirely on who had the money. Would he trust them? No more than he had to. But the situation in Threshold was under control.
When he has a moment away from the townsfolk, Jurgen speaks in low tones. "We need to keep an eye out for our other... friends. We offered the centaurs free, unhindered roaming. Now that everything is different, we should keep an ear to the wind for them. And then there's the giants..." Them he references without comment, knowing that they could be just as close or far as the centaurs and that the Children could only deal with the problems they had on hand.
To Javin, Jurgen makes an inquiry. "Do you know Mort? Maybe you call him 'Dog Ears'? Just wondering how he's doing."
Jurgen joins Angus on the journey to Hook City and holds back a smile when they appear somewhere that is not at all the Hook. "To the buildings?" If the other sorcerer agrees, Jurgen will offer to Dimension Door them to examine the new area.
Peerimus AC 35 HP 137/137 and Yorrick AC 33 HP 166/166 Wednesday July 29th, 2009 8:52:19 PM
Peerimus nods to Javin sure enough in the man's answer and fully expecting it. Trella however is a different story. Protector is an esteemed title and frankly the druid hardly thought a contingent from the mailed fist worthy. They would however make good men to have in the area under direct employ of the town. Peerimus spends some time talking to Rash on that point. how soon does the cleric think to revamp Quinns temple to be one of the Powers of the South and not a temple dedicated to the northern god Gargul? How much time did she plan to invest into an area so far from 2 othe major commiments as a Protector, namely Hook City and Heranmar? The CoC was powerful and could get areound quickly but so many pernament fortifications directly under thier watch? Three they may be able to handle, but they would begin to thin. Peerimus would discuss first with Rash the followoing thought. Threshold pays the Mailed Fist to keep the outer peace about the lands of Threshold. Part of that fee would be the Mailed Fist's occupation of the temple grounds. The CoC would still own the site and all structures and would pay for necessities in repairs and upgrades as the CoC saw fit. The Mailed Fist would have a well fortified stocked and defensible position from which to carry out their job of protecting the trade routes once open and keepeing the area about Threshold safe.
If Rash is up for it, Peerimus will present the idea to Trella and then to Javin. Peerimus will cast several Commune with Nature spells to take in the whole of the area 17 miles around Threshold,
Peermius also wants to take a look down the Northern Trade road. He lets the group know that he will be gone a couple of days. He leaves Yorrick in Kazak's charge, then Shifting to a large air elemental, the druid is off. In this form Peerimus can cover 90 miles in a single day travelling at 8 hours.
Trace walks along the road with Firn'gaer and Xenia. He wonders in which direction Dre Moria might be. Would Sly Foxx be there with his sister Ruby? Or had he gone off to further adventures?
As they make their way down the road, the ranger casts about for the large tree that would mark an entrance to the Elven Highway.
Kazak Wednesday July 29th, 2009 11:07:37 PM
The dwarven warrior understands what Javin and his troops are going thru ..... afterall he and Durgan were transported by the chaos tattoos to the southern continent themselves .....
Being a solider in the dwarven army at one time .... a color sergeant ...... Kazak will take it upon himself and act as a bridge between the towns people /CoC ..... these new times of change is bring many peoples of all sorts together ...... so the dwarf tries to do his part in helping in this small corner of the world .....
"If we can all reach an accord on how to co-operate together .... then the next step is to help get word to the surrounding farmers/villagers in the outlying areas ...... about the disappearance of the dark clouds and the great migration ..... hopefully good news travels fast "
After those talks .... Kazak takes the mighty Yorrick on a tour of the towns perimeter..... his steel grey eyes search the landscape ...." we need to start mapping stuff ... everything has changed .... doing his best to take mental notes .... turning to the bear .... " maybe we can get some of the locals and/or mailed fist to do some charting for us ..... we'll even pay da locals to do it ... help da local economy ..... eh whatcha ya think " as Kazak awaits a reply he knows he won't get .... but he enjoys th mighty Yorricks company ....
