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The Battle in the Tunnel


Vauhwyt (HP88 of 90 +12 AC22) and Mookie (HP45 of 45 +12 AC19) (Detect Scrying, False Life) 
Wednesday September 9th, 2009 1:09:26 PM

Vauwyt mentions to Mookie, "Keep that wand of Protection from Evil handy, old friend." She herself has her spiked chain drawn.

After a moment's thought, she adds, "Mookie, remind me to buy a wand of Find Traps and a Lens of Searching next time we get some cash."

Mookie ponders this ... and realizes that the party is walking forward through some ancient magic tunnel with absolutely no trap detection going on. They will just stumble into anything they find with no warning. And the Boss is out in front.

Mookie's unusual (for him) stunned silence says more than anything he could squawk about the situation.

[Edit: Revised AC to account for reduce person and for fatigue.]

[OOC: Buzz, after we get around the bend, give me a chance to cast another spell or two, if there is nothing else interesting.]

DM Buzz: There is no "bend". In the side view tunnel, it shows the tunnels sloping down and then sloping back up. It does not turn to the north or south. I don't have you guys as moving on yet, until I am sure you are all satisfied with your position and distance.

Cayzle later add: Yeah, by "bend" I mean where it slopes back up.

DM Buzz: Over the bend it is then. ;)

OOC/DM Buzz 
Wednesday September 9th, 2009 1:44:25 PM

I have been sending out Emails. Please check your "in box" if you haven't in the last few days.

Aztyr (AC 12/16 w Mage Armor - HP 80/80) & Jynx (AC 20 - HP 40)  d20+11=21 ; d20+11=30 ; d20+11=31 ; d20+11=25 ; d20+11=24 ; d20+11=19 ; d20+11=21 ; d20+11=12 ;
Wednesday September 9th, 2009 3:37:17 PM

Messed up my spell penetraition rolls, rerolling correctly.

21, 30, 31, 25, 24, 19, 21, 12 (31 is a natural 20)



Aztyr posting for Malgant 
Wednesday September 9th, 2009 3:41:18 PM

Malgant moves along continueing in row "D" of the tunnel.

Spells prepared

0 Level( 6)
create water x2*,purify food and drink x2,Destroy water, detect magic

1st Level (6+1)
Domain enlarge person,reduce person*,protection from evil x2*,shield of faith x2,divine favor*

2nd Level( 6+1)
Domain Bulls strength, delay poison x5****,resist energy

3rd Level (5+1)
Domain Bulls strength (lvl2), protection from energy,Water breathing , remove curse, dispel magic*, invisibility purge*

4h level (3+1)
Domain divine power, neutralize poison x3

5th level (2+1)
Domain Righteous might, Break enchantment, flamestrike

6th level (1+1)
Domain Blade Barrier, Heal

Spells in effect
( morning spells assume they were cast at 6am when we were ready to set out )
delay poison on Malgant 9 hour duration
delay poison on Aztyr 9 hour duration
str -1
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Nebin the Green AC 17, HP 83/83 (Endure Elements) 
Wednesday September 9th, 2009 10:58:48 PM

Nebin walks along wanting to whistle a tune or something to break the silence. The desert was part of nature but it was not the nature that he preferred. He missed the forests and the trees. Missed their quiet voices and ancient wisdom.

Endure Elements: 24hr duration
Strength -1

Spells Per Day
0- 6
Create Water*, Create Water*, *Detect Magic, Detect Poison, Mending, Purify Food & Drink
1- 6
CLW , CLW, Detect Animals or Plants, Endure Elements*, Entangle, Obscuring Mist
2- 5
Barkskin, Flaming Sphere, Gust of Wind, Soften Earth and Stone, Tree Shape
3- 5
Call Lightning, CMW, Neutralize Poison, Neutralize Poison, Neutralize Poison
4- 4
CSW, Dispel Magic, Flame Strike, Scrying
5- 2
CCW, Death Ward*
6- 1
Wall of Stone*

Staff Spell: Monster Summoning VI

Aztyr (AC 12/16 w Mage Armor - HP 80/80) & Jynx (AC 20 - HP 40)  d20+2=12 ; d20+3=5 ;
Wednesday September 9th, 2009 11:49:47 PM

Aztyr, falls in line and walks on row "C" carefully advancing behind Nebin. She searches and keeps trying to move silently as they go.

Search 12
Move Silently 5

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -1
Level 2 : 8 -3
Level 3 : 7 -4
Level 4 : 7 -2
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
See invisable SR 16,110 minutes
Strength -3



Vorelle [Strength 9]  d20+24=35 ; d20+24=30 ; d20+16=35 ; d20+16=17 ;
Thursday September 10th, 2009 12:21:48 AM

Vorelle continues to move stealthily and stay alert.

[Hide 35; Move Silently 30; Spot 35; Listen 17]

Coming up/DM Buzz  d20+14=20 ; d20+14=19 ; d20+14=16 ; d20+14=19 ; d20+14=24 ; d20+14=32 ; 2d8(3+2)+3=8 2d8(8+6)+3=17
Thursday September 10th, 2009 9:09:32 PM

Big post coming up.

Coming up/DM Buzz  d20+5=22+3; d20+5=21+3 (Vauhwyt, Vorelle); d20+5=21+2 ; d20+5=22+2 (Vauhwyt, Vorelle) ; d20+5=15+1 ; d20+5=9+1 (Vauhwyt, Vorelle) ; d20+5=19 ; d20+5=25 (Vauhwyt, Vorelle);
Thursday September 10th, 2009 10:16:50 PM

Possible rolls needing to be opposed.

Vorelle [Strength 9] 
Friday September 11th, 2009 12:17:46 AM

Vorelle avoids.

Coming up/DM Buzz 
Friday September 11th, 2009 12:45:11 AM

Need to redo a couple of things, more to come.


Vauhwyt (HP88 of 90 +12 AC22) and Mookie (HP45 of 45 +12 AC19) (Detect Scrying, False Life)  d20+17=35 ; d20+21=33 ; d20+29=32 ;
Friday September 11th, 2009 8:13:13 AM

Making rolls on the board; post sent in e-mail.

First check: 35
Second check: 33
Third check: 32

Scouts ahead/DM Buzz 
Friday September 11th, 2009 10:06:44 AM

We need to get this finished and the rest of you will get the full scoop, likely today or tomorrow. Please stay tuned.

Vauhwyt (HP88 of 90 +12 AC22) and Mookie (HP45 of 45 +12 AC19) (Detect Scrying, False Life)  d20+28=33 ; d20+14=31 ; d20+21=29 ; d20+11=18 ; d6=6 ;
Friday September 11th, 2009 11:09:16 AM

More secret rolls!

First check: 33
Second check: 31
Third check: 29
Fourth check: 18

OOC PS: Apologies to all my chums in the game! I'll not go on ahead any more unless everyone signs off on it first!

Scouts ahead/DM Buzz  d20+7=20 ;
Friday September 11th, 2009 12:06:19 PM

We are almost done. Vauhwyt and Vorelle need to roll some things, then the post will come and you all can have some fun!

Character actions/DM Buzz 
Friday September 11th, 2009 1:13:09 PM

The rest of the party has four rounds of actions they may perform, if they desire. Partial post this evening, letting everyone know what is happening, then a follow up post for character actions and movement.

Aztyr (AC 12/16 w Mage Armor - HP 80/80) & Jynx (AC 20 - HP 40)  d20+2=13 ; d20+3=9 ;
Friday September 11th, 2009 1:29:07 PM

Aztyr, once she sees or hears those out front encounter something, she will cast a shield spell, it might not be much, but adding to her mage armor with that spell is about all she has to protect herself.
She will also continue to search and move as loudly, err silently as posible.

1 round action, will wait on some others to decide other actions

Search 13
move Silent 9

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -2
Level 2 : 8 -3
Level 3 : 7 -4
Level 4 : 7 -2
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
See invisable SR 21, 30, 31, 25, 24, 19, 21, 12 Duration109 minutes
Shield spell, 109 rounds
Strength -1

Vauhwyt (HP88 of 90 +12 AC22) and Mookie (HP45 of 45 +12 AC19) (Detect Scrying, False Life)  d20+15=27 ; 2d4=4 ; d20+12=14 ; d20+36=44 ; d20+14=31 ; d20+29=34 ; d20+23=30 ;
Friday September 11th, 2009 1:43:03 PM

First roll: 27
Second roll: 4
Third roll: 14
Fourth roll: 31
Fifth roll: 34-5=29
Sixth roll: 30-5=25

Character actions/DM Buzz 
Friday September 11th, 2009 8:21:54 PM

OOC: Just a reminder to Nebin, there is no magical way for creatures to enter or leave the tunnel, except through the entrance.

Aztyr (AC 12/16 w Mage Armor - HP 80/80) & Jynx (AC 20 - HP 40) 
Friday September 11th, 2009 8:44:03 PM

Aztyr finishes up preperations with a few more spells, all spells are shared with Jynx who right now is hiding at the bottom of his bag, pretending to be dead, IE not moving trying to avoid being seen as a target.

The Second round she covers herself in a Protection from Evil spell.
The Third round she says a quiet prayer to Domi and alerts Malgant to be ready for a spell and then steps to the side allowing him to be able to move past switching places with him in the marching order.
The Forth round she reaches forward and touches Malgant, casting a Haste spell upon him. (11 rounds duration)

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -3
Level 2 : 8 -3
Level 3 : 7 -5
Level 4 : 7 -2
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
See invisable SR 21, 30, 31, 25, 24, 19, 21, 12 Duration109 minutes
Shield spell, 109 rounds
Strength -1

DM Buzz: Aztyr never has to worry about the safety of Jynx as long as you are not using your familiar in combat against opponents or to help you, other then what familiars already do through the link.

Aztyr (AC 12/16 w Mage Armor - HP 80/80) & Jynx (AC 20 - HP 40) 
Friday September 11th, 2009 8:45:57 PM

Forgot to update spell list.

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -2
Level 2 : 8 -3
Level 3 : 7 -4
Level 4 : 7 -2
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
See invisable SR 21, 30, 31, 25, 24, 19, 21, 12 Duration109 minutes
Shield spell, 105 rounds
Protection from Evil 106 rounds
Strength -1

Cast on others:
Haste cast on Malgant 11 rounds


Nebin the Green AC 17, HP 83/83 (Endure Elements) 
Friday September 11th, 2009 9:40:50 PM

OOC: that's good to know before hand. That will save at least one round of useless summoning. Nebin has no real actions he can do ahead of time. He will cast Barkskin upon anybody that wants it.

Endure Elements: 24hr duration
Strength -1

Spells Per Day
0- 6
Create Water*, Create Water*, *Detect Magic, Detect Poison, Mending, Purify Food & Drink
1- 6
CLW , CLW, Detect Animals or Plants, Endure Elements*, Entangle, Obscuring Mist
2- 5
Barkskin, Flaming Sphere, Gust of Wind, Soften Earth and Stone, Tree Shape
3- 5
Call Lightning, CMW, Neutralize Poison, Neutralize Poison, Neutralize Poison
4- 4
CSW, Dispel Magic, Flame Strike, Scrying
5- 2
CCW, Death Ward*
6- 1
Wall of Stone*

Staff Spell: Monster Summoning VI

Light Fortification, AC 26, 86/86hp Malgant 
Friday September 11th, 2009 11:52:12 PM

Preparations made
!st round Protection for energy(fire)( absorbs 120 points of fire) damage for 1100 rounds
2nd round resist energy (cold)1100 rounds
3rd round shield of faith (+3 deflection bonus to AC) 110 rounds
4th round gain haste, cast protection from evil +2 resistance bonus to saves vs evil characters, esist mind control) 110 rounds

OOC
Aztyr Haste is an area spell and can include others in the party, you may want to add more targets

Spells prepared

0 Level( 6)
create water x2*,purify food and drink x2,Destroy water, detect magic

1st Level (6+1)
Domain enlarge person,reduce person*,protection from evil x2**,shield of faith x2*,divine favor*

2nd Level( 6+1)
Domain Bulls strength, delay poison x5****,resist energy*

3rd Level (5+1)
Domain Bulls strength (lvl2), protection from energy*,Water breathing , remove curse, dispel magic*, invisibility purge*

4h level (3+1)
Domain divine power, neutralize poison x3

5th level (2+1)
Domain Righteous might, Break enchantment, flamestrike

6th level (1+1)
Domain Blade Barrier, Heal

Spells in effect
( morning spells assume they were cast at 6am when we were ready to set out )
delay poison on Malgant 9 hour duration
delay poison on Aztyr 9 hour duration
str -1
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Protection for energy(fire)( absorbs 120 points of fire) damage for 1096 rounds
Resist energy (cold)1097 rounds
Shield of Faith (+3 deflection bonus to AC) 109 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, esist mind control) 110 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 11 rounds

Vauhwyt (HP88 of 90 +12 AC22) and Mookie (HP45 of 45 +12 AC19) (Detect Scrying, False Life)  d20+10=23 ; d20+13=14 ;
Saturday September 12th, 2009 1:43:29 AM

Mookie tumble: 23

Vauhwyt tumble: 14

Lorth AC 25 HP 113/121 
Saturday September 12th, 2009 9:26:00 AM

Lorth continues on, he hopes that whatever is coming stays still so he can get to it.
(On the 3rd round he casts delay poison and the fourth he calls on Gargul and casts protection from evil on himself)

-1 strength
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Delay Poison, 10 hours
Protection from evil 10 rnds

Spells
Memorized:

1st: Divine Favor


Vorelle [Strength 9]  d20+15=34 ; d20+15=25 ; d20+10=23 ; d20+10=21 ; d20+5=12 ; d20+5=22 ; d6+4=5 ; d6+3=7 ; d6+4=10 ; d6+3=7 ; d6+4=9 ; d6+3=5 ;
Saturday September 12th, 2009 11:49:23 AM

[We're getting close; I swear]

Vorelle [Strength 9]  d20+16=23 ;
Saturday September 12th, 2009 12:21:45 PM

[I have played entire combats that are less complicated than this first round.]

