Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet Monday August 24th, 2009 9:18:22 PM
Echlhin listens to Plyf's tale of her demise and ponders it, comparing it to what he knows.
Dwight hp 159(159)/160, ac 31 d20+18=31 ; Monday August 24th, 2009 10:10:23 PM
"Now we find pretty rock, and enjoy the lack of wind" Dwight says lowering himself to the ground.
He peers inside looking for any recent activity, (spot: 31) "I'm sure something dwells around here, as even those wolves likely need cover from those storms."
He then looks to see that everyone is ready.
Mt Bal Monday August 24th, 2009 11:00:37 PM
The group begins the search for a cave or other such crevice into the depths of Mt Bal. It does take some time and doing, but within a few hours a large fissure is discovered like a gaping wound in the rock after the group has ascended a few hundred feet. Peering into the blackness, the descent looks ice covered and quite steep, perhaps a 50 degree down angle. It is 4 hours past midday on the 7th day since leaving the village of Ice Peak.
DM note...all party members are at full strength but need to make 2 Fortitude saves at DC 34 and 35. Failure results in being fatigued and the loss of 4 HP. Two failed saves results in exhaustion and 8HP
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells d20+21=34 ; d20+21=38 ; Tuesday August 25th, 2009 8:02:49 AM
Vedik activates his wings to help keep him from slipping down the steep incline. The feeling of success at having reached their goal warms his spirit and body, and he shakes off the worst of the colds effects. He lets his eyes adjust to the darkness after so many days of bright white snow.
"Steep here, a rope may be a good idea to keep from slipping."
He peers into the darkness.
OOC: Fortitude Save, DC 34: Passed (34) DC 35: Passed (38)
Buffs: Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning)
TratainCurrent Spells HP 218/249 AC 44 d20+27=38 ; d20+27=36 ; Tuesday August 25th, 2009 8:37:53 AM
Tratain says "I agree with Vedik, I think we'll need some way to keep from just sliding all the way to the bottom. A rope should do for those of us who can not fly." (Fort saves 38, 36)
Plyf (AC:37; HP: 104(92)134/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+10=22 ; d20+4=15 ; Tuesday August 25th, 2009 11:00:32 AM
Plyf, assuming she has the best rope skill, starts gathering up everyones segments and ties them together. She loves rope. It is one of the most versatile tools, capable of hauling heavy loads or removing someone life from the planet.
She works quickly, but throughly, eager to see what lies within the mountain. She then, carefull begins to decend.
Rope use: 22 Climb: 15
Plyf (AC:37; HP:126/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+14=17 ; d20+14=33 ; Tuesday August 25th, 2009 11:02:33 AM
She is exhausted, but does the best she can.
MonthorHit Points:(205 of 213) AC 44 d20+21=28 ; d20+21=29 ; Tuesday August 25th, 2009 8:11:10 PM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA
-----------------
Monthor, feeling EXHAUSTED leans on Shirley and surveys his surroundings...
" Me and Shirley can fly.... but we sur are tired... "
Mt Bal Tuesday August 25th, 2009 9:54:17 PM
With a rope and some caution, the group descends into the darkness. The entryway follows a steep path for almost 80' beore levelling out. The group finds the slick passage they are in widen to almost 30' and the celing slips away to rise nearly 60' above your head. The ground is still slick with ice and a trace of snow as the party makes thier way further into Mt Bal. No signs of passage can be seen and ahead, those with enhanced eyesight can see that the passage soon opens into an enormous chamber.
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted
An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet d20+22=36 ; d20+22=29 ; Tuesday August 25th, 2009 10:36:51 PM
(Fort save 36 - pass, fort save 29 - fail) Feeling fatigue set in Echlhin casts a Lesser Restoration upon himself. Seeing Plyf and Monthor's condition he casts a Lesser Restoration on each of them (exhausted-> fatigued). He saves his last remaining one to see if Dwight will need it, and will cast it upon him if he also becomes exhausted.
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells d20+17=31 ; d20+34=51 ; Wednesday August 26th, 2009 8:51:23 AM
Vedik moves comfortably through the air, more accustomed to cavernous places than most. He eyes the cavern with his keen dwarven eyes, searching for clues and flying around as needed. He looks for details that may help them: Is it natural or shaped, does it appear stable, things of this nature.
OOC: 31 Search on the cavern 51 Knowledge Arch/Eng
Buffs: Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning)
Plyf (AC:37; HP:126/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Wednesday August 26th, 2009 11:33:36 AM
Plyf thanks Echlhin. She does feel better.
"Come on guys, lets just rest up here and take turns at watch. It doesn't make sence to come all this way just to get eat cause I can't raise my bow."
Plyf looks weary as she carefully sits down on the ice, her bow still in hand.
Dwight hp 159(159)/160, ac 31 d20+15=24 ; d20+15=26 ; d20+18=24 ; d20+15=24 ; Wednesday August 26th, 2009 3:55:35 PM
Finally reaching their destination, Dwight's "exhaustion" sets in. Looking around, it seems most of the party could use a nice vacation, but alas a task is at hand and with a bit of magic (OOC: From Echlin: Lesser Restoration per his post), Dwight recovers.
----- Is she sane again, taking a break sure sounds good right now, ponder Dwight. Eventually, he concedes to himself, "I agree, thisss tessst isss likely more than jussst the trek to get here. Sssomething likely livesss around here, whether we need to fight it or convince it to depart with the ssstone, we bessst be on our bessst toesss and behavior. Perhapsss sssome ressst in a sssheltered corner wouldn't be bad."
Dwight looks near the walls to see if an appropriate alcove can be found; though he doesn't wander far from the party (spot: 24, listen: 24 -- OOC: must be saving the good rolls for combat)
====
DM Stuff:
Flying on Broom at 15' Fatigued (-2 Str or -2 Dex) Endure Cold Ioun Stone
MonthorHit Points:(205 of 213) AC 44 Wednesday August 26th, 2009 9:09:35 PM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Animate shield --------------------------
Monthor activates his Brahm's Tatoo and feels refreshed (lesser restoration).
" Me'll take watch if the rest of ye needs a rest but there's an enormous chamber not to far up ahead that should be scouted out first. "
And, unless Tratain tells him not to, Monthor does...
TratainCurrent Spells HP 218/249 AC 44 Thursday August 27th, 2009 8:12:12 AM
Tratain pulls out the Party's Restoration wand and uses it on anyone who is Fatigued or Exausted still to help them feel a little better. (Restoration will cure Fatigued or exausted)
He says "We are here and inside the mountain now, lets take a look around quick. We don't know whats in here so I'd like someone stealthy to go first in front of the rest of the group so we can get some warning if something big and nasty is up there so we can prepare and not run into it unknowingly."
Plyf (AC:37; HP:126/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+19=25 ; d20+7=11 ; d20+15=24 ; d20+16=18 ; d20+10=25 ; Thursday August 27th, 2009 12:39:33 PM
Plyf pops back to her feet, once her feelings of exhaustion have ceased.
Without words, she begins to get sneaky. It wasn't something she did very often. Usually, just used to see how aware her employers guards are.
Dwight hp 159(159)/160, ac 31 d20+27=43 ; d20+16=36 ; d20+29=37 ; d20+12=21 ; d20+18=33 ; Thursday August 27th, 2009 8:48:58 PM
"Thanksss Tratain, we definitely don't want to get caught off guard or overssstay our welcome."
Seeing Plyf move forward, and still unsure of her sanity, despite the magic cures, Dwight moves to follow with her and inspect the area. Dwight continues to float, several feet to Plyf's side.
After making a big loop, and seeing the upcoming cavern, Dwight reports back whatever he saw.