ooc : Kazak has a few unused skills , will tie them into the campaign
Rash Trinka Wednesday July 29th, 2009 11:30:49 PM
Peerimus is making sense and Rash nods along with him as he presents his ideas to her. "It is to soon for me to have definite plans for Quinn's Abbey, but I didn't like the idea of the Mailed Fist just walking in and taking it over. I don't mind employing them for the short term to help the people of Threshold and maybe some members of the company will want to stay here anyway after their commission is up. I think I should be able to locate some clerics and priests' of the Southern Powers and be able to convince them to move her and set up shop so to speak. Not all of them, have had my success and having a nice place to settle down could be a comfort to them. It will benefit Threshold and give us allies in the area."
Rash puts her hand to her chin and starts rubbing it absently. "Your right of course. We need to think about how far we wish to extend our influence. We seem to be pulled into more cosmic battles and really won't be able to be there to protect the little folk. We are gone to often. That is why I think we need to help set up friends to do part of the work for us. Threshold is a village like hundreds of other villages. It is always going to be vulnerable to raiders or wandering monsters. Unless we camp an army here, we can't really prevent that. We have to trust in the Powers to protect them in this life or comfort them in the next. 35 troops might slow down a bandit force but won't stop an army or a larger monster. Still it is better than nothing. Now if I could get my husband to live here. He is like an army unto himself!"
She looks around and says, "Yes I could retire here some day."
(ooc Taking some liberties but I am assuming I have past friends who I could contact to help out. One of the benefits of joining the group late. I have a history. Steve let me know if I overstepped my bounds)
Angus HP 71/71, SR 20, AC 27 Thursday July 30th, 2009 7:15:31 AM
Angus nods to Javin "I can take you and your crew back tomorrow. I will be back later today after I set up a few things first. Lets say payment will be a case of fine wine and future considerations for my troubles."
Angus will nod to Xenia "Look at this, I am doing the shopping. It is normally you that likes to shop. You see what trouble you can get into here and I will take care of your list. I am getting mostly scrolls myself as well, so it will work out just fine. Good luck and be safe."
Once Angus is at the unfamiliar shore he comments to himself "Well this is interesting?" Angus does not plan on walking anywhere as it may be considered work, so he teleports to the cluster of buildings and looks for someone to speak with.
"Good day to you. I seem to be a bit lost. I was looking for Hook City. What or should I say where is this place?"
Working A Week Around Threshold, pt 2 (DMSteveK) Thursday July 30th, 2009 3:36:01 PM
Peerimus, Rash, Javin, and Trella come to an agreement. The fortress and temple are owned by the CoC. The Mailed Fist will occupy and upkeep the fortress as part of thier duties as Threshold Protectors (the free room and training area also helps defray the cost to hire the mercenaries). Rash will use her contacts to encourage Powers clerics to occupy and run the temple. And Threshold will hire Javin's team as Protectors for a year at a time. Kazak also helps out by bringing the mercenaries and townsfolk together to help ease the xenophobic stranger anxiety felt in the Gateway Downs.
.......................
Peerimus' Commune with Nature confirms the locations of all buildings and villages in 17 mile radius to the east, north, and west. He is able to locate (and with the CoC and the new Threshold Protectors) eliminate vestige undead, a goblin nest, and a juvenile basilisk in the immediate area. To the south of Threshold, a virgin forest and hills is all that is seen within 17 miles of Threshold. There are no monsters, no buildings, no intelligent beings.
....................
The second thing that Peerimus does is take five days to explore the North Trade Route (that used to be the west trade route until the Migration altered the Downs' location). It takes two days of travel as an Air Elemental (ie 160 miles) to reach a town as large as Threshold. Along the way was the odd hamlet or farmstead with local traffic on the roads.