Aztyr (AC 12/16 w Mage Armor - HP 80/80) & Jynx (AC 20 - HP 40) 
Saturday September 12th, 2009 1:07:33 PM

OOC: I'll add everyone that's within range to my affected by Haste spell. So if any are further than 30ft apart from anyone else they will not be affected. That should just about include everyone except Bart, because he is already under the effect of a Haste.

Tunnel Battle round 5/DM Buzz 
Saturday September 12th, 2009 6:46:29 PM

Just a reminder to everyone.
Bart has used his Boots of Speed for 5 rounds today, leaving him five more rounds available.
Nebin casts Barkskin on someone that can use it. If no one takes it, he could do something else. Be aware of stacking issues.
Vauhwyt or Mookie as it were has used the Bag of Tricks twice now this week. The first with the Hydra, only three nights ago and the rhino today.
Nebin and Lorth did not specify a letter so they will be placed in B and C respectively.
Continue to roll those SR's. Nice job. :)

The group does not try to stop Vauhwyt and Vorelle as the two sneak off down the long corridor. One or two people can walk up or around to the side of the steep slope and can see, it goes on for a very long time and definitely further then the keenest vision can allow in these conditions.

While those two are away, the group can cast spells on themselves, to prepare for the unexpected.

Round 1
Malgant casts Protection from Energy (fire) on himself

Round 2
Malgant casts Resist Energy on himself.(cold)
Aztyr casts Protection from Evil on herself.

Round 3
Lorth casts Delay Poison on himself.
Malgant casts Shield of Faith on himself.

Round 4
Lorth casts Protection from Evil on himself.
Malgant casts Protection from Evil on himself
Aztyr casts Haste on the group, all except Bart

On round five, some in the group may hear Listen check DC: 20 Highlight to display spoiler: {the sound of a yell "Charge" then the sound of metal bouncing off of wood and people in metal armor charging.}

For those that didn't hear, they soon get a mental impression of Vauhwyt's voice and know the Message spell is being used."Four armored undead are between you and us right now, friends! Come fight!" Then seconds later "Vorelle! Withdraw! Fall back! Way back!"

With that, you hear the sound of steel slam against steel as battle has been engaged. The group may make actions for round one.

Vauhwyt AND Vorelle have made their actions for round 1-5.

Please keep in mind your vision limitations. All you can hear right now is battle, you see a dark tunnel. Is there a light source?

Tunnel Battle. Each square is five feet.

DM Ammendment:
#1 is on A
#2 is on D
#3 is on D
#4 is on A
#5 is on B
#6 is on C

Vorelle is at Z18, not Y18

Light Fortification, AC 26, 86/86hp Malgant 
Sunday September 13th, 2009 1:08:08 AM

OOC
Light source is my sword, as always continual flame brightness.
Aztyr switched spots with me during her prep
Ill make my round 1 post, I will be gone again on Sunday, Monday Tuesday and Wednesday. I expect to be back sometime Thursday.
I will wait until it is almost time for me to go so that I don't have to squeeze past the other people in front of me, hopefully they will move before I do.
Aztyr is willing to post for me again this week. This is my last week of traveling and of night work. Thanks for bearing with me guys.

Light Fortification, AC 26, 86/86hp Malgant  d20+6=11 ; d20+7=12 ; d20=18 ;
Sunday September 13th, 2009 12:10:35 PM

listen 11
spot 12
Malgant strides forward as the sounds of worship in Imod's name come to his ears. He hears the frightened orders from his companions and he strides forward to meet the threat and offer aid.

( with the haste Malgant should be able to move 40'. if the slope is not difficult terrain he would be at the bottom of the slope in H,I 17,18 at the end of his movement. From this position he can see nothing out to 40' so Malgant will hustle adding another 20' to his move and end in L,M 17,18 I started my movement from where my dot is on the map, if Aztyr and I did indeed swap spots please move me 10' closer to the undead)

Moving forward faster, sacrificing his ability to fight this round for movement Malgant's light still fails to illuminate anything, friend or enemy. I am coming friends, protect yourselves and we will deal with the undead as a group thinks the Protector through the message spell. From the sounds the combat is close so he takes a chance, trying to draw the undead to him and away from his less armored friends. " Face ME you unliving abominations. I will be your doom, not those puny scouts. Imod grant me strength!!" he bellows at the unseen undead.

Intimidate 18 plus whatever you grant for size, race and class since they are undead.

Spells prepared

0 Level( 6)
create water x2*,purify food and drink x2,Destroy water, detect magic

1st Level (6+1)
Domain enlarge person,reduce person*,protection from evil x2**,shield of faith x2*,divine favor*

2nd Level( 6+1)
Domain Bulls strength, delay poison x5****,resist energy*

3rd Level (5+1)
Domain Bulls strength (lvl2), protection from energy*,Water breathing , remove curse, dispel magic*, invisibility purge*

4h level (3+1)
Domain divine power, neutralize poison x3

5th level (2+1)
Domain Righteous might, Break enchantment, flamestrike

6th level (1+1)
Domain Blade Barrier, Heal

Spells in effect
( morning spells assume they were cast at 6am when we were ready to set out )
delay poison on Malgant 9 hour duration
delay poison on Aztyr 9 hour duration
str -1
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Protection for energy(fire)( absorbs 120 points of fire) damage for 1095 rounds
Resist energy (cold)1096 rounds
Shield of Faith (+3 deflection bonus to AC) 108 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, esist mind control) 109 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 1 extra attack when using full attack option 10 rounds

Bart ac 31 hp112/112 (-56 temp) 
Sunday September 13th, 2009 2:27:30 PM

At the sound of Battle Bart thinks I know it we should have rested before we explored this tunnel. Damn BArt graps a potion of stoneskin and sips it down rushing forward to the battle

Nebin the Green AC 17, HP 83/83 (Endure Elements) 
Sunday September 13th, 2009 10:50:10 PM

Nebin hurries up the slope, as fast as his little legs will carry him. He's not sure what he should do. He wasn't prepared for a place that blocks the calls he makes to the elemental planes. Not that he can see anything.

"This is one of those times I envy races that can see in the dark."

ooc: using full move to go forward. Not sure where he ends up because I don't know how the slope is treated

Spells Per Day
0- 6
Create Water*, Create Water*, *Detect Magic, Detect Poison, Mending, Purify Food & Drink
1- 6
CLW , CLW, Detect Animals or Plants, Endure Elements*, Entangle, Obscuring Mist
2- 5
Barkskin, Flaming Sphere, Gust of Wind, Soften Earth and Stone, Tree Shape
3- 5
Call Lightning, CMW, Neutralize Poison, Neutralize Poison, Neutralize Poison
4- 4
CSW, Dispel Magic, Flame Strike, Scrying
5- 2
CCW, Death Ward*
6- 1
Wall of Stone*

Staff Spell: Monster Summoning VI

Tunnel Battle round 5/DM Buzz 
Sunday September 13th, 2009 11:23:43 PM

OOC:
The slope is not difficult terrain.. Please post your location on the map.

With malgant, Neither a player nor the DM may say another player will do something, so even if Aztyr said, they would let malgant forward, until Malgant says he goes forward, he did not.

Lorth AC 25 HP 113/121 
Monday September 14th, 2009 9:28:26 AM

(OOC: Lorth's light source is also his sword, it glows continual light when drawn)

Lorth moves up the hall as quickly as possible trying to find and help out his friends. His sword is up and shield in front.

(Double move up the hall 70' forward. I would like to end the turn 15' from the monsters.)

-1 strength
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Hasted +1 to hit, +1 to AC(dodge), +1 reflex save, +20' move per round, 1 extra attack when using full attack option 10 rounds
Delay Poison, 10 hours
Protection from evil 10 rounds

Spells
Memorized:

1st: Divine Favor

Lorth AC 25 (27 to evil) HP 113/121 
Monday September 14th, 2009 9:30:16 AM

Forgot to minus a round off the protection from evil (9 rounds) and AC 27 to evil things.

Lorth AC 25 (27 to evil) HP 113/121 
Monday September 14th, 2009 11:09:06 AM

Lorth ends in S18

Aztyr (AC 12/20 w Mage Armor+Shield - HP 80/80) & Jynx (AC 20 - HP 40)  d20+7=27 ; 2d4=7 ;
Monday September 14th, 2009 11:37:55 AM

Aztyr follows behind Malgant, ending up at J,K 17 (being only long not wide and long). If Lorth's continual light illuminates the targets she will cast a spell at them, She will once again mimic drawing a bow and releases it, with a sickly green arrow forming as she does so. (Attack Natural 20 damage 7 acid(no save, no Spell Resistance ranged touch attack))

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -2
Level 2 : 8 -3
Level 3 : 7 -4
Level 4 : 7 -2
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
See invisable SR 21, 30, 31, 25, 24, 19, 21, 12 Duration109 minutes
Shield spell, 104 rounds
Protection from Evil 105 rounds
Strength -1

Cast on others:
Haste 10 rounds


Aztyr (AC 12/20 w Mage Armor+Shield - HP 80/80) & Jynx (AC 20 - HP 40) 
Monday September 14th, 2009 2:09:14 PM

Forgot to minus a spell.

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -2
Level 2 : 8 -4
Level 3 : 7 -4
Level 4 : 7 -2
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
See invisable SR 21, 30, 31, 25, 24, 19, 21, 12 Duration109 minutes
Shield spell, 104 rounds
Protection from Evil 105 rounds
Strength -1

Cast on others:
Haste 10 rounds


Bart ac 31 ac 32 to #6 hp 56/112 (-56 temp) Stoneskin  d20+18=35 ; d20+18=23 ; d10+11=16 ; d6=6 ; d10+11=14 ;
Monday September 14th, 2009 4:17:44 PM

Recap the first round bart graps his potion drinks it and makes a 5ft step the other 4 rounds he moves forward to v18 and jumpsattacks (ac 35 crit ac 23 for 16 + 6 shock + 14 if crit) the foe at w18 moving away 10 ft after his attacks Bart makes sure he is out of reach (ending T18)

str-1 tunnel and fatigue -2 str -2 dex effect to AC -1 BAB -2
Haste 10 rds +1 AC +1 BAB
using dodge feat against 6 giving a +1 to AC against attacks from him

Nebin the Green AC 17, HP 83/83 (Endure Elements) 
Monday September 14th, 2009 9:58:53 PM

(Nebin ends his move at M17. I have no idea what the ABCD, north, south, top, bottom notes mean.)

Tunnel Battle round 5 OOC/DM Buzz 
Tuesday September 15th, 2009 2:39:30 PM

OOC:

I apologize all. I am fighting a serious cold right now. That might be why I have been a little grumpy lately. I need to get over this cold so I can think through the combat rounds. Please give me another day or two, to recover please.

Thank you for your patience.

Vauhwyt (HP88 of 90 +12 AC22) and Mookie (HP45 of 45 +12 AC19) (Detect Scrying, False Life) 
Tuesday September 15th, 2009 2:40:29 PM

I've got a bad cold too! Take care!

Tunnel Battle round 6/DM Buzz  d20+15=32 ; d20+10=14 ; d20+5=22 ; d20+15=30 ; d20+15=31 ; d20+10=20 ; d20+5=23 ; d10+6=15 ; d10+6=10; d10+6=16 ; d10+6=16 (Vorelle); d10+21=26(missroll) ; d20+19=39 ; d20+19=31 ; d20+14=22 ; d20+9=19 ; d100=26 ; d100=14(misroll) ; d6+10=16 ; d6+10=16 ; d10=8 ; d20+16=30 ; d20+9=23 ; d20+6=7 ; d100=63 ; d8+9=17 (Vauhwyt);
Wednesday September 16th, 2009 9:48:36 PM

Thanks for your patience all. I thought my splitting headache on Monday was due to some muscle pain in my neck, but I had to take Tuesday and Wednesday off from work also and when I work on commission only, you know I am ill.

The gap between the scouts and the rest of the group is shorter, yet there is still distance in between.

Vorelle Highlight to display spoiler: { while letting them pass you, the feeling of dread fills you for a moment. An evil aura is emanating from them. Two turn to face you and the other two have their back to their comrades. You land a solid blow across the helmets grill of one of the warriors, doing slight damage, but ripping the mask aside to see a gaunt, almost skeletal face, with skin stretched tight over sinew and muscle that protrude out from beneath the thin dermal layers. Teeth, yellowed and cracked, long unnecessary, seem to almost protrude from what was once called lips. The nose, a blackened deformed clump, the nostrils closed shut and dried. The eye sockets glow with an empty, unholy red light that attempts to burn through your soul. Your knowledge on undead is limited to only your hatred of them, but you know, this is not a typical undead creature. You take a five foot step back. Please add you hit points, ac, etc in header. :)}

Vauhwyt Highlight to display spoiler: { while letting them pass you, the feeling of dread fills you for a moment. An evil aura is emanating from them. You desperately attempt to get your fellow scout to follow, when you accidently run into an invisible wall. A wood wall? It is then you know it is a shield and there is another rank of soldiers.}

Malgant lumbers as fast as possible toward the battle. His words seem to not phase those trained in formal combat. Intimidate can not be used to try to bring enemies out of formation.
Demoralize Opponent
You can also use Intimidate to weaken an opponent's resolve in combat. To do so, make an Intimidate check opposed by the target's modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a -2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.