====
DM Stuff:
Flying on Broom at 15' Endure Cold Ioun Stone
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet d20+27=33 ; d20+27=37 ; Thursday August 27th, 2009 10:33:27 PM
Echlhin patiently waits to see what Plyf and Dwight can find. While they are off searching, he keeps watch of the party's surroundings (Listen 33, Spot 37)
Party Crashers Friday August 28th, 2009 12:40:50 AM
Plyf begins to move into the cavern with Dwight hovering nearby and just off her left shoulder. The cavern is enormous and black to all save the dwarven eyes. The ceiling is relatively low at 35 feet or so. Magic has cured all feeling of fatigue and exhaustion any were feeling, but still perhaps an alcove to hold up in is in order. The last 6 days have been grueling. Monthor can see and also feel, that the cavern is natural and it is the latter that gives him a second thought. Yes indeed it did seem the land itself, the deep of the mountain was reaching out to him. Home it seems to say with the press of the weight of ice and stone that holds above the groups heads. Hundreds of tons held back by the concave shaping of the walls. A wonder of the natural world below the open skies.
Plyf and Dwight have moved perhaps 30 and to the right wall when the Rumble is felt by most and heard by Dwight. Something large is moving up ahead and even as the party thinks to rect a wave of sound rolls across you. A deep bass, almost felt more than heard thumps into your chests and siezes about your very hearts. Your minds slacken as ice near a fire and your limbs grow heavy.
All party members make 2 Will saves DC 21 or be stunned
map on the next post
Plyf (AC:37; HP:126/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+15=31 ; d20+15=27 ; Friday August 28th, 2009 10:28:20 AM
'Well, they know we are here.", is Plyf's response after she recovers from the sound wave.
Out of instinct, she begins to sing a song to perhaps countereffect any type of niose based attack that may happen.
"Seven days of biting cold, not to mention wolves. The ice fairies are very bold, they tried to take me home. We have not come to dishonor you, we only seek to help. Our enemy the Dread we seek and this is but the course."
Plyf (AC:37; HP:126/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+14=31 ; Friday August 28th, 2009 10:38:45 AM
ooc: FYI, Plyf can see like a dwarf with her belt.
No reason not to try a Diplomacy with the song.
Diplomacy: 31 /33 for 1/2lings&gnomes/ 35 for dwarves
Dwight hp 159(159)/160, ac 31 d20+13=27 ; d20+13=28 ; Friday August 28th, 2009 8:45:37 PM
Dwight lifts his broom up in a slight swear to ride out the vibrations and shakes off whatever corruption was attached (will save: 27 MADE, 28 MADE)
Not liking this, Dwight "blinks" out and begins moving back towards the party quickly pulling out his bow.
(OOC: Not sure if all that can be done in a round? Priority, Blink, Bow, Move)
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet d20+28=30 ; d20+28=37 ; Friday August 28th, 2009 10:05:31 PM
Able to resist the blasts of sound (Will 30, 37) Echlhin readies himself for the next challenge of this journey.
(Note wearing Goggles of Night, granting Darkvision 60')
MonthorHit Points:(205 of 213) AC 44 d20+14=22 ; d20+14=15 ; d20+14=34 ; Friday August 28th, 2009 10:06:46 PM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Animate shield
------------------------- ooc> Does spell residence work here? DM no SR but thanks for the reminder
Saves: 22, 15 ( fail, burn a hero point, 34)
__________________________
" What the heck is that!!! "
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells d20+19=34 ; d20+19=29 ; d20+31=43 ; Monday August 31st, 2009 4:44:56 AM
Vedik's mind shakes off the numbing attack, and he tries to determine the cause, hoping to answer Monthor's question.
OOC: Will Saves: 34, 29 (passed) Spellcraft on effect: 43
Buffs: Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning)
TratainCurrent Spells HP 211/211 AC 44 d20+26=29 ; d20+26=40 ; Monday August 31st, 2009 10:40:13 AM
Tratain is able to keep from being stunned by the unknown attacks.
He casts Shield of Faith upon himself and says "Looks like something knows we are here." He readies his Warhammer and sheild for battle.
Iss Worms Round 2 d20+45=49 ; 4d8+19=37 ; d8=2 ; Monday August 31st, 2009 8:14:26 PM
The group is able to fend off the opwer of the sub soncs that roll into them. They then prepare for battle.
Plyf begins singing an enchanment of her own to stave off another sonic attack, hopefully. Dwight floats back to teh main group activating his Blinking ring. (If you have quick draw you may also pull your bow) Tratain casts Shield of Faith and tells the others to be on guard.
The wait is not a long one, Emerging from the darkness come 2 great fur covered worms. As large as a good sized dragon, one comes straight for Plyf, while the other moves on the main group. The massive creature strikes the bard and its great mandibles clamp down about her waist. [Hit AC 49 Dmg 37 plus 2 Cold...you are not grappled description is color commentary only]
The other seems to pull up short and poises for a strike.
Knowledge Arcana DC 20 Highlight to display spoiler: {They appear to be Frost Worms from descriptions you have read, though larger than any you have ever read about}
Plyf (AC:37; HP:126/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+16=26 ; Monday August 31st, 2009 8:49:47 PM
Oh Hades no! Plyf didn't come all this way to be eaten by something that a Roc would snack on. She activates her Ring of Blinking and begins to Tumble backward, out of range of the the worm so that she can use her favored weapon more effectively.
Map is disfunctional, I would fix it if I knew how. :(
Tumble:26 (Possible penalties)
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Monday August 31st, 2009 8:50:42 PM
New HP's in header.
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Tuesday September 1st, 2009 12:57:03 AM
After seeing the map, she can't get behind the line of scrimage.
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells d20+16=21 ; Tuesday September 1st, 2009 9:32:41 AM
Vedik takes one look at the massive worms, and figures out what they are. "Guess they make frost things bigger down here he thinks.
He calls out to the party "Huge frost worms, expect a cold breath. They can take a beatin, so lets give em one."
Vedik casts Haste, speeding the party.
OOC: Knowledge Arcana: 21 (passed) Cast Haste on party: One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.
Buffs Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning) Haste (1/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.
MonthorHit Points:(205 of 213) AC 45 d20+30=37 ; d10+30=39 ; d6=5 ; d6=6 ; Tuesday September 1st, 2009 11:08:36 AM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Animated shield Haste
-------------------------
Monthor, with haste, advances (to i10). Using Shirley, Monthor gleefully attacks the first worm.
------
Two handed power attack (-5/+10) Attack - 37 AC Damage 39 physical, 6 frost, 5 shock
TratainCurrent Spells HP 211/211 AC 45 Tuesday September 1st, 2009 2:55:24 PM
Not Likeing the sound of exploding Giant Iceworms, Tratain decides to make the group a little cover by casting wall of force infront of the group. He then Moves forward a little to be able to support Monthor.
Dwight hp 159(159)/160, ac 31 d6=5 ; d20+32=52 ; d6=1 ; d6=5 ; d6=1 ; Tuesday September 1st, 2009 8:20:44 PM
Dwight, hearing Tratain provide the group some protection knows that eventually they have strike at these giant ice worms and that Monthor shouldn't handle it all alone.
Dwight floats to be just above Plyf. (Assuming ceiling is high enough since giant worms are present)
He then fires a single arrow.
Hit:? Dmg: ?
(OOC: Using a different computer, and the Die Rolls are not showing, though I think they were rolled
================ Flying on Broom 15' Hasted Ioun Stone Blinking
Dwight hp 159(159)/160, ac 31 d20+32=41 ; Tuesday September 1st, 2009 8:26:21 PM
Hit was 52 (natural 20) (critical? 41 )
Dmg: 6 + 6(holy)
If critical, then it's x3. Not sure if that means times 3 or 3 sets of rolls. Sorry about the confusion, on a different computer and can't look much up.
IF critical is times 3 then total is 18 + 18 (holy)
IF critical is 3 sets of rolls then the total is: (Dang it!) in the die rolls section. :(
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet Tuesday September 1st, 2009 9:13:05 PM
(Due to corners and wall of force I don't think I can get a line of sight to anywhere to attempt to summon anything, please correct me if I'm wrong) Yes line of effect is blocked by the Wall and would stop any summoning
Unable to summon anything except behind the wall, Echlhin moves up to a better position for next round.