The town appears to have been a fishing town similar to Heranmar, but now the homes and fishing boats are on top of a cliff. 300 feet below, the surf of an immense body of salt water pounds the rocks. Peerimus learns this town was once called Swamp's End, for the proximity to the Spirit Swamp and the Plactik Ocean. Now, the citizens have renamed thier town Cliffport. Already, carpenters and stonemasons are at work creating a stairway to the ocean below. The townsmen plan on building docks and then lowering the stranded boats to renew thier fishing industry.
On another happy note, Peerimus finds out that Rash's family lives less than a mile from Cliffport. The farm and family are doing well.
Traders have also arrived at Cliffport from Heranmar. Greeting Peerimus is Harrin, the Heranmar Counsellor for Trades. Harrin tells the druid that Heranmar is about 200 miles road distance from Cliffport; 100 miles southeast through the Spirit Swamp, and another 100miles northeast through forest to reach Heranmar.
...................... Firn'gaer, Trace, and Xenia complete thier circuit of the Threshold area in a week. Besides the monsters pointed out by Peerimus, the place looks just fine. .....................
Angus, with Jurgen in tow, does a quick teleport to the group of buildings at the entrance to a pass through the mountains. Soon, they learn that this place is called the Three Forks Inn, once the last stopping place for travellers coming from the Gateway Downs before they got to Hook City. Now, however, the travellers staying here don't quite know what to do; there isn't Hook City!!
The steely-haired innkeeper and her staff is up to the task of taking care of the travellers and merchants. She directs food and drink through the crowded common room like a sergeant-major on a drillfield. Large platters heaped with food are brought to Angus and Jurgen's table. The first holds an array of hard and soft cheeses, fresh herb and nut breads, and slices of roast lamb, smoked beef, marinated chicken, and some unfamiliar white meat. The second has a large dish of crisp golden roots (the celebrated Stingroot mentioned often in the room), and smaller pots of gravy, honey, thick garlic cream, and a spicy vegetable sauce. To top it all off are two male servers with small kegs on their shoulders; one is providing a stout dwarven ale, "the Mountainhome", and the other a sweet gnomish cordial called "Fanfo Blackberry". Both are nicely alcoholic, and the servers take a couple silver in exchange for a full mug.
As the Innkeep comes around, she seems genuinely friendly and available for questions. "The Three Forks is happy to help, traveller. Even with the disappearance of Hook City, there are travellers coming east or west over the Skinnies (she points out the window to the mountains). And our Stingroot is still the pride of the place. Grow it ourselves, you know."
Experience (DMSteveK) Thursday July 30th, 2009 5:52:42 PM
For the defeat of the vampires, the Book, and the reopening of Koshe Marr each hero recieves...
Back in Threshold, Trace seats himself in a sunny spot near the edge of the village. The ranger ponders the idea that Peerimus had suggested. Creating a network of like minded protectors throughout the Southern Continent made sense. And now, with the Great Migration just complete, and the need to rediscover the way to the Shifted Lands, what better time to go forth and forge new alliances.
It's a shame that he couldn't find the tree that would allow access to the Elven Highway. That would have been a boon to such an effort. Maybe it was Around Heranmar. After Savin's death, Peerimus would be the only other one left who would remember it.
Trace rises to his feet. He would have to speak to the druid about these possibilities.
Xenia (AC29, HP92/92) Thursday July 30th, 2009 10:15:07 PM
Look at this, I am doing the shopping. It is normally you that likes to shop.
Angus' words still ring in Xenia's head. It's true. What had happened to her? Shopping had always held that thrill of adventure. There was always some new good stuff to look at, special finds that only the discerning eye would find. Where had that thrill gone? What had become of her life? She thinks of Wynn and their nice room with the balcony overlooking the parkland behind the Shield properties. How she misses his quiet thoughtfulness, the soothing sound of his voice, the feel of his touch against her skin. Was that it? Was she homesick and lonely?
Xenia looks about her at the quiet hamlet, nestled in the midst of the peaceful green rolling hills. "It all looks the same! DON'T THEY HAVE NO CITIES HERE NO MORE?" The dark girl cries to the empty sky.