Bart on round 4 quaffs a potion and runs as fast as he can with the others on round 5. I am checking with the rules board to see if you can Spring Attack with a move of 120' or if that is only with 60'. If it's the latter, you will not have been able to use that attack

Nebin too gets up the slope and down the tunnel.

Lorth in a defensive posture runs toward the battle fully prepared. His light bringing into view the enemy. you could make a full move up to V18 if you desire, with the Haste spell. If for some reason you did not want this, please begin your move from where you first specified.

Aztyr moves and then fires with magic, a very sweet shot into the visor of #6, provoking a curse.

Round six

The group can see, by the illumination of Lorth, figures in Full Plate Mail and Tower Shields, wielding bastard swords. The glow of two red lights come out from underneath the visor, where eyes should be.

A series of shouts in common begin to commence, from the back ranks. In a very raspy tone "Vandmark, kill the scouts or take them alive?" In an almost gentle voice, a soft spoken command comes forth. "Kill all but the spell casters. Beeble, focus your attacks on the knight of Gargul."

Almost in unison, the replies of "Yes Sir!" set's events into motion.

The armored undead Vauhwyt walks into becomes visible as he attacks her, while shouting commands. "Defensive posture three! Fall back five!"

With that, the two in front of the group (#5 and #6) put their blades on top of their tower shields to secure them and now have Total Cover from attacks. Those trained in warfare now are aware, those shields must be sundered in order to get to those warriors. They take a five foot step backward, when those behind them do so in practiced military fashion.

#4 and #3 take a five foot step forward and get full attacks on the soft spoken Vorelle. They must swing around the large shields with minor difficulty. #3 scores a critical hit, confirmed, slicing open her midsection, exposing viscera. 25 damage total Fortunately, the other two swings of his sword, miss. Although #4 does not critical, he wounds her twice more. 16 damage + 16 damage

#2 and the individual Vauhwyt snuck right into, #1 become visible as they attack her. Vauhwyt roll a Spot check DC 15. #2 attacks with a shortsword, thrusting forward with great accuracy, critical hit confirmed. She is pierced by the weapon and feels a shock of electricity envelop her as well as being run through. 32 damage plus 8 shock damage Thankfully, due to her still being somewhat seen and out of this realm, the others two attacks miss. #1 only lands one blow, but it too is solid. 17 damage

The sounds of spell casting come from behind the two attacking vauhwyt, but in the din of battle, unrecognizable. A faintly shimmering magical sphere appears behind Vauhwyt.

Sunder
You can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that your opponent is holding. If you're attempting to sunder a weapon or shield, follow the steps outlined here. (Attacking held objects other than weapons or shields is covered below.)

Initiating a Sunder First, you make an attack roll with your weapon -- using your usual BAB and modifiers -- trying to beat the defender's Sunder DC.

All creatures (characters and monsters) take a -4 non-proficiency penalty when making a Sunder attempt. However, this penalty is lifted if the creature has training (say, a feat or class ability) that provides a bonus or expertise in Sunder. It is also lifted if the character is a Duelist, Hand of Domi, or Monk. If you have the Improved Sunder Feat, not only is the -4 penalty lifted, but also add a +4 bonus. Add a +4 bonus if your weapon is two handed or add a -4 penalty if it is light. Additionally, add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. (Changed 10/19/08: See Rules Board October 18th, 2008 7:01:15 AM.)

The defender's DC is 10 plus his usual attack roll mods, plus the modifiers for weapon size and body size listed above.

Sunder Results Note that your sunder fails on a roll of a natural 1, 2, or 3. If you beat the defender's DC, then, roll damage and deal it to the weapon or shield. If you fail the sunder attempt, you don't deal any damage.

Sundering a Carried or Worn Object You don't use an typical sunder attack roll to damage a carried or worn object. Instead, just make an attack roll against the object's AC. A carried or worn object's AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. Apply the -4 non-prof penalty unless you negate it per the list above. To attempt to snatch away an item worn by a defender rather than damage it, see Disarm. You can't sunder armor worn by another character.


Sunder DC is 26 on the shields. Please don't forget the positive and negative modifiers to hit when making your rolls.

Tunnel Battle Round 6.

DM Ammendment #6 is slightly wounded from Aztyr. It was not changed on the map.

The faintly shimmering magical sphere that appears behind Vauhwyt covers that section, from floor to ceiling.

Vorelle [Strength 9][AC 24; HP 39/96]  d20+17=35 ; d20+12=23 ; d20+7=12 ; d6+4=6 ;
Thursday September 17th, 2009 12:23:14 AM

As the only non-spellcaster present, Vorelle is understandably concerned by the orders given to the creatures.

Seeing that they are difficult to hit, she gives up the two-weapon fighting and concentrates on hitting the thing. Still, she is only able to connect once.

[If possible, attack the same one she attacked before. Hit AC 35 for 6 damage. Do they seem to have damage reduction, or is all the damage getting through?]

DM Buzz: If they have damage reduction, it doesn't seem to be againt your axes.

Bart ac 31 ac 32 to #6 hp 56/112 (-56 temp) Stoneskin  d20+14=32 ; d10+11=17 ; d6=5 ;
Thursday September 17th, 2009 3:32:14 AM

Bart makes a spring attack and tries to sunder a shield #5 (ac 32 for 17 and 5 shock) shock will hurt the bearewr of the shield if vulnerable to shock attacks since he is holding the shield) Bart makes sure there is 10 ft between him and his opponents. Bart wants to see the effect of the dammage dealed to the shield before he decides to change tactics. (spring attack u can move before and after your attack provided thaqt the total distance moved is not greater than your spead, so bart can use all his move as long as he moves at least 5 ft before and after the attack see PHB page 100)

Lorth AC 24 (26 to evil) HP 113/121 
Thursday September 17th, 2009 7:57:09 AM

Since his opponents cannot attack him because they are using their shields for total cover, Lorth takes this time to call upon Gargul to grant him divine favor. (Cast Divine favor)

-1 strength
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Hasted +1 to hit, +1 to AC(dodge), +1 reflex save, +20' move per round, 1 extra attack when using full attack option 10 rounds
Delay Poison, 10 hours
Protection from evil 8 rounds +2AC & Saves
Divine Favor 10 rounds +3 at & dm

Nebin the Green AC 17, HP 83/83 (Endure Elements)  d20+11=30 ; d20+11=13 ; 11d6=40 ;
Thursday September 17th, 2009 1:14:48 PM

Nebin's capabilities in this tunnel are greatly diminished. The quarters are close which also reduces his options. Still he has one potent trick he can play. It's been a while since he cast this spell and hoped his aim was right. It wouldn't be good to roast his friends in divine fire. Nebin begins chanting softly, calling upon the power of the earth and the more destructive aspects of nature.

OOC: casting flame stike centered at 17.5 / AF.5 That should drop the flamestrike right infront of Aztyr.

Spell Penetration check for #1: 30
Spell Penetration check for #2: 13

Flame Strike Damage: 20 Fire/ 20 Divine
Spells Per Day
0- 6
Create Water*, Create Water*, *Detect Magic, Detect Poison, Mending, Purify Food & Drink
1- 6
CLW , CLW, Detect Animals or Plants, Endure Elements*, Entangle, Obscuring Mist
2- 5
Barkskin, Flaming Sphere, Gust of Wind, Soften Earth and Stone, Tree Shape
3- 5
Call Lightning, CMW, Neutralize Poison, Neutralize Poison, Neutralize Poison
4- 4
CSW, Dispel Magic, Flame Strike*, Scrying
5- 2
CCW, Death Ward*
6- 1
Wall of Stone*

Staff Spell: Monster Summoning VI

DM Buzz: Do you mean Vauhwyt?

Vauhwyt (HP43 of 90 AC22) and Mookie (HP45 of 45 +12 AC19) (Detect Scrying, False Life)  d20+2=13 ; d20+5=7 ; d100=16 ; d20+23=39 d20+29=36 d20+14=19 d20+36=37
Thursday September 17th, 2009 1:32:05 PM

Vauhwyt's Spot check: a 13, nope.

Vauhwyt's actions will depend on this shimmering sphere. Maybe it is a force effect? Maybe a Minor Globe or a Major Globe? Maybe a Know Arcana check will help: a 7 on her check is probably not going to reveal much.

Well, while Vauhwyt is spotting and knowledging -- both as free actions I am assuming -- Mookie is throwing up. That is, he is throwing a fuzzy ball from the Bag of Tricks up onto the ceiling (A on the map) at AF-AG-17-18. (Activate a magic item - does not provoke an AoO.)

The fuzzy ball turns into a large animal (rolled a 16) - a brown bear. If the bear goes bezerk like the last one did, then the enemies must make reflex saves vs DC15 or suffer a natural attack. The same goes for any other possibly invisible foes within reach ... and Vauhwyt is watching carefully for any sign that the bear's teeth or claws rip into any unseen foes.

If the bear is not bezerk, Mookie orders it to attack, with a flanking bonus.

Now Vauhwyt takes a risk, and a five foot step backwards through the curtain. The rest of the action assumes she can with no problem. Please let me know otherwise. I would hate to waste a round's action. With her move, she is hiding and being silent.

Vauhwyt reaches into her haversack and pulls out a shrunken rowboat (move action). She drops it (a free action) in square 18AD, on the wall, It should, she hopes fill the entire space, floor to ceiling. Then she pulls out a shrunken cart (second move action) and drops it in 17AD, the space she just stepped out of.

What the heck is Vauhwyt trying to accomplish? Well, she hopes that the enemy will not be able to immediately advance toward her, since their path is blocked. She hopes she will have cover vs ranged attacks or attacks from reach weapons. She hopes that if the enemy tries to get rid of the barricade, they will have to take time to do so, and possibly provoke AoOs if they try to pick up the blockages.

EDIT: TO roll sneak checks, update hp, and add DM sanity info.

Vauhwyt sneaks: 39 move silent, 36 hide
Mookie sneaks: 19 move silent, 37 hide

-1 Str, Fatigued

Spells:
4 of 6 cantrips used
5 of 7 1st level spells used
4 of 7 2nd level spells used
3 of 5 3rd level spells used
3 of 3 4th level spells used

Spells in effect:
Detect Scrying (lasts all day)
False Life (2.6 hrs of 8 hrs used) (Mookie only)
Shrink on 32 cubic feet of kraken meat (8 days)
Message (1 of 80 minutes used)
Alter Self (Mookie) (1 of 80 minutes used)
Reduce Person (8 of 80 rounds used)

Hit Points:
V: 43 of 90
M: 45 plus 12 temp

CLW wand: 43 charges left.
Tan Bag of Tricks: 3 of 10 this week used.

Lorth AC 24 (26 to evil) HP 113/121 
Thursday September 17th, 2009 3:17:01 PM

Lorth believes Vauhwyt has a great idea with what she is trying to do. "Malgant or Aztyr do you have any kind of spell that could put a wall between Vauhwyt and her attackers? Nebin?", he yells.

Vauhwyt (HP43 of 90 AC22) and Mookie (HP45 of 45 +12 AC19) (Detect Scrying, False Life) 
Thursday September 17th, 2009 3:46:30 PM

[OOC: Remember, there's no need to shout. Vauhwyt's message spell let's everyone whisper to each other and be heard.]

Vauhwyt answers Lorth, "Thanks, but see if you can wall off Vorelle from her foes. I think I got this side covered, and Vorelle is hurt bad too."

REVAMP Vauhwyt (HP43 of 90 AC22) and Mookie (HP45 of 45 +12 AC19) (Detect Scrying, False Life)  d20-1=5 ; d20+17=25 ; d20+10=18 ; d20+13=16 ; d100=11 ;
Thursday September 17th, 2009 4:24:03 PM


Mookie rolls an Int check: a 5. Not good enough. Mookie tries to use the Bag of Tricks, and wastes an action realizing that no summonings work in this strange tunnel.

"Boss! Boss!" says Mookie, "The Bag ain't working!"

"Hush, Mookie," says Vauhwyt.

She is NOT trying to make a barricade of unshrunken objects -- she considers it, and realizes that there is just not enough time to make it work out.

So she concentrates (casting on the Defensive is a 25, no problem) and casts Blink, sharing it with Mookie. Now her miss chance is 50%, better than the 20% she had been enjoying.

She steps back ten feet (quarter speed), hiding, moving silently, and tumbling. She already rolled for sneaking around:

Vauhwyt sneaks: 39 move silent, 36 hide
Mookie sneaks: 19 move silent, 37 hide

And she also tumbles to avoid any AoOs: Mookie, 18, Vauwhyt, 16.

She is hoping that the blinking and the partial darkwalking will let her hide -- even if the enemy walks into her space, she may be blinking into another plane at that moment.