Iss Worms Round 3 Tuesday September 1st, 2009 9:55:57 PM
[i]From earlier private post partially written... Iss Worms Round 3 (original die rolls) d20+45=61 ; 4d8+19=35 ; d8=8 ; (modified die rolls) d20+45=61 ; 4d8+19=35 ; d8=8 ; d20+33=39 d20+39=53 4d8(4+8+3+7)+31=53 d8=7 Tuesday September 1st, 2009 7:46:46 PM[i/]
Plyf tumbles back a safer distance. Vedick accesses the danger and alerts everyone while casting haste. Monthor moves in, the worm strikes as he closes. [Hit AC 61 Dmg 35 plus 8 Cold] Shirley slashes through the tough hide, spraying worm gore into he cave. Tratain puts up a Wall of Force to prtoect the party from nasty exploding Worms Dwight moves up, drawing his bow and letting a shot fly. The arrow stirkes and sinks deeply into the worm. Echlhin moves to a better position
The Worm in front of Monthor bellows a high shreiking sound and strikes at the dwarf. [Hit AC 39] The stout fighter side steps the over anxious attack
The Other worm charges forward at Tratain, the manibles ripping into flesh and bone. [Hit AC 53 Dmg 53 plus 7 Cold]
A third worm then arrives on the scene, trying to squeeze by the Iss Worm on Tratain to get at the party.
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells d20+40=44 ; Wednesday September 2nd, 2009 8:23:01 AM
Vedik flies up over the wall of force, and casts defensively, bringing a shower of sparkling glitter down on one, and possibly two worms.
OOC: Cast Glitterdust Defensively (44 concentration check) on 2 (and 3 if his head is within 20'): DC 23 Will save or be blinded for 18 rounds
Buffs Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning) Haste (2/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.
MonthorHit Points:(163 of 213) AC 45 d20+30=34 ; d10+30=37 ; d6=3 ; d6=5 ; d20+30=50 ; d20+30=31 ; d10+30=33 ; d10+30=37 ; d10+30=32 ; d6=3 ; d6=2 ; 2d6=8 ; d20+25=41 ; d10+30=35 ; d6=2 ; d6=6 ; d20+19=30 ; d10+30=40 ; d6=5 ; d6=1 ; d20+15=30 ; d10+30=40 ; d6=3 ; d6=5 ; Wednesday September 2nd, 2009 8:44:27 AM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Animated shield Haste
------------------
Monthor continues his attack on the worm
------------ Two handed power attack (-5/+10) 1- Attack - 34 AC Damage physical 37, frost 3 , shock 5
2- AC 50 (31 crit) Damage physical 33 (102) frost 3 electical 2 ( plus 8 more)
3- AC 41 Damage physical 35 frost 2 electical 6
4- Ac 30 Damage physical 40 frost 5 electical 1
5- AC 30 Damage physical 40 frost 3 electical 5
Dwight hp 159(159)/160, ac 31 d20+29=34 ; d6=6 ; d6=2 ; d6=1 ; d6=6 ; d20+24=35 ; d6=6 ; d6=3 ; d6=5 ; d6=6 ; d20+19=21 ; d6=5 ; d6=5 ; d6=6 ; d6=4 ; d20+29=30 ; d6=1 ; d6=5 ; d6=6 ; d6=1 ; d20+29=44 ; d6=2 ; d6=4 ; d6=2 ; d6=6 ; Wednesday September 2nd, 2009 4:20:02 PM
If giant worm #1 remains standing after Monthor's attack, Dwight attempts to make it look like a pin cushion. Either way, he floats just a tad bit more to get a better angle on #2 (for next round)
(OOC: Since Dwight is blinking, and within 30', does his sneak attack apply to all his attacks?)
Att #4: 30 (natural 1 :( -- Auto miss? Dmg: 13 (1+ 11(h) + 1 (SA)
Att #5: 44 Dmg: 14 (2 + 6 H + 6 SA)
=======================
DM Sanity Info
Flying on broom 15' Ioun Stone Hasted
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+25=26 ; d20+25=42 ; d20+25=45 ; d20+25=33 ; d20+25=43 ; d20+25=36 ; d8+6=11 ; d8+6=7 ; d8+6=11 ; d8+6=10 ; d8+6=9 ; d8+6=9 ; d6=5 ; d6=3 ; 2d10=11 ; d6=5 ; d6=1 ; d6=2 ; Wednesday September 2nd, 2009 5:55:11 PM
Knowing Monthor only a short time, she has already learned that he can likely kill anything that walks or crawls before him, so, she takes a five foot step to her right and fires her arrows into #2
The first one was way wide and embarressing, but the others may make their mark, with a critical threat as well!
(Holy Damage?)
#1hit AC 26 (fumble) #2 hit AC 42 doing 11 damage plus 5 more from Shock (16 damage) #3 hit AC 45 (critical) threatened with 33 doing 7 and 11 and 10 more if critical plus 16 more if critical from Shock Burst. (44 damage) #4 hit AC 43 doing 9 damage plus 1 more from Shock (10 damage) #5 hit AC 36 doing 9 damage plus 2 more from shock (11 damage)
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Wednesday September 2nd, 2009 5:56:38 PM ooc: Quick question, do I get Sneak attack while Blinking without flanking?
TratainCurrent Spells HP 151/211 AC 45 15d6=45 ; Wednesday September 2nd, 2009 7:42:43 PM
Tratain watches Monthor Take big Chunks out of the Worm he has attacked. He takes a 5 foot step forward.
If Monthor's Worm has died and exploded Like Vedik has said they would, he casts Heal on Monthor (Heal 150). If it has not exploded he casts Flamestrike on worms 1 and 2 (45 Damage, Half Fire Half Divine. Reflex DC 25 for Half)
OOC: Sorry for the if post but can't be helped with stuff happening on our turn as well heh.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Earth Elemental 241 of 241 hp d3=1 ; d20+25=42 ; d20+25=44 ; 2d10+12=23 ; 2d10+12=25 ; Wednesday September 2nd, 2009 8:36:07 PM
Echlhin takes a 5' step (if can't do this with casting a full round spell, ignore movement) and casts a spell summoning 1 (whee 1) Earth Elemental and it attack the worm (#2) next to Tratain.
(Full attack Slam 1 hits AC 42 for 23 damage, Slam 2 hits AC 44 for 25 damage)
Iss Worms Round 4 d100=40 ; d100=85 ; d100=43 ; d100=2 ; d100=29 ; d100=87 ; d100=6 ; d100=77 ; d100=26 ; d100=27 ; d20+14=23 ; d20+14=22 ; d20+28=32 ; d20+28=42 ; d20+39=46 ; 4d8+19=40 ; d20+39=57 ; 4d8+19=30 ; Wednesday September 2nd, 2009 10:39:26 PM
Vedik casts Glitterdust. The worm directly in front of him does not seem to take notice, though the other suddenly reels back and starts thrashing its head about.
Monthor tears into the worm in front of him. The creature roars, is sorely wounded, but still has some fight left in it
Dwight adds a barrage of arrows, striking 4 out of 5 times, his Blink ring activating at precisely the wrong time once. The worm is still alive.
Plfy takes aim on the worm on Tratain. 5 arrows fly. the first is wide, the second is sent into the etheral plane and the last three strike true.
Tratain drops a flamestrike on the very wounded worm and the other on Vedik. Fire erupts about the massive Iss Worms, and much to the disbelieving group, bot are still alive.
Echlin adjusts 5' and begins casting. Full round spell means you are still casting until your next action I adjusted the appearance of the elementeal based on the Wall of Force blocking line of effect to al locations forward of it and please list spell cast thanks. if you didi not move yourself the 5' just state that next time and re-adjust the elemental to appear where you originally wanted it
The Iss worm reels back and strikes again towards Monthor. Hitting the dwarf hard [Hit AC 46 Dmg 40 Reflex DC 40 or move 10' straight back and fall prone]
The other Iss Worm moves slightly back from the advancing Tratain and strikes. [Hit AC 57 Dmg 30 Reflex DC 30 or move 10' straight back and fall prone]
The third Iss Worm apparently blind begins to clack its mandibles together. The result is a deep resonant pulse of sound. The source of the earlier effects becomes clear. All PC except Echlhin Will save DC 21 or be stunned
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope 7d6=24 ; 7d6=30 ; 7d6=29 ; 7d6=26 ; Wednesday September 2nd, 2009 11:27:37 PM
Sneak attack damage with Crippling Strike if applicable.