She sighs. Might as well help out. looks like the best way to find your way home is to help everyone out a bit. The rogue wanders back into the village and finds a place to lay out the old maps she had bought from Holly in Heranmar. This "Downs" place looks kinda like a brick that got sorta mashed and then stood on end.
North. Heranmar is north now. On the map it's on the west coast. So, if the coast is in the north, the best direction to go exploring would be ...
"Hey!" Xenia raises her head of red curls up from the map. "Anybody wanna explore that woody area we found to the south?" she calls out.
Kazak Thursday July 30th, 2009 11:15:31 PM
Having thought about helping to chart the area .... the dwarf is happy to join Xenia scout the southern part of the area ....
" i'll join ya in exploring da woody area in da south .... wit all dis landscape changes we should make some charts wit what we see ......"
"We'll bring da mighty Yorrick wit us .... he'd like da woods and grass stuff ... "
" I'll add me knowledge of all different types of stone ....to help ya chart .... maybe ya can teach me a little mapping stuff " .....
Joining their scout in exploring .... Kazak feels he'll get to know her a little better ..... afterall they really hadnt done much together besides fighting bad guys ......be good to build some trust between da two of them ..
"C'MON Yorrick .... we be off to da forrest " growls Kazak to the bear
Angus HP 71/71, SR 20, AC 27 Friday July 31st, 2009 6:41:42 AM
Angus admires the food, but eats very little as he frame and sedentary lifestyle will not support it. Angus takes an apprasing sip of the Fanzo Blackbery and nod approval before adding "Well Jurgen Where are we going to find Hook City. I have never had a teleport spell fail so badly. We can try agian if you are up for it. Maybe we try for Peerimus's grove as he had no trouble teleporting via plants."
After dinner Angus will tip a platinum piece and teleport to Peerimus's grove with Jurgen. "Here we go."
Rash Trinka Friday July 31st, 2009 9:48:08 AM
Rash upon hearing of her family's location will teleport in for a visit. Give him updates on the local situation and query if he wants to move to Threshold?
Dreamland (DMSteveK) Friday July 31st, 2009 11:16:56 AM
Xenia, Kazak, and Yorrick prepare themselves for a scouting mission of the unsullied valleys to the south of Threshold. They get ready and then bed down, prepared to go in the morning.
......................
Angus and Jurgen find out that teleporting to Heranmar has no problems at all. *Pop* Here is Heranmar. It looks like the ship of liontaurs is completed with thier bargaining and are loading thier ship up, probably to sail in the next few days. The two heroes are able to catch up on town news, and then sleep in the INN for the night.
.....................
As soon as Peerimus gets back with the news of Cliffport, Rash teleports to her family. They speak of moving to Threshold, but her husband prefers to put moving on the back burner. "Just last week you wanted to pack and move to Heranmar", he says with a chuckle. "Let's say we'll sleep on it?" And the family beds down for the night.
...................
Trace tries to remember where the Tree is that begins the Elven Highway: it has been years since he and Peerimus have been there! And it would be helpful for the confederation the ranger and druid are contemplating. Well, Trace will have plenty of time in the morning...
..................
And so goes each of the other Children of Chaos as well; Peerimus, Firn'gaer, and Durgan. It has been some busy days, and sleep comes naturally and easy to all; even the elves. And each of them begin dreaming the same dream....
(ooc: GuestDM George is taking the adventure from here. Have fun!)
Xenia (AC29, HP92/92) Friday July 31st, 2009 1:54:01 PM
Elf, dwarf and furry bear. The combination remembers to Xenia some of the adventuring combinations she had played as a girl of no more than five spring seasons old. (Slim were such slices of time that she had for play, interspersed within the blocks of the rigorous training regimen set by the man who had rescued her from the sewers and eventually adopted her.) At times, the dwarf and the furry bear would be there while she pushed herself through her training as well, their presence within her imagination the only thing that kept her moving on, the only thing that kept her from lying down to die.