Oh! And the roll for arcane failure: an 11, no prob.

Vauhwyt ends her move at AB18, on the ceiling.

-1 Str, Fatigued

Spells:
4 of 6 cantrips used
5 of 7 1st level spells used
4 of 7 2nd level spells used
4 of 5 3rd level spells used
3 of 3 4th level spells used

Spells in effect:
Detect Scrying (lasts all day)
False Life (2.6 hrs of 8 hrs used) (Mookie only)
Shrink on 32 cubic feet of kraken meat (8 days)
Message (1 of 80 minutes used)
Alter Self (Mookie) (1 of 80 minutes used)
Reduce Person (8 of 80 rounds used)
Partial Darkwalk (2 rounds of 40)
Blink (1 round of 8)

Hit Points:
V: 43 of 90
M: 45 plus 12 temp

CLW wand: 43 charges left.
Tan Bag of Tricks: 3 of 10 this week used.

Lorth AC 24 (26 to evil) HP 113/121 
Thursday September 17th, 2009 4:49:35 PM

Lorth yells to everyone, "If we wall off your foes Vauhwyt, then we can fight these four trapped with us and the rest later at our leisure. If we wall off Vorelle from her foes it cuts you two off and that would not be wise."

(OOC: Why do we want to fight this whole group at once, spread out like we are, when we can easily separate them and whoever is behind them casting spells with Nebin's wall of stone? Please explain the logic of fighting them all at once while being pelted by spells.)

Tunnel Battle round 6 OOC/DM Buzz 
Thursday September 17th, 2009 4:51:07 PM

Emails are flying, please check your email account or you are missing them!!

Light Fortification, AC 26, 86/86hp Malgant  d20+17=25 ;
Thursday September 17th, 2009 5:01:00 PM

OOC
Move forward Lorth, do not block me
Bart says he moved but used no coordinates so I have no idea where he is. I am moving to his space, I am bigger, I'll push him aside if I have to
Malgant steps up to the shields using the added speed from the haste spell to make the move. (move to TU 17,18 standing in c and d )With a crashing roar he raises his large 2 handed sword up and brings it down on #6's shield. ( -4 non prof, +4 2 handed weapon, +4 large creature for a total of +4 + combat modifiers = +18- str loss =+17)His opponent however is good enough with the shield to resist the sunder attempt. Dodge Vorelle, cover up and hide if you have to. I am coming

Spells prepared

0 Level( 6)
create water x2*,purify food and drink x2,Destroy water, detect magic

1st Level (6+1)
Domain enlarge person,reduce person*,protection from evil x2**,shield of faith x2*,divine favor*

2nd Level( 6+1)
Domain Bulls strength, delay poison x5****,resist energy*

3rd Level (5+1)
Domain Bulls strength (lvl2), protection from energy*,Water breathing , remove curse, dispel magic*, invisibility purge*

4h level (3+1)
Domain divine power, neutralize poison x3

5th level (2+1)
Domain Righteous might, Break enchantment, flamestrike

6th level (1+1)
Domain Blade Barrier, Heal

Spells in effect
( morning spells assume they were cast at 6am when we were ready to set out )
delay poison on Malgant 9 hour duration
delay poison on Aztyr 9 hour duration
str -1
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Protection for energy(fire)( absorbs 120 points of fire) damage for 1094 rounds
Resist energy (cold)1095 rounds
Shield of Faith (+3 deflection bonus to AC) 107 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, esist mind control) 108 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 1 extra attack when using full attack option 9 rounds


Lorth AC 24 (26 to evil) HP 113/121 
Thursday September 17th, 2009 5:21:01 PM

After Lorth cast his spell, he moves forward. (5 foot move to 18W)

Aztyr (AC 12/20 w Mage Armor+Shield - HP 80/80) & Jynx (AC 20 - HP 40)  10d6=30 ; d20+11=17 ; d20+11=30 ; d20+11=27 ; d20+11=19 ;
Thursday September 17th, 2009 6:03:17 PM

Aztyr thinks loudly to Vorelle, "MOVE as close to that globe as you can. I'm dropping a Fireball. Sorry Guys. " Is directed towatds Bart, Lorth and Malgant.
Astyr directs the fire seed that she creates to hit the area #5 is standing in (hitting the cieling).
(SP vs #3 17, #4 30,#5 27,#6 19) Damage 30 ,save reflex for half DC 21.)

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -2
Level 2 : 8 -4
Level 3 : 7 -5
Level 4 : 7 -2
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
See invisable SR 21, 30, 31, 25, 24, 19, 21, 12 Duration109 minutes
Shield spell, 104 rounds
Protection from Evil 104 rounds
Strength -1

Cast on others:
Haste 9 rounds

Aztyr (AC 12/20 w Mage Armor+Shield - HP 80/80) & Jynx (AC 20 - HP 40)  d20+11=23 ; d20+11=19 ; d20+11=24 ; d20+11=26 ; d20+11=17 ; d20+11=14 ;
Thursday September 17th, 2009 6:05:22 PM

SP checks for other 6.

23, 19, 24, 26, 17, 14

Light Fortification, AC 26, 86/86hp Malgant  d20+11=22 ; d3=3 ; d20+11=20 ; d20+11=15 ; d20+11=25 ; d20+11=15 ; d20+11=20 ; d20+11=24 ; d20+11=12 ; d20+11=22 ; d20+11=16 ; d8+11=19 ;
Friday September 18th, 2009 1:46:30 AM

OOC
Please disregard my last post for Malgant, this is what he really does. Vauhwyt , I think you are in side a wall of force and I can't effect you with this. I hope I am wrong.
IC
Malgant uses the speed given to him by Aztyr to propel himself toward the fight.( move to ST 17/18 standing in D anC) Vorelle is in trouble, Vauhwyt is in worse trouble if that transparent bubble is what Malgant thinks it is. There is a way to help them both and draw the undead away from them. Imod taught strength to his followers. He demanded they display it. Malgant took a deep breath and released the energy of the flame strike spell he had prayed for this morning. In its place flowed cool soothing healing magic, soothing to the living anyway. He completed the prayer of healing and a wave of cool power flowed from him, over the undead and into his friends. ( spontaneously cast cure light wounds mass in place of flame strike. Both of my party members, Vorelle and Vauhwyt are within range and so are the 4 closest undead(3,4,5,6).I will roll your spell penetration checks and then the healing/damage.disregard the d3, it got in the way)
spell pen( you asked for 10, here they are)
22
20
15
25
15
20
24
12 natural 1
22
16
healing/damage is 19 will save dc 18 to take half damage for the undead if the spell pen is successful.

Now the onslaught would come. [i] Stand and meet them Lorth and Bart. I will heal you from behind and lend you a bit of my protection. You must hold against them for a few seconds whilst I cut off their reinforcements. VAUHWYT IT IS TIME TO GO. DISENGAGE, HERE COMES THE WALL.)

Spells prepared

0 Level( 6)
create water x2*,purify food and drink x2,Destroy water, detect magic

1st Level (6+1)
Domain enlarge person,reduce person*,protection from evil x2**,shield of faith x2*,divine favor*

2nd Level( 6+1)
Domain Bulls strength, delay poison x5****,resist energy*

3rd Level (5+1)
Domain Bulls strength (lvl2), protection from energy*,Water breathing , remove curse, dispel magic*, invisibility purge*

4h level (3+1)
Domain divine power, neutralize poison x3

5th level (2+1)
Domain Righteous might, Break enchantment, flamestrike*

6th level (1+1)
Domain Blade Barrier, Heal

Spells in effect
( morning spells assume they were cast at 6am when we were ready to set out )
delay poison on Malgant 9 hour duration
delay poison on Aztyr 9 hour duration
str -1
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Protection for energy(fire)( absorbs 120 points of fire) damage for 1094 rounds
Resist energy (cold)1095 rounds
Shield of Faith (+3 deflection bonus to AC) 107 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, esist mind control) 108 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 1 extra attack when using full attack option 9 rounds

Bart ac 31 ac 32 to #6 hp 56/112 (-56 temp) Stoneskin 
Friday September 18th, 2009 3:29:13 AM

Bart did end in u17

Appoloooc 
Friday September 18th, 2009 11:41:23 AM

Hello Just checking in.The Ghost of Appolo is still following you guys.

Bart ac 31 ac 32 to #6 hp 56/112 (-56 temp) Stoneskin 
Friday September 18th, 2009 1:56:42 PM

whoo whooo hooo

Nebin the Green AC 17, HP 83/83 (Endure Elements) 
Friday September 18th, 2009 10:07:06 PM

There may be more ghosts to keep you company.

Tunnel Battle round 6 OOC/DM Buzz 
Saturday September 19th, 2009 12:37:22 AM

Beginning post for round 7. It and the map will be up tomorrow morning.

Tunnel Battle round 6 A/DM Buzz  Highlight to display spoiler: { d20+12=16 ; d20+3=22 ; d20+3=15 ; d20+11=23} ;
Saturday September 19th, 2009 4:36:37 PM

DM reminder, only need 8 SR rolls, not 10 :)

I see a lot of things happening on the end of Round 6 that needs to be resolved before the "monsters" attack on round 7, so lets go through this.

Aztyr blasts both friend and foe with her powerful arcane, evocations! Bart, Lorth, Malgant, Vorelle, Vauhwyt and Mookie, please give me a Ref save DC21. If fail receive 30 damage, save for half.

Malgant can roll multiple times, per charcters if he chooses, but must always use one roll for "Mass" spells from now on, if that is his choice.

Bart, realizing when he leaped up into the air, he almost lands on his head as the gravity in the tunnel forces him continuously to the outer edge of the spherical passageway. Reflex save DC 15 to avoid falling prone. If saved, Bart can only get in one attack due to movement. If that roll beats DC 25, he can successfully Spring Attack in these unnatural conditions.

I will write a condition summary for round 6 when this is finished.

Vorelle [Strength 9][AC 24; HP 39/96]  d20+12=25 ;
Saturday September 19th, 2009 5:01:31 PM

Vorelle saves [Ref 25], and takes no damage thanks to Evasion.

Vauhwyt (HP43 of 90 AC22) and Mookie (HP45 of 45 +12 AC19) (Detect Scrying, False Life)  d20+16=18 ; d20+12=22 ; d20+16=27 ;
Saturday September 19th, 2009 5:17:23 PM



Vauhwyt reflex save (at +16 from base +14, +1 due to reduce person, -1 due to fatigue, +2 with partial darkwalk) is an 18 -- did not save. HOWEVER, Blink gives half damage vs area attacks.

Mookie reflex save (at +12 from base +9, +1 reduce person +2 partial darkwalk) is a 22 = no damage thanks to improved evasion.

Upon reflection ... Vauhwyt will use a hero point (one of her two) to reroll the save.

V Reroll: 27 = no damage with evasion.

Light Fortification, AC 29, 86/86hp Malgant  d20+8=14 ;
Saturday September 19th, 2009 6:12:06 PM

reflex save of 14( note the protection from evil does not apply since Aztyr isn't evil....yet 8)
Malgant fails his save against Aztyr's fireball and takes the full heat of the blast. When the smoke clears he is unharmed due to his preparations
Spells prepared

0 Level( 6)
create water x2*,purify food and drink x2,Destroy water, detect magic

1st Level (6+1)
Domain enlarge person,reduce person*,protection from evil x2**,shield of faith x2*,divine favor*

2nd Level( 6+1)
Domain Bulls strength, delay poison x5****,resist energy*

3rd Level (5+1)
Domain Bulls strength (lvl2), protection from energy*,Water breathing , remove curse, dispel magic*, invisibility purge*

4h level (3+1)
Domain divine power, neutralize poison x3

5th level (2+1)
Domain Righteous might, Break enchantment, flamestrike*

6th level (1+1)
Domain Blade Barrier, Heal

Spells in effect
( morning spells assume they were cast at 6am when we were ready to set out )
delay poison on Malgant 9 hour duration
delay poison on Aztyr 9 hour duration
str -1
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Protection for energy(fire)( absorbs 90 points of fire) damage for 1094 rounds
Resist energy (cold)1095 rounds
Shield of Faith (+3 deflection bonus to AC) 107 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 108 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 1 extra attack when using full attack option 9 rounds

Light Fortification, AC 29, 86/86hp Malgant 
Sunday September 20th, 2009 3:27:34 AM

amendment
The mass cure will also affect Lorth and Bart. Heal 19 points guys

Bart ac 31 ac 32 to #6 hp 56/112 (-56 temp) Stoneskin  d20+12=25 ; d20+12=17 ;
Sunday September 20th, 2009 4:12:28 AM

Recap bart makes his safe for the fireball 15 dam, cured by Malgant (+19 hp)
Bart makes his reflex save and lands on his feet just in time to make an sunder attack on a shield ( see earlier post ac 32 for 17 and 5 shock to #5) ending in V17

OOC i dont agree with the timeline normally things will happen in order of posting so the fireball comes after barts attacks an he can make a spring attack doesnt have to roll a reflex save to see if he stays on his feet to attack etc (wold rule) In this case te reflex roll to see if he stays on his feet has to be made before he can attack next round. Reflex save to avoid fireball is made in this round

DM Buzz: Do you even read my posts bud? You need to make a Reflex Save when you made the Spring Attack because of the gravatational forces of the tunnel, since you are saying you attacked before Aztyr, then your Sprong Attack is successful, but you take 30 damage from the Fireball spell.