24 30 29 26
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells d20+19=20 ; d20+19=37 ; d6=5 ; d20+12=18 ; d20+40=52 ; Thursday September 3rd, 2009 8:13:09 AM
Vedik looks over the battlefield, and casts an empowered ray of enfeeblement at the worm that didn't react to his spell. He then slides down behind the cover of the wall in preparation for the explosion he suspects is coming.
OOC: Will Save DC 21: Failed: Hero Point Reroll: 37, passed. Cast Ray of Enfeeblement (empowered) at #2 Defensively (52) passed: Hit Touch AC 18 for an 11 temporary STR penalty, no save.
Buffs Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning) Haste (2/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+25=38 ; d20+25=29 ; d20+25=40 ; d20+20=36 ; d20+15=22 ; d8+5=10 ; d8+5=9 ; d8+5=13 ; d8+5=9 ; d8+5=12 ; d6=4 ; d6=3 ; d6=2 ; d6=3 ; d6=4 ; 7d6=22 ; 7d6=16 ; 7d6=25 ; 7d6=18 ; 7d6=20 ; Thursday September 3rd, 2009 11:26:34 AM
Plyf holds her actions until she can see which ones will live tyhrough the next round, then whichever one is closest, she flings some more arrows at it. Then takes a five foot step back behind the wall until next round.
Held Attack #1 on closest hit AC 38 doing 10 damage plus 4 damage plus 22 damage. (26 damage) Held Attack #2 on closest hit AC 29 doing 9 damage plus 3 damage plus 16 damage. (27 damage) Held Attack #3 on closest hit AC 40 doing 13 damage plus 2 damage plus 25 damage. (40 damage) Held Attack #4 on closest hit AC 36 doing 9 damage plus 3 damage plus 18 damage. (29 damage) Held Attack #5 on closest hit AC 22 doing 12 damage plus 4 damage plus 20 damage. (36 damage)
MonthorHit Points:(117 of 213) AC 45 d20+17=21 ; d20+12=22 ; d20+25=28 ; d10+40=50 ; d6=6 ; Thursday September 3rd, 2009 1:00:16 PM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Animated shield Haste
----------------------------
Reflex 21 Will 22
-------------------- Monthor gets thrown back from the force of the worm's blow. Shaking off the cobwebs, he narrowly escapes beings tunned by the shreik. Trusting the others to finish off the first worm, Monthor picks himself up the ground and attacks the second worm
-------------------- Two handed power attack (-10/+20) Moves to (L9)
Att #1: 28 DMG: 50 physical and 6 electrical.
Dwight hp 159(159)/160, ac 31 d20+13=16 ; Thursday September 3rd, 2009 4:13:09 PM
Dwight pulls his bow back for an additional volley hoping to finish at least one of them. Instead the nearby vibrations hold him like ice. (Will: 16 -- Fail)
Currently Stunned (floating like a popsicle)
==================================== DM Sanity Info
Flying on broom 15' Ioun Stone Hasted Stunned
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+15=30 ; Thursday September 3rd, 2009 5:21:16 PM
OOC : I apologize for missing the will save.
Save: 30
TratainCurrent Spells HP 121/211 AC 45 d20+15=17 ; Thursday September 3rd, 2009 7:53:32 PM
When the Worm Hits Tratain it sends him flying back 10 feet.
Tratain then stands up, takes a 5 foot step forward and then casts Quickened Heal on Monthor to keep the Dwarf Up and fighting. (Monthor Heal 150)
Iss Worms Round 5 d20+43=56 ; 4d8+19=30 ; d8=8 ; d20+38=53 ; 4d8+10=34 ; d8=7 ; 12d6+10=58 ; 8d6=25 ; d20+34=41 ; d20+28=44 d20+28=30 Thursday September 3rd, 2009 10:01:19 PM
Vedik casts a spell and strikes Worm 2 with a black ray.
Monthor gets up and te worm that sent him flying strikes again. Again the great mandibles of the Worm tear into him. [Hit AC 56 Dmg 30 plus 8 Cold] As he closes with the Worm just struck by Vedik's spell that worm strikes as well. [Hit AC 53 Dmg 34 plus 7 Cold] No attack as move action to stand and move action to the Worm
Dwight succumbs to the subsonic waves and floats motionless
Tratain stands and casts a heal spell to Monthor, many of the wounds knit back together.
Plyf, having delayed, then lights up the critically wounded Worm killing it and causing it to explode.
Dwight takes the full force being unable to defend himself [48 Cold plus 25 physical] Vedick, Plyf, Tratain and Monthor Reflex save DC 22 48 Cold plus 25 physical or 24 Cold Plus 12 Physical
The now Enfeebled Worm rear back and strikes towards Monthor Again. This time the worm's mandibles miss.
The other Worm begins to back off, still emitting the stunning subsonic waves. [Dwight remains stunned]
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Earth Elemental 241 of 241 hp Thursday September 3rd, 2009 10:21:32 PM
Being summoned the earth elemental attacks the nearest worm (#2, using original rolls)
(Full attack Slam 1 hits AC 42 for 23 damage, Slam 2 hits AC 44 for 25 damage)
(If Echlhin needs to move, depends on Tratain being knocked backwards or not, he does so) Seeing Tratain injured, Echlhin casts a Heal spell on him knowing that Tratain is most likely going to heal Monthor instead of himself.
MonthorHit Points:(98 of 213) AC 45 d20+17=29 ; d20+30=34 ; d20+30=42 ; d10+30=39 ; d10+30=32 ; d6=2 ; d6=6 ; d20+25=35 ; d10+30=39 ; d6=2 ; d20+19=32 ; d10+30=40 ; d6=4 ; d20+15=31 ; d10+30=40 ; d6=4 ; Friday September 4th, 2009 1:06:04 PM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Animated shield Haste
------------------
Like a lumberjack, Monthor continues to hack away on the worm. " TRATAIN!!! HEAL ME UP BEFORE IT BLOWS !"
------------
Two handed power attack (-5/+10) 1- Attack - 34 AC Damage physical 39, shock 2
2- AC 42 Damage physical 32 electical 6
3- AC 35 Damage physical 39 electical 2
4- Ac 32 Damage physical 40 electical 4
5- AC 31 Damage physical 40 electical 4
Dwight hp 87/160, ac 31 Friday September 4th, 2009 9:15:10 PM
Dwight watches as the first falls but still cannot physically respond in any way.
I hope I'm far enough from the next one to avoid the blast, but I fear I am not. I wonder if while stunned I am still blinking? I pray these are the big worms and not the kids.
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+13=32 ; d20+23=35 ; d20+25=37 ; d20+25=38 ; d20+25=42 ; d20+20=27 ; d20+15=19 ; d8+5=10 ; d8+5=7 ; d8+5=12 ; d8+5=11 ; d8+5=13 ; d6=5 ; d6=6 ; d6=2 ; d6=6 ; d6=4 ; 7d6=23 ; 7d6=30 ; 7d6=24 ; 7d6=23 ; 7d6=30 ; Saturday September 5th, 2009 9:24:39 AM
"These wooly worms will not abate. The vicious fight with which I hate It never seems to fail I have to kill something with a head.......and a tail."
Plyf continues her song, an attempt to help the others against the sonic attack, as she continues to hold her shot until the end. As much as she wants to plug the one leaving, from behind, she also knows that it is not the danger at the moment, so she waits to be sure #2 is dead.
She took the five foot step back behind the invisible wall just in time to avoid the exploding worm and gasps with an audilbe "Ewwwwww, that's nasty!!".