The memory brings a bitter-sweet smile to the lips of the rogue.
"'Kay. Whyn't we leave first thing tomorrow, Kazak? 'Zit alright if we borrow Yorrick for a bit, Peerimus," she asks.
Just before bed, Xenia prepares a soft doe-skin shirt with fringes down the sleeves. Just the thing for exploring the woods. As she lays her head down, though, on the pillow for sleep, an old feeling returns. It's that weerdo dreaming thing again. Like being stolen right out from the inside of your head. The dark rogue braces for what will inevitably come next.
Temp DM George d8=3 ; Friday July 31st, 2009 3:56:51 PM
As all of the characters snuggle down into their pillows and drift off into sleep, they find themselves standing in front of the Crones. All of them look stern but one steps forward and says, "You nine our our heroes. The protectors of the Southern Continent and self named protectors of many growing towns and peoples. We wonder if you can handle these responsibilities and the dangers which might threaten them. The future is clouded even for us, but we do see great tests coming your way. We wish to insure that you will be able to handle those threats, so we have devised this test. You will be pitted against awesome foes in a controlled enviroment. If you don't work as a team, you won't succeed. You will fail the test and not receive your prize. Listen well to our referee and abide by the rules. Know we wish you luck and offer our blessings."
Before the Children can utter a question, the scene changes and they find themselves standing in front of a 20' diameter opaque swirling blue circle. Of to the side is a figure many will recognize from the Catacombs. It is a purple headed mindflayer they know as Zat. Zat is strangely dressed, not in his normal wizard robes, but in a strange black suit with long tails coming off the back. He beckons them forward and the group hear in their heads, "My name is Zat and I recognize many of you from my days in the Catacombs. Today I am your game master and referee for the following contest. The goal is simple. When you step thru this gate, you will see in the distance a stone pillar. On top of the pillar, you will see a flag hanging on a pole. You need to capture this flag. When you do, the contest is over. You will have a time limit of 3 minutes to accomplish this goal. You will be opposed by various monsters which must be vanquished before you can get to the flag. Impenetrable invisible walls surround the flag and they will only come down while you have no foes in the field.
To make matters more exciting, your foes will receive reinforcments every few rounds, so you must work quickly or be overwhelmed. Also you won't have the benefit of certain spells in this contest. Teleport(s) dimension door, blink, etc won't work while on the field of battle. You have a couple of seconds to discuss your tactics before you can enter and cast spells but your foes will have the same time to prepare, so use this time wisely."
Zat sees the questions bubbling to the surface and raises his hand stalling them off. "Sorry, I am the referee, not your personal sage. You have the information you need to get started. Have fun storming the Pillar. We will be watching and placing a few wagers I am sure!"
ooc:You have a minimum of 3 rounds to buff up to maximum of 6 rounds . Know that I will use the same amount of time for your foes to buff as well. Once ready step into the gate. All must go together! I don't have character sheets and don't really want them. I will need spell lists and descriptions of your attacks, damage and saves. (IE base attack 10, str 4 magic weapon +3 haste +1 etc) listed on every post. Help me out with summoned creatures and give me the stats. I don't have DM rights currently (hoping to have that change) so I can't edit. Please forgive any mistakes in advance.
Brackets fixed by Al.
Angus HP 71/71, SR 20, AC 27 Friday July 31st, 2009 4:14:06 PM
OOC: Do we already have on our long duration spells Mage armor for me and magical vestments for Rash, etc.?
For the sake of simplicity, you have all your daily spells on. George
Action without the burden of thought. Those are the keys to speed and decisiveness. Such is Trace's way. Without a question for this dream scenario, without question of the Illithid in the odd black accoutrements, Trace bursts into action.
The elf runs the sharp spines of a holly leaf down the inside of his arm while he recites the incantation. His skin crackles as it begins to harden, spreading outward from the shallow tracks drawn in his flesh.