Tunnel Battle round 6 A ooc/DM Buzz 
Sunday September 20th, 2009 5:18:40 PM

After talking with William and rereading the Spring Attack feat, it does not say you spring into the air, which is what I pictured, so no Ref save necessary for Spring Attack.

Thanks William.

Lorth AC 24 (26 to evil) HP 117/121  d20+8=27 ;
Monday September 21st, 2009 9:00:00 AM

Lorth tries to shield himself from the fireball. It seems to work and he only takes limited damage. (Save 27, 15 damage). He then get healed by Malgant's spell. (-19 damage, net +4 hp). "Why is Azytr throwing fireballs at me?", he thinks. "She must be dominated or something. I suppose it is time to retreat."

(OOC: Buzz, I just added this post so I could subtract the damage and add the healing before you post for the monsters)

-1 strength
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Hasted +1 to hit, +1 to AC(dodge), +1 reflex save, +20' move per round, 1 extra attack when using full attack option 10 rounds
Delay Poison, 10 hours
Protection from evil 8 rounds +2AC & Saves
Divine Favor 10 rounds +3 at & dm


Bart ac 31 ac 32 to #6 hp 56/112 (-56 temp) Stoneskin 
Monday September 21st, 2009 3:47:26 PM

waiting for start rnd 7

Tunnel Battle round 6 A ooc/DM Buzz 
Monday September 21st, 2009 10:15:52 PM

Working on post, it might not be up until tomorrow morning.

Tunnel Battle round 6 A ooc/DM Buzz  d20+15=31 ;
Tuesday September 22nd, 2009 11:28:50 AM

Still working on post. Going for quality instead of speed, sorry.

Off to the day job, then back home for more.

Tunnel Battle round 7/DM Buzz  d20+15=32 ; d100=5 ; d100=98 ; d20+15=22 ; d100=76 ; d100=24 ; d8+9=16 ; d6+10=12 ; d6=2 ; d20+15=26 ; d20+10=17 ; d20+5=20 ; d10+7=11 ; d20+15=29 ; d20+10=24 ; d20+5=6 ; d10+7=16 ; d10+7=12 ; d20+15=27 ; d20+10=23 ; d20+5=9 ; d20+11=29 ; d20+11=12 ; d20+15=24 ; d20+15=24 (19); d20+5=10 ; d10+7=17 ; d10+7=9 ;
Tuesday September 22nd, 2009 8:50:59 PM

Map is still to come. Thanks for your patience. I had a bunch of things to look up.

Vorelle decides to focus on a single weapon to do as much damage as possible. A single attack causes even more damage to the one she hit before.

Bart springs forward to do as much damage as possible to the tower shield in front of him.(#5) His sunder attempt is successful, causing the shield to split from his blow, but the shield still holds, at least for this round. The electricity does nothing to the wooden substance. (Wood is an insulator, if it were fire or cold, it would do more damage.) Bart provokes an attack of opportunity from #6 his partner as he springs back. Between the Tower Shield and Barts prediction to Dodge the blow allows him to escape damage. The bastard sword of the enemy rings out as it scrapes across his chain shirt.
(Remember, you have 5 rounds of Haste left on your boots.)

Lorth calls upon the grace of Gargul to provide more power in battle to the Paladin. Moving forward, he wonders if some in his party are not dominated.

Nebin casts a spell and although it is wiped from his memory, he sees absolutely no effects from his divine power.

Mookie pulls from the bag, yet another fuzzy little ball and throws it on the ground. It rolls around, vibrating, giving off a shrieking sound, but still, nothing appears where the ball is.
Vauhwyt casts a spell, sharing it with Mookie, and hopes she can hide, but her attempt to hide, once again, automatically fails having no cover. (Sorry, no cover, no hide, you need to be invisible to have a chance without cover or have "Hide in plain sight")

Aztyr drops a fireball on friend and foe alike, doing various amounts of damage to all. Spot DC 25 needed please.
My apologies. You did not hear a curse with your acid arrow attack.

Malgant casts a spell, bestowing divine favor on comrades and damage to undead.

Again, the sounds of spell casting can be heard, but not over the sounds of more pronounced commands, comming from #1. "Alright you maggot ridden whores! These guys are not weak, put your foot on their throat and kill them all!

Again, in unison, the shout of a determined war cry bounces off the tunnel walls, Yes Sir!

#1 and #2 advance forward on Vauhwyt and Mookie. They attack once each.
Vauhwyt is not in the area when #1 attacks, but unfortunatly for Mookie, he is and takes a swipe right across his back from the rap shot. Mookie takes 16 damage.
The monkey blinks out as Vauhwyt blinks in as # 2 attacks. Again, the shock is there, but not as powerful, Vauhwyt takes 12 damage +2 from shock.

#3 and #4 use full attacks on the exposed ranger and if there is time left, maybe one of them can engage the knight of Gargul. #3 lands a solid blow, Vorelle takes 11 damage. When #4 attacks he lands two blows, Vorelle takes 16 damage and 12 damage

#5 and #6, without having to move, get attacks on Lorth. #5 seems to be effected by the Protection from Evil spell only hitting the Paladin once, very hard. Lorth takes 17 damage, but it is easy to tell, when #6 hits, it is only because of skill. Lorth takes 9 damage. I had to roll for you SR on Protection from Evil

As well, Lorth needs to make a Will save DC 16. If failed please roll a Fort save DC 16

DM Ammendment: Vauhwyt and Mookie have Total concealment, but they were still touched as #1 and #2 advanced and attacked that square.

Tunnel Battle. Each square is five feet.

Vorelle [Strength 9][AC 24; HP 11/96]  d20+15=35 ; d20+15=28 ; d20+15=27 ; d20+10=28 ; d20+10=13 ; d20+5=19 ; d20+5=15 ; d6+3=4 ; d6+3=9 ; d6+3=7 ; d6+3=4 ; d6+3=8 ;
Tuesday September 22nd, 2009 11:56:49 PM

Vorelle eludes any damage from the fireball, but isn't as lucky against the weapons of the undead. Still, knowing her friends are near gives her courage.

Since it's clear she can barely hit the darned things anyway, she goes for the two-weapon attack this round. Maybe she'll get lucky.

[Attacking the same critter as before. Hit AC 35 (natural 20!), confirm the critical to AC 28. That's 4 damage if it is not a critical hit, or 20 damage if it is a critical hit. Hit AC 27 for 4 damage. Hit AC 28 for 8 damage.]

Light Fortification, AC 29, 86/86hp Malgant 
Wednesday September 23rd, 2009 12:34:39 AM

OOC
I healed for 19 damage, thus since Vorelle had 39, healed 19 and took 39 shouldn't she have 19 left? Every point counts here 8)
IC
Malgant nearly cries as Vorelle chooses not defense bu an almost futile offense. Weakened, vs heavy armor and shields she fights exposed with little thought of evasion or defense. Imod would be proud. Very proud Malgant hoped as he remembered the totem given Vorelle by the other Taurs for something she had done while he was away. She had not said what that something was, and Malgant dearly wanted to find out, from her, in her own words. " Imod you saw in me a Protector, now see in her the heroine I see and make her vanish from their minds. Offer her your Sanctuary!!"( Offer Sanctuary (Sp): The protector can spontaneously cast Sanctuary in place of any spell, using the sacrificed spell's level and DC. However, the protector can only cast this on another, not herself. If the protector cannot cast spells, she can cast Sanctuary once per day per level above 4th. Sacrifice a neutralize poison to grant Vorelle a sanctuary spell with a DC 17 save.He casts this AFTER Vorelle attacks but before the undead can react to her) He then thinks through the message spell VORELLE, IF THEY STOP ATTACKING YOU DO THEM NO HARM. IMOD'S HAND IS SHIELDING YOU FROM THEIR EYES!! ( yes he thinks it hard enough for it to be in all caps)
Provided there is room Malgant will then take a 5' step forward to place him behind Lorth where he can reach the undead with his sword. " Curse your eyes Bart either step in and fight them or get the Hell out of my way!! People are dying out there!!" If Malgant is able to get behind Lorth and provide support he will begin to use his Take Under Wing Ability to protect those in front of him and offer them some extra AC to at least lessen the chance of critical hits(Take Under Wing (Ex): When the protector takes an attack action or full attack action in melee, she can take a penalty of up to -5 on her attack(s) and add the same number (up to +5) to the armor class of all allies within five feet. The protector herself gains no AC bonus. At sixth level, all allies within 10 feet gain the bonus.)
Spells prepared

0 Level( 6)
create water x2*,purify food and drink x2,Destroy water, detect magic

1st Level (6+1)
Domain enlarge person,reduce person*,protection from evil x2**,shield of faith x2*,divine favor*

2nd Level( 6+1)
Domain Bulls strength, delay poison x5****,resist energy*

3rd Level (5+1)
Domain Bulls strength (lvl2), protection from energy*,Water breathing , remove curse, dispel magic*, invisibility purge*

4h level (3+1)
Domain divine power, neutralize poison x3*

5th level (2+1)
Domain Righteous might, Break enchantment, flamestrike*

6th level (1+1)
Domain Blade Barrier, Heal

Spells in effect
( morning spells assume they were cast at 6am when we were ready to set out )
delay poison on Malgant 9 hour duration
delay poison on Aztyr 9 hour duration
str -1
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Protection for energy(fire)( absorbs 90 points of fire) damage for 1093 rounds
Resist energy (cold)1094 rounds
Shield of Faith (+3 deflection bonus to AC) 106 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 107 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 1 extra attack when using full attack option 8 rounds

How high is the ceiling in this hallway??

DM Buzz: This is a ten foot diameter tunnel. I guess you can divide that by two (5' radius) and multiply that by 3.14 to get the circumfrence, if that helps. My math skills suck though, so feel free to correct me if I made a mistake.

Light Fortification, AC 29, 86/86hp Malgant 
Wednesday September 23rd, 2009 12:40:31 AM

A sudden light dawns in Malgant's already smoldering eyes as a plan comes to him. Vauhwyt get as close to Vorelle as you can, really close, I am not kidding so close you are wearing the same skin close. Then Imod can maybe shield you in a ring of blades
OOC
as close as you can means in the same square. If you aren't both fighting or if you squeeze that should be possible, I hope.

DM Buzz: Vauhwyt and Vorelle May not share the same space in battle. I am barely letting Mookie and Vauhwyt share the same space this battle.

Lorth AC 24 (26 to evil) HP 117/121  d20+25=32 ; d20+19=39 ; d20+13=30 ; d20+21=41 ; d20+21=39 ; d20+13=25 ; d20+19=31 ; d8+20=28 ; d8+20=24 ; 2d8+40=50 ; d8+20=28 ; 2d8+40=52 ; d8+8=14 ; 2d8+16=23 ; d20+13=17 ;
Wednesday September 23rd, 2009 8:13:30 AM

"Bart if you want to jump back and forth, let Malgant move up to the front and do it from behind him. ", Lorth yells.

(OOC: Bart you should be able to spring attack from behind Malgant if he moves up 5 feet, as you can pass through allies squares no problem in combat. End in T17, please or just toe the line.)

Lorth grits his teeth when he gets hit, then swings at the one that Bart was trying to sunder (#5).

(OOC: Since they attacked they no longer have total concealment, as per the tower shield rules.)

He calls on his god for aid, "Gargul guide my weapon", he screams!

(Full attack (4 attacks because of haste),
Smite evil x3 used on attacks 1,2 & 3
Hit AC: 32, 39, 30, 41
(Maybe crit on attacks 4,3 & 2 ) 39, 25, & 31 to confirm crits.
Damage:
Att. 1: 28
Att. 2: 24 if normal, 50 if crit
Att 3: 28 if normal, 52 if crit
Att 4: 14 if normal, 23 if crit.)

(OOC: I think that is my best round of rolls EVER. After reflection, I'm going to use a hero point to re-roll confirmation of crit on attack #2, bah, got worse 17, oh well at least it still hits normal.)

Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Hasted +1 to hit, +1 to AC(dodge), +1 reflex save, +20' move per round, 1 extra attack when using full attack option 8 rounds
Delay Poison, 10 hours
Protection from evil 7 rounds +2AC & Saves
Divine Favor 9 rounds +3 at & dm

DM Buzz: Undead are immune to Critical threats. Save your hero point.

Aztyr (AC 12/20 w Mage Armor+Shield - HP 80/80) & Jynx (AC 20 - HP 40)  d20+2=10 ; d20+11=29 ; 5d4+5=18 ;
Wednesday September 23rd, 2009 1:10:45 PM

Since all 6 of the undead attacked, none of them have full cover, that means a range of options are available to Aztyr now, not just big explosions. She decides to pick a target and see if she concentraits on only 1, if it will do enough damage to drop it.
She decides to assist Vorelle, pointing her finger and releasing 5 almost pure white little balls of magic. (cast :magic missile)

Rolls in order:
10 for spot
29 for SP
18 for magic missle damage all at 1 target, the same target Vorelle is damaging.

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -3
Level 2 : 8 -4
Level 3 : 7 -5
Level 4 : 7 -2
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
See invisable SR 21, 30, 31, 25, 24, 19, 21, 12 Duration109 minutes
Shield spell, 102 rounds
Protection from Evil 103 rounds
Strength -1

Cast on others:
Haste 8 rounds

Vorelle [Correction] [HP 19/96] 
Wednesday September 23rd, 2009 3:34:57 PM

[I screwed up on damage. Undead are immune to critical hits. Duh. And I shorted myself a point of damage on each hit. So, the hits were AC 35 for 5 damage, AC 27 for 5 damage, AC 28 for 9 damage.]