With a look of pure disgust on her face, she takes another five foot step out again and continues her volley of arrows on the one closest to death.
Perform for Countersong: 32 (34 halflings and gnomes/ 36 dwarves)
Ref DC 22 saved with 35
Held attack #1 Hits AC 37 doing 10 damage plus 5 from shock plus 23 from Sneak attack (38 damage) Held attack #2 hits AC 38 doing 7 damage plus 6 from shock plus 30 from Sneak Attack (43 damage) Held attack #3 hits AC 42 doing 12 damage plus 2 from shock plus 24 from Sneak Attack (38 damage) Held attack #4 hits AC 27 doing 11 damage plus 6 from shock plus 23 from Sneak Attack (40 damage) held attack #5 hits AC 19 (possible fail?) doing 13 damage plus 4 from shock plus 30 from Sneak Attack. (47 damage)
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Saturday September 5th, 2009 11:45:45 AM DM and player sanity note:
Countersong (Su) A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.
Dwight hp 87/160, ac 31 d20+13=14 ; Saturday September 5th, 2009 8:33:59 PM Yikes, another is about to fall and I still can't move. Dang it!
(OOC: In Case Plyf's Countersong works: Save: 14 -- natural 1 UGH!!!)
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope Sunday September 6th, 2009 11:41:25 AM
OOC: I think you are supposed to use my perform roll instead of your own if you choose.
I'm sorry I forgot to roll on the first round. :(
TratainCurrent Spells HP 211/211 AC 45 d20+15=27 ; d20+28=35 ; Sunday September 6th, 2009 4:08:47 PM
When The Giant Worm explodes Tratain is able to dodge part of the blast. (reflex 27)
Tratain thanks Echlhin for the healing, and then Defensively Casts Heal on Monthor (Monthor Heals 150).
Iss Worms Round 6 Monday September 7th, 2009 9:39:15 AM
Will post this evening...Hope everyone had a safe weekend and are enjoying the module thus far...
Vedik AC 24 (13 touch) HP 155/191 Flying 20' Character SheetSpells d20+11=20 ; Monday September 7th, 2009 10:13:13 AM
Vedik ponders his next action. Knowing the wall of force will provide no protection from the explosion, he decides to draw his wand and fly up and over the barrier.
OOC: Reflex Save DC 21, using Plyf's Countersong roll instead: Passed 36 damage Move action: Draw Wand of Good Hope Move action: Fly up 20'
Buffs: Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning) Haste (4/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.
Iss Worms Round 6 d8=4 ; d8=3 ; d100=72 ; 12d6(1+4+2+1+5+6+3+1+1+4+2+3)=33 8d6(6+4+3+4+4+5+5+3)=34 d20+23=39 Monday September 7th, 2009 10:19:22 AM
The Earth elemental moves in and strikes the great Iss Worm. As each of its fists pull back, a portion of the elemental itself has turned to brittle ice. [7 Cold Dmg]
Echlihn casts a Heal on Tratain
Monthor calls out to Tratain for healing and continues to hack away at the Gargantuan iss Worm.
Dwight remains floating, stunned by the subsonic waves coming from the retreating worm, despite Plyfs attempts to counter them. [72% for your Blinking from the explosion, so you were hit.]
Plyf sends another 5 shafts at the Worm Monthor is slashing away at.
Tratain does just that, and heals Monthor.
Vedik draws a wand and flies up over the wall ready to use it.
Plyf lets loose with another barrage and upon the 4th arrow striking, the Iss worm explodes.
All characters, But Dwight Reflex DC 22 Dmg 33 plus 34 Cold Save Half Dmg 16 plus 17 Cold
The last worm continues its subsonic rumbling and pulls further back disappearing beyond anyone's sight. [Dwight is the only one who needs to make a save. all others are immune having made the save against this worm already. Dwight uses Plyf's perform check]
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+13=32 ; d20+24=40 ; d8+5=10 ; d6=4 ; 7d6=33 ; d20+7=18 ; d20+24=28 ; d20+24=29 ; d20+19=37 ; d20+14=18 ; d20+5=21 (missroll) d8+5=6 ; d8+5=13 ; d8+5=13 ; d8+5=12 ; d6=6 ; d6=2 ; d6=6 ; d6=5 ; 7d6=23 ; 7d6=20 ; 7d6=29 ; 7d6=22 ; Tuesday September 8th, 2009 11:38:00 AM
"Unless I must reiterate This fights not done, lets not be late So while the worms away.. Lets seek it out and kill it from afarrrar
Perhaps it brings back more things from the deep deep dark!"
Plyf knows, even though the creature can not be seen, if it is still in range, it can be hit.
She fires five more arrows in the direction she saw it leave. With the first shot she listens for if the arrow hits cavern wall or thunks ever so succulently into the soft flesh of the sonic beasts.
Perform for Countersong: 32
Attack one Hits AC 40 doing 10 damage plus 4 damage plus 33 damage. (47 damage)
Oh she knows that was a sweet shot, but if she doesn't hear a difinitive miss, she continues Listen 18
Attack #2 hits AC 28 doing 6 damage plus 6 plus 23 (35 damage) Attack #3 hits AC 29 doing 13 damage plus 2 plus 20 (35 damage) Attack #4 hits AC 37 doing 13 damage plus 6 plus 29 (48 damage) Attack #5 hits AC 18 doing 12 damage plus 5 plus 22 (39 damage)
Dwight hp 101/160, ac 31 d8=8 ; d8=1 ; Tuesday September 8th, 2009 4:13:22 PM
Dwight recovers from being frozen thanks to the jolly tune from Plyf, though Dwight feels the wear of this combat. He pulls his wand of moderate wounds out, and taps himself once.
Heal: 14
He then moves to just behind the wall of force to prepare for whatever else decides to show up.
Vedik AC 24 (13 touch) HP 166/191 Flying 20' Character SheetSpells d6+5=11 ; d20=8 ; Tuesday September 8th, 2009 5:24:54 PM
Vedik see's nothing he can do that will contribute to ending the fight much quicker, so he takes out his wand and begins to cure himself.
OOC: Use Cure Light Wounds Wand (5th CL) (Cannot fail UMD check, but rolled base 20 anyway): Healed 11 HP.
Buffs: Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning) Haste (5/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+23=25 ; Tuesday September 8th, 2009 6:11:40 PM OOC I'm sorry, I knew I forgot a roll.
Ref save DC 25 saves (eeek)
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 134 of 191 Earth Elemental 184 of 241 hp d20+13=15 ; d20+6=11 ; d6+5=10 ; Tuesday September 8th, 2009 6:38:32 PM
Being slow to react, Echlhin takes the full force of the explosion (67 damage). The lumbering elemental is simply too slow to dodge the blast and caught in the explosion as well (33-10 damage reduction=23 physical + 34 cold = 57 damage).
Seeing that the worm has retreated, Echlhin steps back behind the wall and uses his Cure Light Wounds Wand on himself to reduce some of the sting. (heal 10 hp).
The elemental moves to a position closer to the party.
MonthorHit Points:(180 of 213) AC 45 d20+17=32 ; d20+31=48 ; d20+31=36 ; d10+31=32 ; d10+31=41 ; d10+31=37 ; d6=2 ; 2d10=16 ; Tuesday September 8th, 2009 8:53:47 PM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Animated shield Haste
------------- Reflex 32
----------------- Monthor quickly ponders as to what to do next.... and then decides to charge......
" AT THEE!!!! EAT MY SHIRLEY!!!! "
--------------- Charge bonus +2 strength, -2 AC (43) Moves to O23
Two handed power attack -5+10
AC 48 (crit 36) Damage 32 (110) shock 2 (+16) total damage 34 or 128 for critical hit.
Iss Worms Round 7 d20+18=38 ; 12d6+18=64 ; Tuesday September 8th, 2009 9:40:41 PM
Plyf sends 5 arrows into the darkness, the resulting roar from the blackness confirms her aim.
Echlihn pulls a CLW wnad out and puts it to use. The elemental takes up a position in front of the wall
Monthor moves after the Worm and shortly spots the massive creature, but is unable to move far enough to close for a strike.