The ranger applies one more spell, and then calls on flight from his boots.
Rolls and Actions 3 Rounds Used Cast Barkskin on Self, Freedom of Movement, Fly from Boots
Active Effects Barkskin 150m, Freedom of Movement 150m, Fly 5m
Spells for the Day Level 1: resist energy, resist energy, delay poison Level 2: uBarkskin, Barkskin Level 3: water walk, Cure Moderate Wounds, Magic Fang, Greater Level 4: uFreedom of Movement, cure serious wounds
Winged Boots 1/3
Kazak Ac 41 Hp 197/197 Cats Grace , Barkskin , mirror image d4+1=4 ; Friday July 31st, 2009 11:17:36 PM
Falling alseep ..... the dwarven warrior drifts into a dreamstate .... his thoughts race as he hears the crones speak of their test ...... seeing his fellow CoC ..... he nods to them ..
"I'm ready won't take me long .... i'll go right now if we hafta .." growls the dwarf ..... (3 rds is plenty for Kazak )
Quickly readying himself ... the dwarf quaffs several potions (listed below) .... drawing the stone sword of Turak Nor ... hefting his darkwood shield into place on his left arm .... " i'm ready " ..... growls Kazak
moving to the front ..... " remember what dat purple people eater said .... teamwork .... gang up on da beasties ....no time for solo hero's .... wez got three mins ......to kill everything and and den grab da flag .... ya see something ......shout it out ..... communication is da key to victory ......"..... the soldier grips his sword .... his foot shuffles the dirt at his feet .....
[u[Active Magic [/u] Cats Grace +4 dex , +2 ac (potion) Barkskin +5 ac( +3 only cuz Kazak already has a +2 amullet of NA ) Toros philter (mirrior image)(1d4+1=4 images)
Peerimus AC 35 HP 137/137 and Yorrick AC 37 HP 166/166 Friday July 31st, 2009 11:34:32 PM
Peerimus bows as it sinks into his mind the Crones are there before the whole CoC. He was not above being tested and he knew that some of the group would relish the challenge. "Very well then Zat. Cast three spells and let's move in. We can then start moving in towards the pillar. Our Fighters can engage while Rash and Myself add a few more castings to both ourselves and others. I don't think we should give unknown opponents any more time than we have to. It seems as though this will be a long engagement, conserve and target for maximum effect. When at all possible stay in a tight fighting group and pick a single target. Let Trace and Xenia be our mobile unit to take down the enemy's back line supporters."
With that Peerimus casts Protection from Fire and Freedom of movement on himself and Barkskin upon Yorrick
Peerimus Freedom of Movement 170/170 minutes, Longstrider 17/17 hours, Endure Elements 24 hours, Protection from Fire 120/120hp/170/170 minutes, Yorrick Barkskin 170/170 minutes, Endure Elements 24 hours
Peerimus AC 35 HP 137/137 and Yorrick AC 37 HP 166/166 Friday July 31st, 2009 11:54:33 PM
I need a sub Mon and Tues guys...put it out on the LnB and nobody took me up on it. My first thought is to cast Shambler as soon as we get through, the Shamblers are 11HD and last 7 days
Trace (AC34, HP104/104) - Sub/Al Saturday August 1st, 2009 7:57:22 AM
OoC If no one else takes you up on it, Daniel, I'll do it.
Al
Angus HP 71/71, SR 20, AC 22 verses Evil 20 otherwise Saturday August 1st, 2009 11:31:10 AM
Angus sizes up the Mind Flayer Zat, not some one he could tangle with alone, opps, he must have read my mind.
Angus will ask Zat "How are odds running and how is favored?"
Angus will get busy to casting as he will take all 6 rounds.
Protection from Evil Resistance from Fire Resistance from Electricity Polymorph Improved Invisibility Haste
"I wish I had more time for spell casting." Angus muses. "I will not be able to message and keep in touch with Xenia or the invisiblies."