Light Fortification, AC 29, 86/86hp Malgant  d20+7=10 ;
Wednesday September 23rd, 2009 5:05:34 PM

forgot my spot check

Tunnel Battle round 7/DM Buzz 
Wednesday September 23rd, 2009 6:23:28 PM

OOC: A couple of people need some time, so DM post will come tomorrow.

Nebin the Green AC 17, HP 83/83 (Endure Elements)  d20+10=28 ; d20+10=19 ; d20+10=22 ; d20+10=19 ;
Wednesday September 23rd, 2009 11:04:34 PM

Since his divine fire didn't appear Nebin is really in trouble. It seems that his magic here is just about useless. He's no warrior. Not that there would be room if he was. Somebody would most likely step on him. Nebin tries one of his weakers pells on the undead near Vorelle.

OOC: Dispel Magic on undead #4. Checks in order 28, 19, 22, 19. I'm hoping the 28 is good enough to unsummon the undead.

Spells Per Day
0- 6
Create Water*, Create Water*, *Detect Magic, Detect Poison, Mending, Purify Food & Drink
1- 6
CLW , CLW, Detect Animals or Plants, Endure Elements*, Entangle, Obscuring Mist
2- 5
Barkskin, Flaming Sphere, Gust of Wind, Soften Earth and Stone, Tree Shape
3- 5
Call Lightning, CMW, Neutralize Poison, Neutralize Poison, Neutralize Poison
4- 4
CSW, Dispel Magic*, Flame Strike*, Scrying
5- 2
CCW, Death Ward*
6- 1
Wall of Stone*

Staff Spell: Monster Summoning VI


Bart ac 31 ac 32 to #6 hp 56/112 (-56 temp) Stoneskin  d20+15=22 ; d20+15=33 ; d10+11=19 ; d20+14=25 ; d20+9=24 ; d10+11=13 ; d10+11=20 ; d6=4 ; d6=5 ;
Thursday September 24th, 2009 1:06:28 AM

Bart goes in full attack mode
(sunder attempt ac2 missed, sunderattemp ac 33 for 19, normal attack ac 25 for 13+4 shock ac 24 for 20+5shock)

Stoneskin
str-1 tunnel and fatigue -2 str -2 dex effect to AC -1 BAB -2
Haste 10 rds +1 AC +1 BAB
using dodge feat against 6 giving a +1 to AC against attacks from him
mobility grants a +4 AC bonus to Attack of Op

Vauhwyt (HP29 of 90 AC26) and Mookie (HP41 of 45 AC23) (Detect Scrying, False Life)  d100=9 ; d20+12=19 ; d20+38=39 d20+14=28
Thursday September 24th, 2009 11:34:09 AM


Vauhwyt backs up five feet so she is back to back with Vorelle.

She casts a shield spell. Arcane fail check is a 9; no problem. She shares it with Mookie.

Mookie tries to use his wand of Protection from Evil. UMD check fails again.

"Sorry, Boss," he says.

"Hush now, Mookie," the liontaur answers. The familiar cowers close to Vauhwyt -- Mookie Hide 39, Move Silent 28.

Vauhwyt says to Vorelle, "Wait for me in the Realm of Shadows, my old friend. We can visit Lord Gargul togetherr." Her accent reveals her emotion.

-1 Str, Fatigued

Spells:
4 of 6 cantrips used
6 of 7 1st level spells used
4 of 7 2nd level spells used
4 of 5 3rd level spells used
3 of 3 4th level spells used

Spells in effect:
Detect Scrying (lasts all day)
Shrink on 32 cubic feet of kraken meat (8 days)
Message (1 of 80 minutes used)
Alter Self (Mookie) (1 of 80 minutes used)
Reduce Person (9 of 80 rounds used)
Partial Darkwalk (3 rounds of 40)
Blink (2 rounds of 8)
Shiled (1 round of 80)

Hit Points:
V: 43 of 90
M: 45 plus 12 temp

CLW wand: 43 charges left.
Tan Bag of Tricks: 3 of 10 this week used.

Tunnel Battle round 7/DM Buzz 
Thursday September 24th, 2009 9:19:45 PM

ooc: Post up tomorrow

Lorth AC 24 (26 to evil) HP 117/121  d20+10=22 ;
Friday September 25th, 2009 7:35:23 AM

OOC: Sorry I didn't see the save (Made 22) for Lorth

Tunnel Battle round 8/DM Buzz  d20+15=28 ; d10+7=14 ; d20+10=30 ; d10+7=16 ; d20+5=10 ; d10+7=14 ; d10+7=17 ; d20+7=14 ; d20+7=12 ; d20+7=9 ; d20+7=15 ; d20+7=25 ; d20+7=13 ; d20+15=20 ; d20+10=26 ; d20+5=20 ; d20+15=17 ; d20+10=14 ; d20+5=22 ; d20+15=22 ; d20+10=25 ; d20+5=23 ;
Friday September 25th, 2009 3:18:46 PM

The screaming, little furry ball from Mookies bag rolls around on the floor, wall ceiling......The surface of the tunnel, before it splatters into droplets of alchemical mixtures used to creature the magic of the bag.

There seems to be no real effect from Aztry's Acid Arrow spell. (The AAA)

Vorelle goes all out on the enemy, doing more damage to the ghastly figure she has hit before.

Malgant praises the heroics of others for his god to witness, and casts Sanctuary on the Ranger Spell DC 17, please add this for me so I don't have to look it up..
[Can't cast a spell and take an attack action (Take under Wing), even Hasted]


Lorth was not wounded on round 7 as the blades were deflected by the holy power of Gargul. Highlight to display spoiler: { Walking on the opposing face of the tunnel, a beautiful woman, voluptuous in all manner strides slowly toward you. Her eyes kind and soft locked upon yours. Long black hair, past her waist frame dark blue eyes and wonderfully pink lips. A nose with soft angles fits perfectly on her round face. Her bare, pale flesh showing perfect body parts, the description would find this unworthy narrator banned from the site if he were to dare go into detail. Your ideal woman in every manner but spirit comes close. Her teeth are now seen as she closes in. Fangs of a vampire. She invites you to a world in eternity folded close in her arms and legs, feeding upon the weak of the world. She closes in to kiss your neck when you shake off the illusion.}

Shaking his head the Paladin also finds his voice and gives direct orders for a change, while he unleashes his own power, earned from years of experience on his undead opponent doing considerable damage. Even without the critical blows most living creatures would receive, a flash of light shoots out from underneath the helms visor as Lorth's last attack causes the creature to collapse.

Aztyr continues to unleash magic at the metal covered monsters.

Nebin believes these creatures must be summoned and attempts to dispel one, but is disappointed when his target remains.

Bart has no need to sunder the shield of the creature the paladin just killed, so he gets attacks on the one next to him causing damage also.
I would assume you would want to get in full attacks instead of destroying the shield, since they are no longer using Total Cover.

Vauhwyt protects herself and Mookie from the advancing undead army. She tells her companions, her god awaits their arrival.

The formation is broken, with only one warrior facing the others, they continue to attack. Would that be to the death, or undeath, perhaps redeath?

#1 and #2 step forward and as #1 attacks he replies to Vauhwyt "Tell him Master Dread says hello!"

Vauhwyt takes 14 damage, then 16 damage, causing her to drop. With the warriors third attack he brings his sword down toward the neck of Vauhwyt, but misses with a curse.

#2 following the commands of his superiors performs a Coup de Grace on the helpless form of the liontaur, minimum damage sufficient in spilling the last of her life blood.

#3 and #4 look around for the ranger and not seeing her, #3 does an about face and takes a five foot step over his fallen comrade, attacking Bart missing all three times. #4 too does an about face and takes a five foot diagonal step to further support his comrades, attacking Lorth, none of which land either.

#6 attacks the knight of Gargul also, holding some resentment for some reason it seems with only one attack coming really close to damage.

Lorth must once again make a Will save DC 16, suffering from the same haunting vision. If failed, please roll a Fort save DC 16.

From behind Aztyr and Nebin you hear the sounds of casting Spellcraft DC 22 an attractive male elf appears at the top of the slope up. His pale skin and amber hair contrast against his green eyes and dark black robes. He smiles and says to the two of them. "We have room for those that wish to live forever. Lay down your weapons and watch the folly of your friends fade. We can help you become more then you ever could hope for."

No time to do a map. I have to go to an event for the weekend, but it's pretty clear where everyone is at, I hope. See you soon.

Tunnel Battle round 8/DM Buzz  d100=80 ; d100=97 ; d100=73 ;
Friday September 25th, 2009 3:35:35 PM

DM Ammendment.
First attack hits.
Second attack hits
Third attack still misses do to roll.
Coup de Grace death

Sorry bud, I was really pulling for you. :(

Vauhwyt (HP29 of 90 AC26) and Mookie (HP41 of 45 AC23) (Detect Scrying, False Life) 
Friday September 25th, 2009 3:38:09 PM


Vauhwyt feels her heart's blood flow out, and she steps fully into the Realm of Shadows.

Vorelle [Strength 9][AC 28; HP 19/96] 
Friday September 25th, 2009 9:59:15 PM

Vorelle goes full defensive. (+4 AC)

Bart ac 31 ac 32 to #6 hp 56/112 (-56 temp) Stoneskin  d20+19=26 ; d20+19=24 ; d20+14=20 ; d20+9=24 ; d10+11=21 ; d10+11=13 ; d10+11=19 ; d10+11=19 ; d6=2 ; d6=3 ; d6=2 ; d6=1 ;
Saturday September 26th, 2009 1:39:41 PM

Bart makes another round of full attacks against #3 (hits ac26 for 21+2 shock ac24 for 13+3 shock ac20 for 19+2 shock ac24 for 19+1 shock)

Stoneskin
str-1 tunnel and fatigue -2 str -2 dex effect to AC -1 BAB -2
Haste 10 rds +1 AC +1 BAB
using dodge feat against 3 giving a +1 to AC against attacks from him
mobility grants a +4 AC bonus to Attack of Op

Aztyr (AC 12/20 w Mage Armor+Shield - HP 80/80) & Jynx (AC 20 - HP 40)  d100=73 ; d100=64 ; d100=98 ;
Saturday September 26th, 2009 8:41:19 PM

Rolls were for if I had met certin creatures.... The last was successful, but have decided to go adifferent direction.... the creature known is a Rhino.

post to come later on.

DM Buzz: Whenever you do something like this, I need you to list the creatures you were attempting to know. What were they please?

Aztyr (AC 12/20 w Mage Armor+Shield - HP 80/80) & Jynx (AC 20 - HP 40) 
Sunday September 27th, 2009 9:57:21 PM

Roper and Will-o-wisp, still in need a map b4 i post....
I was talking to the Assistant DM as i was rolling...

Tunnel Battle round 8/DM Buzz 
Monday September 28th, 2009 2:16:30 AM

OOC: Email of map sent. I will add it to last post when all is satisfied.

Nebin the Green AC 17, HP 83/83 (Endure Elements, Wildshape- Wolf) 
Monday September 28th, 2009 9:08:05 AM

With his spells useless and flanked on both sides, Nebin's options are limited. He calls upon a power of nature that he rarely uses. When it comes to the shapes of beasts he's quite rusty. There is one that he uses more than any other. Mainly for travel but it also has some sharp teeth. His form grew, fur sprouting all over his body. Nebin dropped to all fours, growling and snapping as he became a wolf.

OOC: wildshaping into a wolf.

Spells Per Day
0- 6
Create Water*, Create Water*, *Detect Magic, Detect Poison, Mending, Purify Food & Drink
1- 6
CLW , CLW, Detect Animals or Plants, Endure Elements*, Entangle, Obscuring Mist
2- 5
Barkskin, Flaming Sphere, Gust of Wind, Soften Earth and Stone, Tree Shape
3- 5
Call Lightning, CMW, Neutralize Poison, Neutralize Poison, Neutralize Poison
4- 4
CSW, Dispel Magic*, Flame Strike*, Scrying
5- 2
CCW, Death Ward*
6- 1
Wall of Stone*

Staff Spell: Monster Summoning VI

Lorth AC 24 (26 to evil) HP 121/121  d20+8=14 ; d20+8=20 ; d20+21=27 ; d20+16=31 ; d20+11=12 ; d20+21=30 ; d8+8=10 ; d8+8=10 ; d8+8=13 ; d8+8=11 ;
Monday September 28th, 2009 10:49:51 AM

Lorth shakes his head when he is approached again by the mysterious woman.

(Failed first roll, use hero point to reroll and saved, made DC 20)

He then attacks the undead that Bart attacked...

(Full attack on the same one that Bart is hitting...)

(Hit AC: 27,31,12,30 Damage: 10,10,13,11
I realized the 12 certainly misses but I rolled damage just to be thorough)

Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Hasted +1 to hit, +1 to AC(dodge), +1 reflex save, +20' move per round, 1 extra attack when using full attack option 7 rounds
Delay Poison, 10 hours
Protection from evil 6 rounds +2AC & Saves
Divine Favor 8 rounds +3 at & dm

DM Buzz: Please make a note on your character sheet, when it was used, as you mark off the Hero Point. Smart move.