Vedik and Dwight also take out curing wands.
The Worm lets a blast of superchilled air loose in the direction of the charging Dwarf. refelx Monthor DC 25 Dmg 46 or 23 Half. It then continues to retreat
Correction Monthor is hasted and thus got right to the Worm and drilled it. It is still alvie and breathes as noted above, but it is considerably more wounded.
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+13=14 ; Wednesday September 9th, 2009 2:37:50 PM
Plyf pulls out her wand of Cure Moderate wounds and makes a full movement, using Haste, to bring up the rear behind Monthor, in case more come out.
"Monthor brave, so strong, so sure. Shirley's gory, yet his heart pure. Down through the cavern we descend. Our journey soon must come to end."
Plyfs movement can exceed that of Worm three, so she completes her move after Monthor finishes his.
Her performance was incredibly pitiful and she hopes, the Counter Song isn't needed this round.
Dwight hp 101/160, ac 31 d20+18=27 ; d20+16=24 ; Wednesday September 9th, 2009 3:53:57 PM
Dwight looks to the others with the pleating look of let's not get separated , and then leans into the broom jumping to full speed. He follows after Monthor and Plyf, bow in hand, watching for any other unannounced cave dwellers.
spot: 27 listen: 24
MonthorHit Points:(157 of 213) AC 45 d20+17=31 ; d20+31=49 ; d20+31=39 ; d10+30=38 ; d10+30=31 ; d10+30=32 ; d6=4 ; 2d10=11 ; Wednesday September 9th, 2009 8:47:41 PM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Animated shield Haste
------------- Reflex 31
----------------- Monthor continues to charge......
" Flee ye cowardly rabbit.. me means worm...."
And again, Monthor swings Shirley with devastating accuracy!! --------------- Charge bonus +2 strength, -2 AC (43) Moves to O23
Two handed power attack -5+10
AC 49 (crit 39) Damage 38 (101) shock 4 (+11) total damage 126.
Vedik AC 24 (13 touch) HP 179/191 Flying 20' Character SheetSpells d20=8 ; d8+5=13 ; Thursday September 10th, 2009 8:59:44 AM
Vedik flies down towards the group, but tries to stay out of the blast he knows will come soon once Monthor, Plyf and Dwight unload into it. He calls out "Stay back from the explosion if you can."
OOC: Fly down to K16 Use Wand: UMD Passed, Cured 13 HP to self.
Buffs Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning) Haste (6/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.
Iss Worms Round 8 d100=35 ; d20+43=52 ; 4d8+19=40 ; d8=4 ; Thursday September 10th, 2009 8:28:09 PM
Plyf comes in behind Monthor with a curing Wand.
Monthor slashes deeply again into the Iss Worm.
Vedik calls for caution against the explosion of the Worms upon death.
Dwight cautions about the group getting split up and catches up to Monthor and Plyf
the Worm reels back and strikes towards where it believes Monthor is at. [Hit AC 52 Miss Chance 35 Hit Dmg 40 plus 4 Cold]
Dwight hp 101/160, ac 31 d20+23=40 ; 4d6+18=35 ; 4d6=15 ; Thursday September 10th, 2009 10:46:15 PM
Hoping Dwight is far enough back, (35-40' by my count and 15' up), he loads his bow with four arrows at once. He waits for Monthor to finish the worm.
(If Monthor can not catch the worm, or it doesn't die, then Dwight fires)
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d20+20=38 ; 3d8+7=15 ; Friday September 11th, 2009 10:20:01 AM
Plyf stops her blinking for now and reaches out to touch Monthor with her wand of Cure Critical wounds.
She easily activates the wand, but it's power is barely enough to slighlty close a wound.
Use Magic Device: 38 healing Monthor of 15 damage.
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change, Good Hope d8=4 ; Friday September 11th, 2009 10:25:39 AM
ooc: Forgot a d8, healing Monthor 19 damage.
MonthorHit Points:(113 of 213) AC 46 d20+30=50 ; d20+30=48 ; d10+30=34 ; d10+30=34 ; d10+30=33 ; d6=4 ; 2d10=13 ; d20+30=46 ; d10+30=39 ; d6=2 ; d20+25=42 ; d20+25=27 ; d10+30=32 ; d10+30=36 ; d10+30=33 ; d6=4 ; 2d10=9 ; d20+19=34 ; d10+30=32 ; d6=3 ; d20+15=33 ; d20+15=24 ; d10+30=40 ; d10+30=36 ; d10+30=38 ; d6=2 ; 2d10=10 ; Friday September 11th, 2009 1:53:07 PM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Animated shield Haste
------------------
Monthor's feeling the damage being inflicted on him by the wom but continues to hack away on the worm. " TRATAIN!!! HEAL ME UP BEFORE IT BLOWS !"
------------
Two handed power attack (-5/+10) 1- Attack - 50 AC (crit 48) Damage physical 101, shock 17
2- AC 46 Damage physical 39 electical 2
3- AC 42 (crit role 27) Damage 32 (crit 101) physical electical 4 (+9)
MonthorHit Points:(117 of 213) AC 46 Friday September 11th, 2009 1:53:44 PM
ooc> Current hit points 117
TratainCurrent Spells HP 211/211 AC 45 d8=5 ; d8=7 ; d8=6 ; Sunday September 13th, 2009 9:00:02 PM
Tratain Moves forward at Monthors Call and then casts Cure Serious Wounds Mass on The Dwarf and Plyf.
Monthor and Plyf heal 39.
OOC: Sorry about the bad posting, I've had to work overnight's for the last 2 weeks and its thrown me off. Only one more week to go heh.
Vedik AC 24 (13 touch) HP 189/191 Flying 20' Character SheetSpells d8+5=10 ; Monday September 14th, 2009 8:07:29 AM
Vedik pulls back a bit, and considers his options. "Bah I need a wand of magic missile I think." He uses his wand on himself again.
OOC: Fly back, UMD wand of CLW: 10 HP healed
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 144 of 191 Earth Elemental 184 of 241 hp d8+5=10 ; Monday September 14th, 2009 12:00:21 PM
Echlhin and the elemental move up some, trying to remain out of any coming blast while remaining with the rest of the party. He again uses his cure light wounds wand and heals himself (+10 hp)
(Ooc: Sorry folks, keep getting distracted by school work, I'm getting used to my new schedule now and will be posting more frequently. Again sorry about the missed few post)
Iss Worms Round 9 12d6=51 ; 8d6=24 ; Monday September 14th, 2009 8:12:51 PM
Dwight prepares to frie, but holds on Monthor [Outside of 30' no sneak attack]
Plyf stops blinking and moves up to Monthor. [can't activate wand yet]
Monthor lays into the beast. [best I can figure on Shirley only crits on a 19-20. Dounble threat range due to feat. I see no other crit increaser] The worm roars and then explodes.
Everyone reflex DC 22 Dmg 51 plus 24 Cold Half 25 plus 12
Dwight hp 101/160, ac 31 d20+26=42 ; d20+18=35 ; d20+16=26 ; Monday September 14th, 2009 8:44:23 PM
Dwight moves upward just as the worm explodes avoiding most of its damage.
(Evasion let's Dwight ignore damage after save)
With the obvious worms gone, and arrows readied, Dwight takes a more detailed look around.
spot: 35 listen: 26
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 103 of 191 Earth Elemental 119 of 241 hp d20+12=18 ; d20+6=12 ; 4d8+18=34 ; Monday September 14th, 2009 11:05:58 PM
Having guessed wrong at the radius of the explosion it seems, Echlhin and the elemental each are unable to avoid the blast. (Damage reduction on elemental reduces some of the physical damage).
Echlhin then casts a Cure Critical Wounds on himself (healing 34 hp).
Vedik AC 24 (13 touch) HP 161/191 Flying 20' Character SheetSpells d20+12=32 ; d8+5=9 ; Tuesday September 15th, 2009 8:12:15 AM
Vedik rolls with the blast wave, managing to avoid the full force. Once the blast has cleared, he begins to tend to the parties wounds, starting with himself. "Are we clear?" he calls out to those with better eyes than his.