The now invisible Pixie Angus squeeks "Spread out so we do not take an area effect spell. We should fight in 2's and 3's if possible so no one gets ganged up on as well. The spell uses may want to fight alone as they be targeted when they are reveled, which I hope I am not. Good luck and lets keep everyone standing."
Trace lifts of the ground and heads for the gate with bow in hand. The sound of spellcasting continues. Angus. And Rash. The ranger uses the extra time to deploy a few defenses as well.
Rolls and Actions 6 Rounds Used Cast Barkskin on Self, Freedom of Movement, Fly from Boots, Potion Neutralize Poison, Invisibility from Ring, Feather Token Whip
Position: 20ft up
Active Effects Barkskin 150m, Freedom of Movement 150m, Neutralize Poison 50m, Feather Token Whip 1h, Fly 5m, Invisibility 5m
Spells for the Day Level 1: resist energy, resist energy, delay poison Level 2: uBarkskin, Barkskin Level 3: water walk, Cure Moderate Wounds, Magic Fang, Greater Level 4: uFreedom of Movement, cure serious wounds
Winged Boots 1/3
Temp DM George Saturday August 1st, 2009 10:40:06 PM
OOC I will need either Peerimus or Trace to post a marching order going through the gate. Figure only one large creature or two medium creatures can go through at a time unless we have someone flying over the top of them.
WAH! It's that weerdo Squid Guy from the Catacombs! Xenia shrinks away, trying to make herself as small and unnoticed as possible. Like, that's gonna happen in this Dream Space Thing.
Then she notices what she's wearing. It's the body suit that Tishe made for her in a dream just next door to this one. Black and stretchy, the knit weave clings to the curves of her slim body. The high standing collar that rings her neck bears two red hearts embroidered on the corners of the tabs to accent the lines of her shoulders. Red hearts too, grace the cuffs.
"Okay, Weerdo Squid Guy," the dark rogue's whispered voice is near to a growl, "you lay your money down." She begins laying on magics, finally flying up to the top of the gate and awaiting the others.
++++++++++++++++++++++++++++++++++++++++++++ Rolls and Actions 6 Rounds Used Cast Barkskin from scroll, See Invisibility from Scroll, Fly from Boots, Invisibility from Ring, Shield CL3 from scroll, Blinking from Ring
UMD Scroll of Barkskin 29 vs DC22 UMD Scroll of See Invisibility 32 vs DC23 UMD Scroll of Shield CL3 43 vs DC23 Hide 56 (+20 from Invisibility) Spot 39 Listen 34
Jurgen [AC: 41 - HP: 160/160 - Spell Resistance: 26] Sunday August 2nd, 2009 4:56:00 AM
[OOC: If anyone objects to any part of this, let me know. I just did what I thought made sense and picked a marching order that was the same. With both our group leaders out for the moment, I thought I'd just pick it up to keep things going. Not trying to force anyone to do anything.]
As Jurgen falls asleep, he feels his awareness stretch out across the Wold. He is, most definitely, still in Heranmar's INN. Angus is in a nearby room, sleeping off an enjoyable bottle of wine. But he feels pearls of awareness in more than just Heranmar. Scenes flash over his eyes: an exchange of money for adventuring gear in the Catacombs; smithing some sort of armor with black djinni supervising; an island deep off the Woldian coast where he watches a minotaur and an ape who look prepared to duel; and, as he always aware of on some level, the lich who tried to drain Jurgen's magic and soul from him. All this was going on at once. In this moment, Jurgen was stretched too thin.
Words catch his ear, but he can't tell where they are coming from. Was it the Crones or Vauhwyt the liontaur? Before he can tell, his awareness is shifted again. In an instant, the rest of the Wold fades away into oblivion and he is listening to a mindflayer explain the rules of some test.