Tunnel Battle round 8/DM Buzz 
Monday September 28th, 2009 4:53:55 PM

OOC: If no post by Aztyr in the next hour or two, DM post must happen.



Light Fortification, AC 29, 86/86hp Malgant 
Monday September 28th, 2009 5:04:53 PM

OOC
my post is awaiting email responses

Light Fortification, AC 29, 86/86hp Malgant  d20+11=15 ; d3=2 ; d20+11=25 ; d20+11=12 ; d20+11=27 ; d20+11=17 ; d20+11=29 ; d20+11=24 ;
Monday September 28th, 2009 7:30:48 PM

Now, to keep the others off Vorelle and hold back the casters... Malgant mumbles into the message spell as he calls on Imod once more. " It seems Heroism pleases you my Lord! I now Ask for the ability to gain a tactical grasp on the situation and the opportunity to shred my foes at the same time. Grant me this boon!" With that his hand descends in an arc and two slightly curved walls of shimmering force blades appear in the hallway. ( cast Blade Barrier as a ring, centered where we talked about in PM's so that the "walls" fill column Y and column AB on the map, sandwiching Vorrele inside and blurring line of sight to her)

Blade Barrier
Evocation [Force]
Level: Clr 6, Good 6, War 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: 1 min./level (D)
Saving Throw: Reflex half or Reflex negates; see text
Spell Resistance: Yes

An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.

A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

Reflex save DC 19 to pass through
Spell resistance checks
(rolling them now to check resistance when/if the undead pass through or in case I catch any in the casting)
15,25,12 (natural 1),27,17,29,24

Take this opportunity to hide Vorelle, we will come for you when we can, draw no attention to yourself Malgant whispers through the message spell.
"Back up to me Lorth, Let Imod's hand shield you from harm at the hands of the Dread."

Spells prepared

0 Level( 6)
create water x2*,purify food and drink x2,Destroy water, detect magic

1st Level (6+1)
Domain enlarge person,reduce person*,protection from evil x2**,shield of faith x2*,divine favor*

2nd Level( 6+1)
Domain Bulls strength, delay poison x5****,resist energy*

3rd Level (5+1)
Domain Bulls strength (lvl2), protection from energy*,Water breathing , remove curse, dispel magic*, invisibility purge*

4h level (3+1)
Domain divine power, neutralize poison x3*

5th level (2+1)
Domain Righteous might, Break enchantment, flamestrike*

6th level (1+1)
Domain Blade Barrier*, Heal

Spells in effect
( morning spells assume they were cast at 6am when we were ready to set out )
delay poison on Malgant 9 hour duration
delay poison on Aztyr 9 hour duration
str -1
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Protection for energy(fire)( absorbs 90 points of fire) damage for 1092 rounds
Resist energy (cold)1093 rounds
Shield of Faith (+3 deflection bonus to AC) 105 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 106 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 1 extra attack when using full attack option 7 rounds

DM Buzz: Editing done to italicized words for player.

Light Fortification, AC 29, 86/86hp Malgant 
Monday September 28th, 2009 7:32:19 PM

appears I messed up my bracketing somewhere and there is a whole lotta italics, sorry about that.

Aztyr (AC 12/20 w Mage Armor+Shield - HP 80/80) & Jynx (AC 20 - HP 40) 
Monday September 28th, 2009 7:52:40 PM

Aztyr, casts a spell, and her form wavers and morphs into a large shap, not really bigger than she was, but larger as in really filling the hallway. (Cast Polymorph on her self) She becomes an equal to the Umberhulk Bart was earlier.
After she changes she moves right up next to the mage that appeared right behind her.

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -3
Level 2 : 8 -4
Level 3 : 7 -5
Level 4 : 7 -2
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
See invisable SR 21, 30, 31, 25, 24, 19, 21, 12 Duration109 minutes
Shield spell, 101 rounds
Protection from Evil 102 rounds
Polymorph: Umberhulk 110 rounds
Strength -1

Cast on others:
Haste 7 rounds

will post updated stats in a few minutes

Aztyr Umberhulk AC 26 (AC 12/20 w Mage Armor+Shield - HP 80/80) & Jynx (AC 20 - HP 40) 
Monday September 28th, 2009 8:05:15 PM

Umberhulk

Hit die 8d8+35
Speed 20 (hasted 40)
AC 18 (-1 large,+1 dex,+8 Nat Arm)(adjusted +4 mage armor +4 shield) 26 total
Base Attack +6/ grapple +16
Attack +11 claw (2d4+6)
Full attack 2 claws + bite +9 (2d8+3)
Space/reach 10'/10'
Special attack : confusing gaze
Special Qualities :get none
Abilities Str 23, Dex 13,Con 19
Int 12, Wis 11, Chr 22
Skills Climb +12, Jump +5, Listen +11
Feats Great Fortitude, Multiattack, Toughness

Confusing Gaze ; As Confusion the spell, 30' range, Caster lvl 8th,
Will DC 15, Negates, Chrisma based so Aztyr's DC is 20 do to her
chrisma is higher than Umberhulks

DM Buzz: I don't think you get to keep the old charisma of your former self, just as you don't keep the strength of your true form. Feel free to ask in the Rules Board or perhaps Cayzle or Kathy have an answer. If I am wrong, then I will negate the elfs attack.

Aztyr the Umberhulk AC 26 (AC 12/20 w Mage Armor+Shield - HP 80/80) & Jynx (AC 20 - HP 40) 
Monday September 28th, 2009 8:21:15 PM

Forgot to update the spell cast list... sorry been braindead today.

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -3
Level 2 : 8 -4
Level 3 : 7 -5
Level 4 : 7 -3
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
See invisable SR 21, 30, 31, 25, 24, 19, 21, 12 Duration109 minutes
Shield spell, 101 rounds
Protection from Evil 102 rounds
Polymorph: Umberhulk 110 rounds
Strength -1

Cast on others:
Haste 7 rounds

Tunnel Battle round 8/DM Buzz 
Tuesday September 29th, 2009 12:57:37 AM

Incoming post

Tunnel Battle round 9/DM Buzz  d20+15=18 ; d20+10=25 ; d20+5=9 ; d20+15=26 ; d20+10=17 ; d20+5=18 ; d20+15=35 ; d20+15=26(Critical confirmed) ; d20+10=17 ; d20+5=10 ; d20+7=26 (misroll); d10+7=13 ; d10+7=17 ; d10+7=9 ; 11d6=54 ; d20+9=19 ;
Tuesday September 29th, 2009 1:48:23 AM

Vorelle knowing her hated enemy is much more powerful then she would like, goes into a full defense, to avoid further harm.

Bart needs to take a 5' step forward before he attacks and doesn't land a single blow in his flurry of attacks.
Bart, you have two rounds of Haste left on your boots, (5 rounds on Beach Battle and three rounds in Tunnel Battle), please modify your spells in use at the bottom of your post.

Nebin goes on the offensive, changing into a medium sized canine.
Please post all your new stats as well as attack and damage modifiers.

Lorth lands one solid blow on #3, realizing the tower shields are providing a tremendous amount of protection to their enemy.

Malgant encircles the ranger in the hopes of protecting her from any that may have seen through the Protectors Sanctuary spell.

Aztyr takes the form of a biped monster and moves toward the elf wizard.

In the mean time, #1 and #2 hold their action this round, to see if the wall of blades still exist on their turn. They wait patiently for now as #1 keeps eye contact with Vorelle

#3, #4 and #6 take their swings on the knight of Gargul

Lorth is once again protected from an attack by #3, but #4 lands a solid blow and #6 critical hits a shot on the Paladin.
Lorthtakes 13 damage from #4 and also takes 17 damage and 9 damage from #6

From in back, a Cone of Cold fills the tunnel, but the undead warriors do not at all seem effected as others in the party must make a save. Bart, Lorth and Malgant, please make a Reflex Save DC 18 for half damage or 54 full damage if fail

The elf laughs at the new form of the umber hulf, not affected by the confusion effects. He then casts a spell and releases a lightening bolt that is extremely powerful, catching Aztyr, Malgant and Lorth, please roll a reflex save DC 21 or take 60 points of damage, save for half. Spellcraft DC: 21. The spell comes up short of hitting the armored undead.

Tunnel Battle Round 9.


Light Fortification, AC 29, 86/86hp Malgant 
Tuesday September 29th, 2009 4:45:11 AM

Polymorph
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.

Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.

The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Material Component

An empty cocoon.

She keeps her charisma

Vauhwyt and Mookie  d20+11=26 ;
Tuesday September 29th, 2009 6:33:36 AM


The spirit of dead Vauhwyt watches the fight and prays. "Oh Lord Gargul, grant my friends the strength to defeat these undead, your sworn enemies. Holy Lady, help my comrades in arms to avenge my death."

Something flutters in the corner of her eye. "Mookie! Come here, my old friend."

The spirit of the faithful raven lands on a shadowy liontaur shoulder.

"Boss, are we dead?"

"Yes, Mookie."

"Oh."

The bird thinks for a second. "Should we be moving on, Boss?"

The liontaur feels the tug of Woldsblood pulling her into the afterlife. She tries to resist it (Will save 26 vs DC5, no problem). "Not yet, old pal. Let's watch a while."

The two watch their friends fight on.

Lorth AC 24 (26 to evil) HP 121/-32  d20+8=15 ; d3=3 ; d20+8=11 ;
Tuesday September 29th, 2009 8:12:05 AM

Lorth takes the hits from the undead warriors then is electrocuted and frozen in the same instant. He falls over and dies.

Bart ac 31 ac 32 to #6 hp 56/112 (-56 temp) Stoneskin  d20+12=25 ; d20+19=22 ; d20+19=24 ; d20+14=15 ; d20+9=24 ; d20+11=14 ; d20+11=18 ; d20+11=24 ; d20+11=30 ; d10+11=12 ; d10+11=12 ; d10+11=19 ; d10+11=20 ; d6=3 ; d6=6 ; d6=2 ; d6=5 ;
Tuesday September 29th, 2009 8:14:31 AM

Bart makes resist the cone of cold, he continues to attack ac 22 for 12+3 ac 24 for 12+6 ac 15 for 19+2 ac 24 for 20+5

Stoneskin
str-1 tunnel and fatigue -2 str -2 dex effect to AC -1 BAB -2
Haste 10 rds +1 AC +1 BAB
using dodge feat against 3 giving a +1 to AC against attacks from him
mobility grants a +4 AC bonus to Attack of Op


Tunnel Battle round 9/DM Buzz  d100=58 ; d20+15=22 ;
Tuesday September 29th, 2009 11:27:25 AM

Backing up.

I apologize, I also forgot to add the Elf's bonus to save versus Enchantment spells, so he still saves.

I'm not sure if he does provoke AoO from the Umberhulk though, as he casts a spell. (The Lightening Bolt). If so, Concentration check is DC 22.

Aztyr the Umberhulk AC 27 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40)  d20+9=23 ; d20+11=17 ; d20+11=31 ; d20+9=26 ; d20+11=17 ; d20+11=31 ; 2d4+6=10 ; 2d4+6=11 ; 2d8+3=10 ; d20+11=30 ; 2d4+6=11 ;
Tuesday September 29th, 2009 5:15:30 PM

OOC: Rolled Save DC 21, success , take 30 damage.
IC:
Aztyr shudders as the lightning bolt sends a charge through her and arcs and sparks, leaving the edges of her new chitionous armor chared and burned.
She then Attacks with both claws and a bite.( Attack 1 = 17, Attack 2 = Nat 20, Attack 3 = 26, confirm Crit failed, used a Hero point, Nat 20 to confirm.) (Damage Att 1 = 10. Att 2 = 11x2 crit for 22. att 3 = 10 ) She gazes at him yet again as she attacks (DC20)
(Remembered extra attack for haste Attack = 30, Damage = 11)

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -3
Level 2 : 8 -4
Level 3 : 7 -5
Level 4 : 7 -3
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
See invisable SR 21, 30, 31, 25, 24, 19, 21, 12 Duration109 minutes
Shield spell, 100 rounds
Protection from Evil 101 rounds
Polymorph: Umberhulk 109 rounds
Haste 6 rounds
Strength -1

Cast on others:
Haste 6 rounds



Light Fortification, AC 29, 86/38 hp Malgant  d20+10=14 ; d20+10=26 ; d8+11=16 ; d20+11=17 ; d20+11=17 ; d20+11=23 ; d20+11=16 ; d20+11=25 ; d20+11=12 ; d3=2 ; d20+11=26 ;
Tuesday September 29th, 2009 5:20:26 PM

cone of cold save 14 54-20 34 points of damage taken
Lightbolt save 26 30 damage taken

Malgant is chilled to the bone but Imod's warding spell protects him from some of the freezing damage. Seconds later he manages to step just far enough to the side to let the sizzling bolt of electricity blaze partially past him, and directly into Lorth. Malgant screams in defiance as the Paladin falls lifeless to the floor of the tunnel. None of those up front were going to live through this. That was clear. He could heal them all slightly, or one of them fully. After that they would be on their own since he expected to be the next concentrated target to end his healing of the group. Vorelle, Bart, Nebin, I will heal us all, and then I will hold the line. This is unwinable now. I advise you to make haste and get back to Aztyr as quickly as possible. If you all can get past the caster behind us you should be able to teleport out. I will hold the undead here. Make haste... Malgant then calls out to Imod. " You called me Protector and you tested my mettle outside my home, Imod. I have made friends and seen them die. Grant me the strength to hold the line long enough for them to fight another day. Heal them so that they may fight on another day." ( spontaneously lose Break enchantment to cast mass cure light wounds on Vorelle, Lorth, Bart, Myself, and on undead 1,2,3,4, and 6 for 16 healing to the living and 16 damage to the undead. Spell resistance rolls 17,17,23,16,25,12 natural 1,26 DC18 will save for half damage)

Spells prepared

0 Level( 6)
create water x2*,purify food and drink x2,Destroy water, detect magic

1st Level (6+1)
Domain enlarge person,reduce person*,protection from evil x2**,shield of faith x2*,divine favor*

2nd Level( 6+1)
Domain Bulls strength, delay poison x5****,resist energy*

3rd Level (5+1)
Domain Bulls strength (lvl2), protection from energy*,Water breathing , remove curse, dispel magic*, invisibility purge*

4h level (3+1)
Domain divine power, neutralize poison x3*

5th level (2+1)
Domain Righteous might, Break enchantment*, flamestrike*

6th level (1+1)
Domain Blade Barrier*, Heal

Spells in effect
( morning spells assume they were cast at 6am when we were ready to set out )
delay poison on Malgant 9 hour duration
delay poison on Aztyr 9 hour duration
str -1
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Protection for energy(fire)( absorbs 90 points of fire) damage for 1091 rounds
Resist energy (cold)1092 rounds
Shield of Faith (+3 deflection bonus to AC) 104 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 105 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 1 extra attack when using full attack option 6 rounds

Vorelle [Strength 9][AC 28; HP 35/96]  d20+17=36 ; d8+5=11 ;
Tuesday September 29th, 2009 9:58:44 PM

Vorelle feels a rush of gratitude as her wounds close still further, but she cries out in anguish as more of her friends go down. She has rested long enough. It's time to get back into the fight.