Assuming the danger has passed and there's some time, Vedik begins to heal the party.
OOC: Reflex Save DC 22: Passed (32): Take 37 damage Use Wand of Cure Light Wounds: Healed 9
Vedik can heal 1d8+5 per wand use. Once the DM says we're out of combat rounds, feel free to roll the healing and mention in your post how many charges you needed. Wand is nearly full, so running out won't be an issue I don't think.
Buffs Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning) Haste (8/18 rounds): One extra attack when making full attack, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. +30 foot to movement, up to double normal.
TratainCurrent Spells HP 149/211 AC 45 d20+15=16 ; d8+5=13 ; Tuesday September 15th, 2009 6:35:50 PM
Tratain takes the full Brunt of the Blast of the Exploding Worm as he isn't quick enough to dodge it at all.
Tratain checks over the rest of the Party before Pulling out his wand of Cure Light wounds to begin healing everyone if there is time.
Tratain heals 13.
MonthorHit Points:(42 of 213) AC 46 d20+17=21 ; d8+5=7 ; d8+5=6 ; d8+5=11 ; d8+5=7 ; d8+5=11 ; d8+5=12 ; d8+5=6 ; d8+5=12 ; d8+5=11 ; d8+5=6 ; d8+5=8 ; d8+5=11 ; d8+5=12 ; d8+5=9 ; Tuesday September 15th, 2009 8:04:23 PM
Monthor falls on his ample back side after absorbing the full force of the blast.
" Well... that was fun.... MEDIC!!! "
(ooc> full heal with the wand)
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change d20+23=39 ; d20+7=16 ; d20+10=18 ; Tuesday September 15th, 2009 9:38:48 PM
Plyf tumbles behind Monthor, letting him take the full force of the blast, while leaving her, yet again, unharmed by the explosion.
She promptly helps him up.
She holds her wand of Cure Critical wounds up, looking at it in a disapproving manner. "I could have sworn, that should have worked?"
With her dwarven Darkvision, she looks down the cavern, then mentions to the party, "shhh.."
Reflex save DC 39 saves Listen 16 Spot 18
Dwight hp 101/160, ac 31 Tuesday September 15th, 2009 10:05:46 PM
Dwight relays what he sees and hears to the group near where Monthor now stands.
If combat is over, Dwight floats down and collects 3 samples of the worm. He then secures this in a pouch within his backpack.
(OOC: For future use, what exactly are these worms?)
The Iss Worm Cave Tuesday September 15th, 2009 10:22:05 PM
combat over....
The Three massive Iss Worms are no more than shards of ice scattered about the cavern. Each detonation sent pieces over 100' in every direction. As Dwight moves among the frozen rubble he notices a few things, as does Dwight in his scrutiny of the cavern. Bits of gold and gems lie in all reaches of the cave and one object the size of Monthors head stands out quite well. A blue-white 8 sided crystal with each side in the shape of an intricate snowflake. It takes some time but the group is able to gather together the well earned treasure that likely used to reside in the belly of the great Iss Worms. A total of 25,500 worth of gems is collected, plus the 8 sided crystal. The crystal is almost certainly the tokken from the Ice Vein that the old Witch of Ice Peak mentioned. The rest of the cavern is devoid of anything else of interest. A secondary route to the surface, easily large enough for the worms to use is also found that leads deeper into the moutain range that Mt Bal is a part of.
Please track and mark off spells or charges used for healing. Those were Frost Worms advanced to 31HD for the curious minded
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 103 of 191 Earth Elemental 119 of 241 hp d8+5=7 ; d8+5=7 ; d8+5=9 ; d8+5=9 ; d8+5=13 ; d8+5=11 ; d8+5=9 ; d8+5=12 ; d8+5=10 ; Tuesday September 15th, 2009 11:34:33 PM
Cleaning himself up after the explosion and thanking the elemental when it departs, Echlhin uses 9 charges of the CLW wand he is carrying and a Cure Minor Wounds ('cause you always end up still down 1 hp :)) on himself.
"I've used up a good bit of this one, if folks want to focus on using most of the charges up in one wand at a time" With that, Echlhin offers to use his wand on any that wish it (just let me know how many charges you need, this wand has 23 charges used at the moment)
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Tuesday September 15th, 2009 11:35:37 PM
((forgot to update post heading in last))
Vedik AC 24 (13 touch) HP 191/191 Flying 20' Character SheetSpells d8+5=12 ; d8+5=13 ; d8+5=12 ; d8+5=9 ; d8+5=10 ; d8+5=11 ; d8+5=11 ; d8+5=9 ; d8+5=7 ; Wednesday September 16th, 2009 8:11:58 AM
Vedik heals Monthor, using several charges, then proceeds to heal himself. Looking over the party, he moves on to Dwight.
Afterwords, he begins to meditate, focusing on his art as a fixer and giving thanks to Alemi, he draws forth woldsblood to recharge the parties wands, starting with Echlin's and moving on to his own.
"Well now we got a choice", he says after finishing his work. "Do we go deeper, or consider our task done and return. Tis hard to say. We're tryin to impress them, and they may be impressed by us bravely going on, or they might think us unable to follow instructions."
OOC: CLW wand: Monthor's healed to full, Vedik healed to full. Dwight heals 57 24 charges used on Vediks wand. (3 on self, 15 on Monthor, 6 on Dwight)
7 draws at 6 drops a draw (can not fail) yields 42 drops. Recharge Echlin's wand 23 charges. Recharge Vediks wand 19 charges.
Buffs Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning)
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change Wednesday September 16th, 2009 11:33:25 AM
Plyf will gladly take the healing from the others that offers, then she herself offers something, "Here Dwight, let's trade wands. The command word is Alemi's Kiss. Not that I really need to use it myself."
If Dwight agrees, she will let him carry her Cure Critical Wounds wand for his minor one.
"We have done as we have been told, but I do not remember her saying that is all we need to do. If you divine types want to check with your boss for an answer, I don't mind waiting."
Dwight hp 101/160, ac 31 Wednesday September 16th, 2009 9:50:00 PM
"Thanksss Vedik," Dwight replies after being healed. "A decent haul from giant wormsss," he smiles.
"Plyf, you sssure you want to trade? Mine isss just a cure moderate wand. It'sss got 44 chargesss left. It'sss activation phrassse is Dancing Pixiesss."
"I sssuggesst we find a sssafe place to ressst before we leave for the leg of the journey, at leassst thisss will help usss avoid the cold wind."
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change Wednesday September 16th, 2009 10:17:31 PM
"I'm not giving it to you, I just think it's best in your hands for now." She says with a wink.
The din of battle slowly fades from her senses and the cold begins to again creep into her thoughts of the moment.
The Iss Worm Cave Wednesday September 16th, 2009 10:26:45 PM
The group begins the healing process and then begins discussing thier next move. teleport to the great forest as shown by the ice Peak Witch, return home, or return to Ice peak itself.
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change d20+16=27 ; d20+10=12 ; Thursday September 17th, 2009 12:44:08 PM
Plyf asks the group, "Should I break out the boat so we can rest, or we heading back?"
Plyf lets the others gather the treasure as she spends as much time as possible, looking for anything that may be secret, concealed or just plain buried by years of nature doing it's thing.
Plyf casts Detect Magic and searches the cavern, before going to more conventional methods.
Search: 27 Spot: 12
60'Darkvision via Belt of Dwarvenkind Dwarven Stonecunning via Belt of Dwarvenkind
MonthorHit Points:(213 of 213) AC 46 Thursday September 17th, 2009 6:44:40 PM
Let's head back.
Dwight hp 101/160, ac 31 Thursday September 17th, 2009 9:05:49 PM
Dwight agrees with Monthor. "Provided the Vedik and Tratain have enough ssspell power ssshould we run into sssomething elssse on our return trip, I'm ready to be warmed. Though I'm not entirely sssure that we can ssshorten our return trip and honessstly are not prone to try to teleport there."