Jurgen looks to Trace and Peerimus before taking a deep breath. "I'll go through with an antimagic field around me. If they blast me with anything but a normal arrow and I'll be fine. Kazak will go through with me. Durgan and Rash will be right behind us. Xenia, I want you to fly over top of them. Peerimus, is Yorrick willing to let you ride him?" He takes a moment to let that register with the druid, before moving on. "Trace, you come through alone. And then our two power-house spellcasters: Firn'gaer and Angus. If we decide to Wall off the battlefield, first to act picks the targets and calls out for the others to follow suit."
Xenia (AC35, HP92/92) Sunday August 2nd, 2009 7:07:17 AM
OoC: Given that marching order, Trace will peel off at 45 degrees to the left and rise as high as possible. Xenia will peel to the right and seek shadows outside of 30ft from the main group.
Angus HP 71/71, SR 20, AC 22 verses Evil 20 otherwise Sunday August 2nd, 2009 9:11:02 AM
OOC: Marching or Flying (As Angus will) with Firngaer is fine through the gate, but the two spell users mus separate once through so we do not provide such a tempting target.
Angus will go straight up once through the gate to gain altitude.
Temp DM George "fun post..not the big one Sunday August 2nd, 2009 11:34:45 AM
Zat watches as the group prepares with a pad a parchment in one hand and a quill in the other. He seems to be taking notes and figuring odds. 30 to 1 on TPK, 10-1 on 3 deaths or more, even odds on total group survival, 1-10 on capturing the flag. Zat looks up and then says to Jurgen, Ahhh young paladin sir, do you really think it is wise to cast a anti-magic field before going through the magical gate? I am not sure what would happen but I doubt you would like the results. Maybe you should wait to cast that until you get to the other side? hmmmm?
Firn'gaer - AC20 (FF16, T15); HP112/112; Arcane Sight, Endure Elements, Mage Armor, Moment of Prescience, Overland Flight, Elven Sight, See Invisibility, Spell Resistance 18, Tongues Sunday August 2nd, 2009 1:42:45 PM
Firn'gaer is a little annoyed at being tested. He thinks that the group has been through enough test to last a lifetime, Keeps his mouth silent, but anyone reading the wizard's face knows he is not happy.
[OOC - Firn'gaer doesn't need much time to prepare. Round 1: Elf sight; Round 2: Extended Shield; Round 3: Fly on someone. He has a Potion of Displacement if someone wants it.]
Active Spell Effects: Elf Sight (1600 rds), Endure Elements (24 hours), Extended Shield (160 rds), Mage Armor (32 hours), Moment of Prescience (16 hours), Overland Flight (16 hours)
0- Detect Poison, Mage Hand, Message, Prestidigitation ; 1-Alarm, Elf Sight*, Endure Elements*, Identify, Magic Missile (x2); 2-Invisibility, Knock, Mage Armor (Extend Spell)*, Scorching Ray, Shield (Extend Spell)*, Web ; 3-Dispel Magic (x2), Fireball, Fly*, Lightning Bolt, Magic Missile (Empower Spell) ; 4-Dimension Door, Evard`s Black Tentacles (x2), Lesser Globe of Invulnerability, Scorching Ray (Empower Spell), Wall of Ice ; 5-[High Arcana: Spell-like Ability], Fireball (Empower Spell), Overland Flight*, Slow, Wall of Stone ; 6-[High Arcana: Mastery of Shaping], [Spell-like Ability: 6th Level x2], Chain Lightning, Disintegrate ; 7-Bigby`s Grasping Hand, Limited Wish, Reverse Gravity, Greater Teleport ; 8-[High Arcana: Mastery of Elements], Moment of Prescience*, Prismatic Wall.
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage), Tongues. Racial Spells: 1/day - dancing lights, ghost sound, prestidigitation. * -- Spells cast [] -- permanently held spell slots
Temp DM George "prep work" d3=3 ; d3=1 ; d3=2 ; d4+1=5 ; d3=2 ; d3=1 ; Sunday August 2nd, 2009 7:23:01 PM
ooc prep work