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Thursday September 17th, 2009 10:28:39 PM
"I am thinking that we may need to travel back to Ice Peak as I recall them mentioning something about traveling for 6 days. I know my mind is a bit hazy, but I think we've only traveled for 4. If the traveling is part of the test that is..." with that he trails off and returns to thinking about the groups decision. Part of him longs to simply be teleported to the warmer climates of the vision, but part of him worries about not completing all of the tasks that may be involved in this journey of theirs.
Vedik AC 24 (13 touch) HP 191/191 Flying 20' Character SheetSpells d8+5=8 ; d8+5=6 ; d8+5=7 ; d8+5=9 ; d8+5=13 ; d8+5=7 ; d8+5=7 ; d8+5=12 ; d8+5=12 ; d8+5=10 ; d8+5=7 ; d8+5=11 ; Friday September 18th, 2009 9:23:35 AM
Vedik continues to heal the party with his wand. Starting with Plyf, and moving to Dwight. When that's done he ponders things.
"I recall six days as well, and we have traveled four. Let us travel deeper into the mountain for two days, fulfilling our task, and then travel to the green place of the vision."
OOC: Heal Plyf to full with 6 charges, Heal Dwight to full with 6 charges. Wand down to 29 charges.
Buffs Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning)
Dwight hp 160/160, ac 31 d20+18=31 ; d20+16=22 ; Friday September 18th, 2009 4:05:18 PM
"Two more daysss in the mountain it isss then; at leassst it can't get any colder." Dwight chuckles as he begins to warm his hands.
"Perhapsss we ssshould track thessse wormsss to their nessst. Sssurely after all thisss time in the cold, sssome interesssting and old thingsss are there."
spot tracks/nest? 31 listen: 22
MonthorHit Points:(213 of 213) AC 46 Saturday September 19th, 2009 8:32:34 AM
"Works for me. "
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change Saturday September 19th, 2009 4:20:04 PM
"I think we are in it's nest."
Then she begins to sing a song.
"A nest of cold from ages old, the mountain used to test the brave. From the Cradle of the Wold the fairies lurk, to bring those to ecstacy. Why would one come to test their mete, to face their very frosty breath. Let not the hazards hearld death today, companions filled with generosity.
So we wait Yes we wait So we wait wait wait Just wait two more days! We wait to see what this land will spawn, to complicate our rest and sleep...."
TratainCurrent Spells HP 149/211 AC 45 Monday September 21st, 2009 6:09:37 AM
Tratain says "I think we should head back to the Ice Peak Village. It should have taken us 3 days to get here and three to get back but he had a one day delay. We have the Crystal. This mountain is sacred to the people of the Ice Vein and I don't want to wander around it after we already have what we have come looking for without a really good reason.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Monday September 21st, 2009 11:28:57 AM
Echlhin agrees with Tratain's thought on the matter
A Warm Welcome [DM Jeff] Monday September 21st, 2009 3:11:10 PM
The Gray Knights, settled in their decision to return to the Ice Peak, begin the dangerous trek back through the snow and cold. Some of them consider tracking down the worm's nest, but it appears that finishing their "journey" is the priority.
Again, the Knights take up polar bear shapes. And again, they are forced to stop every few hours to warm up. They were successful, or so it seemed at the Mountain, but that doesn't stop Ice Vein from doing the best it can to kill them. Fortunately, there are no dangerous beasts that present themselves to the group. On the fourth day of their return journey, after enduring the same physical and mental stresses of the first, the Gray Knights see the village in the distances. An hour later, they are back.
Bjorn'Ursa 'As 'Isa Asgir, the village leader, is among the villagers who greet the Knights. "You have survived the worst of Ice Vein. You have proven yourself worthy of a great deal. Come, warm yourselves and eat. I am sure you need both. And then, we will answer your questions." He points them towards the longhouse again and leads the way. A feast has been prepared for them and, as appealing as it looks, the Knights probably apprecaite the roaring fire quite a bit more.
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change d20+13=16 ; Tuesday September 22nd, 2009 1:02:49 AM
Plyf dreads the trek back, but they are a team and soon this nightmare will be over, she hopes.
When the village comes into view, she begins to sing an inspiring song to her comrades, to bolster their spirits, so as not to enter the village feeling as weary as we may look.
"Strolling through the snow in the winters biting cold A week long trek did we partake, the crystal we brought back to it's home.
Knights of Gray on plains of white all evil is our prey. We'll fight and sing, then win the day, we're hero's on this plane to stay.
Over land where no man can stand, by themselves alone. Yet in a group, we'll too come through, through heat or driving snow.
Knights of Gray on plains of white all evil is our prey. We'll fight and sing, then win the day, we're hero's on this plane to stay.
Now we partake of a feast of fate, our souls not bound for Gargul's hall just yet. How we prevail only Wardd can tell, we serve all those that can't carry their own weight.
Knights of Gray on plains of white all evil is our prey. We'll fight and sing, then win the day, we're hero's on this plane to stay.
Then she finsihes the song with.
"Let's hope our egos get not. in our wayyyyyyyyyyyyyyyaayyyyyyyyyy"
Perform: 16 (Could be worse, but just barely)
Dwight hp 160/160, ac 31 Tuesday September 22nd, 2009 6:34:28 AM
Dwight huddles next to the fire and slowly begins to feel his limbs again. At first its painful, having lost all sensation days ago, but it's a greatful return.
To avoid any potential issues, Dwight remains quiet during most of the festival.
TratainCurrent Spells Tuesday September 22nd, 2009 6:27:34 PM
Tratain goes and warms himself by the fire and eats what is offered. He asks his hosts "Can you tell us anything more about this place we have to travel too? And what of the Crystal we found. Also what can you tell us about the people here and what is happening due to the Great Migration?"
Return to Ice Peak Wednesday September 23rd, 2009 12:45:32 AM
The party warms themselves and eats thier fill by the great fires. Bjorn'Ursa 'As 'Isa Asgir shakes his head at Tratain's question, "I'm afraid we cannot. The Witch did not show us what she brought to your minds eye. As to the crystal, it is a sacred symbol to our people, an artifact of legend made real. Wherever it is that you travel to, thier would be no dobht that you are friends of the people of the Ice Vein. The Great Migration thus far has shown to be a reat boon to us. The threat of the ancient enemy of our people have been removed from our western borders. Our Hunters have returned to say the Twin Tusk is no more a threat. Where thier camps once dotted the lands to the west, now a great range of mountains loom, granting us the first peace we have had in many generations. Burfell still watches over us to the north, and further to ethe west the evil that is Vjokja Vjoll still stands, but she lies many weeks travel away."
The festivities of celebrating the Gray Knights return lasts well into the evening and the first rays of dawn are even seen before Bjorn'Ursa 'As 'Isa Asgir and some of the more hearty Hunters retire from drinking and song.
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change Wednesday September 23rd, 2009 6:04:43 PM OOC: The posting report is pretty ugly. What's going on gang?
Plyf sits by the fire and instead of performing, she listens. She listens to the stories and she listens to the songs and she attempts to put together what may be fiction and what may be real, as the stories of this tribes past is likely handed down, by word of mouth, for generations. If she is asked to perform, she will do so with a smile, but a new culture is a dangerous culture, when the smallest slight could create a decades long feud.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Wednesday September 23rd, 2009 6:13:10 PM
Echlhin listens to the revelry and stories during the celebration, taking note of the description of the current situation of the town's surroundings. He then wonders about the connection between these people and those the Knights seek.
Vedik AC 24 (13 touch) HP 191/191 Flying 20' Character SheetSpells Wednesday September 23rd, 2009 6:50:42 PM
Vedik listens to the stories, glad to be back in the warmth. He enjoys the nights entertainment, and especially the strong drink. He retires for the night and sleeps well for the first time in several nights.
In the morning, he prepares his spells, casts his normal preparatory spells, and readies the group for travel. Once the group is ready, he casts greater teleport, taking the whole party to the green place of the vision.