She knows that attacking will break the Sanctuary, so she has to hope the the Blade Barrier will hold. She pulls out her bow and shoots again at her friend #4.

[Sheathe axes (move action), draw bow (free action due to Quick Draw), fire at #4 (or rather, at the one she chopped with her axes earlier; I believe that was #4). Note that she has cover from the Blade Barrier and therefore does not provoke an attack of opportunity from creatures on the other side. Hit AC 36 for 11 damage.]

Nebin the Green AC 19, HP 83/83 (Endure Elements, Wildshape- Wolf)  d20+8=22 ; d20+3=19 ; d6+1=3 ; d6+1=3 ; d20+1=20 ; d20+1=11 ;
Tuesday September 29th, 2009 11:04:43 PM

Using his newfound speed, Nebin tears off, running in a corckscrew path toward the new sorceress (E). For a moment, a breif moment, Nebin revels in the primal feeling of the wolf. The power, the freedom, the urge to hunt. The moment passes as quickly as it came, the dire situation could not be ignored. People were dying and there was nothing he could do about it. Not in this tunnel. Outside where his magic worked, Nebin could rain elemental fury down upon these evil wizards. Except he wasn't outside. Maybe just maybe he could get this new wizard down and he could runf or it. Nebin snaps out with the sharp feral teeth of a wolf, hoping to take a bite of flesh off this newcomer.

OOC: moving to H18. two bite attacks on E. First Attack hits AC 22 for 3 damage. Second attack hits ac 19 for 3 damage. If the first attack hits the trip touch attack is a 20. If the second attack manages to hit that trip check is 11.

Abilities: Str 13, Dex 15, Con 15, Int 12, Wis 18, Cha 8
AC: Base 14 (dex+2, natural +2) +5 for his wild armor enchantment
New Attack Bonus +8/ +3, Bite dmg 1d6+1
Speed 50ft (10 squares)
Special Attack: Trip

Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Spells Per Day
0- 6
Create Water*, Create Water*, *Detect Magic, Detect Poison, Mending, Purify Food & Drink
1- 6
CLW , CLW, Detect Animals or Plants, Endure Elements*, Entangle, Obscuring Mist
2- 5
Barkskin, Flaming Sphere, Gust of Wind, Soften Earth and Stone, Tree Shape
3- 5
Call Lightning, CMW, Neutralize Poison, Neutralize Poison, Neutralize Poison
4- 4
CSW, Dispel Magic*, Flame Strike*, Scrying
5- 2
CCW, Death Ward*
6- 1
Wall of Stone*

Staff Spell: Monster Summoning VI


Lorth AC 24 (26 to evil) HP 121/42  d20+8=19 ; d20+8=11 ; d20+8=21 ;
Wednesday September 30th, 2009 8:15:43 AM

(OOC: Blowing my hero points, to resist these scratches, took 3 hero points just to live, noted on my sheet)

Lorth is quickly healed by Malgant. (+17 puts me at 42)
He then turns to his friend and touches him, "You run, I'll stay." (Lay on hands for 44 on Malgant)
He then turns to do his best to cover his friends retreat.

Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Hasted +1 to hit, +1 to AC(dodge), +1 reflex save, +20' move per round, 1 extra attack when using full attack option 6 rounds
Delay Poison, 10 hours
Protection from evil 5 rounds +2AC & Saves
Divine Favor 7 rounds +3 at & dm

Lorth AC 24 (26 to evil) HP 121/12 
Wednesday September 30th, 2009 10:53:18 AM

(OOC: Re post as I used the hero points wrong. Saved for cone of cold, didn't save for the lightning bolt. Hps should be: -5)

Repost:

Lorth slumps to the ground after the barrage, but his eyes flutter open after Malgant casts his healing spell. Since he is lying on the floor he reaches out to his friend and touches him, "You run, I'll stay." (Lay on hands for 44 on Malgant)
Lorth goes on full defense, best he can sitting down.

(OOC: Can't stand up as I'll provoke 3 attacks of opportunity and die, so I can sit here and do my best to be a speed bump. I hate being scratched, sure does limit my options.)

Light Fortification, AC 29, 86/82 hp Malgant 
Wednesday September 30th, 2009 4:37:19 PM

" Like hell I run. We go see Gargul together. If he dislikes the Sons of Dread as much as I think he does, we bargain to be sent back as a hit squad, I can live with that. Don't get ahead of yourself, though. I thought I lost you once, I ain't about to let it happen again."

Malgant uses interpose on Lorth. I will likely be taking one of his hits this turn.

If possible, Malgant reaches out and GRABS Lorth and pulls him back a space. He is within my reach and I know that this isn't covered in any rules I know of so its the DM's call. Basically I am trading my move for a 5' step backwards, for Lorth. Since I am performing the action I expect any AoO to be on me. Again, your call.

OOC
I notice that the spacing in this hellish tunnel may preclude all of the above from happening. If that is so I hope that you will let Lorth LOH himself.

Also as a side note, I don't think you are fatigued Lorth, you were on lookout and were not digging long enough if I remember right.

Spells prepared

0 Level( 6)
create water x2*,purify food and drink x2,Destroy water, detect magic

1st Level (6+1)
Domain enlarge person,reduce person*,protection from evil x2**,shield of faith x2*,divine favor*

2nd Level( 6+1)
Domain Bulls strength, delay poison x5****,resist energy*

3rd Level (5+1)
Domain Bulls strength (lvl2), protection from energy*,Water breathing , remove curse, dispel magic*, invisibility purge*

4h level (3+1)
Domain divine power, neutralize poison x3*

5th level (2+1)
Domain Righteous might, Break enchantment*, flamestrike*

6th level (1+1)
Domain Blade Barrier*, Heal

Spells in effect
( morning spells assume they were cast at 6am when we were ready to set out )
delay poison on Malgant 9 hour duration
delay poison on Aztyr 9 hour duration
str -1
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Protection for energy(fire)( absorbs 90 points of fire) damage for 1091 rounds
Resist energy (cold)1092 rounds
Shield of Faith (+3 deflection bonus to AC) 104 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 105 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 1 extra attack when using full attack option 6 rounds

Tunnel Battle round 10/DM Buzz  d20+10=18 ;
Thursday October 1st, 2009 7:49:59 PM

Thanks for the Polymorph information David. With that said, Aztyr can not use the Confusion ability of the Umber Hulk. As well, I mentioned some time ago that Aztyr must limit his transformations to those that are listed in the SRD or send me a complete write up of the monster, from the Monster manual, for my records.

The spirit of Vauhwyt and Mookie watch from the other side.

Bart continues to be cursed by Wardd. Sorry man, tough dice

Aztyr gets a free attack on the spell casting elf and with the first swing, discovers the illusion for what it is. Stepping through the image allows the umber hulk to disrupt the view of the image, causing it to wink out. You can take another move action if you like as well as yhour next action.

Vorelle abandons the spell that cause the other undead villians to ignore her and plants an arrow, right in the back of the neck, the one she had smacked around earlier. It stick out from under the gotget of the armor and then the creature crumples, again a bright flash of light comes out from under the visor before it hits the floor.

Nebin knows right away that the image is an illusion, his scent greatly magnified, and can now pin point the area the elf mage is working from. Down the ramp and back, just slightly and within reach for the wolf. His first attack does indeed bite onto something and whatever he bit into falls to the ground.

Lorth on the verge of death is brought back with a spell by the Protector. He goes on Full Defence, greatly increasing his AC.

Malgant casts a spell effecting everyone in the area and with that spell, the two remaining undead have flashes of light come out from beneath their visor before they crumple to the tunnel floor.

An invisible creature, tripped and outraged screams profanities at the wolf. From out of nowhere a small globe rolls along the tunnel floor. It's a bright orange color, about the size of a billiards ball. On the inside a figure can be seen to move around, but a descriptive at this time is not possible as it rolls along the black surface. A loud "Noooooo" is now heard and the wolf knows the creature is getting up and moving to retrieve the globe even though it is still unseen.

The commander tells the other one, "Fall back to our defenses, Beeble remove the wall of blades."

"Those aren't my orders!" Comes a reply from a familiar voice you heard earlier that morning.

"Do it now or I will ensure you serve the Dread as a ghoul you festering wart!"

With that, they step backwards toward the shimmering globe Vauhwyt had left earlier and prepares to go on Full Defence themselves, next round.

More spell casting can be heard, but nothing apparent occurs.

Tunnel Battle Round 10.

Nebin the Green AC 19, HP 83/83 (Endure Elements, Wildshape- Wolf)  d20+8=16 ; d20+3=16 ; d6+1=6 ; d6+1=7 ; d20+1=12 ; d20+1=16 ;
Thursday October 1st, 2009 10:49:59 PM

Nebin snaps once more at the creature he can smell but not see. It's not as easy as he originally thought. knowing where something is doesn't mean he can sink his teeth into it. Hopefully the snapping jaws of a wolf will make the invisible person think twice and move away. Before they realise Nebin isn't a serious threat.

OOC: Didn't roll so well this round. Hit ac 16 twice for 6 damage and 7 damage. If the attacks manage to hit first trip roll is 12 and the second is 16. Though now I'm seeing what problems a wolf with animal growth on it could cause on a battlefield.

Abilities: Str 13, Dex 15, Con 15, Int 12, Wis 18, Cha 8
AC: Base 14 (dex+2, natural +2) +5 for his wild armor enchantment
New Attack Bonus +8/ +3, Bite dmg 1d6+1
Speed 50ft (10 squares)
Special Attack: Trip

Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Spells Per Day
0- 6
Create Water*, Create Water*, *Detect Magic, Detect Poison, Mending, Purify Food & Drink
1- 6
CLW , CLW, Detect Animals or Plants, Endure Elements*, Entangle, Obscuring Mist
2- 5
Barkskin, Flaming Sphere, Gust of Wind, Soften Earth and Stone, Tree Shape
3- 5
Call Lightning, CMW, Neutralize Poison, Neutralize Poison, Neutralize Poison
4- 4
CSW, Dispel Magic*, Flame Strike*, Scrying
5- 2
CCW, Death Ward*
6- 1
Wall of Stone*

Staff Spell: Monster Summoning VI

Vorelle [Strength 9][AC 28; HP 35/96]  d20+17=27 ; d20+17=30 ; d20+12=15 ; d20+7=21 ; d8+5=12 ; d8+5=9 ;
Friday October 2nd, 2009 12:47:15 AM

Vorelle opens fire on #2.

[Hit AC 27 for 12 damage; hit AC 30 for 9 damage; hit AC 21; hit AC 12]



Lorth AC 24 (26 to evil) HP 121/12 
Friday October 2nd, 2009 12:24:04 PM

Lorth stands up slowly as the other undead fade away. He is absolutely surprised that they disintegrated to Malgant's spell. He keeps his shield up and sword in a defensive position (Full defense). He glances to Malgant to see how he proceeds.

Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Hasted +1 to hit, +1 to AC(dodge), +1 reflex save, +20' move per round, 1 extra attack when using full attack option 5 rounds
Delay Poison, 10 hours
Protection from evil 4 rounds +2AC & Saves
Divine Favor 6 rounds +3 at & dm

Bart ac 31 ac 32 to #2 hp 45/112 (-56 temp) Stoneskin  d20+19=39 ; d20+19=39 ; d10+11=19 ; d10+11=21 ; d6=3 ; d20+19=26 ; d10+11=16 ; d6=3 ;
Friday October 2nd, 2009 2:46:36 PM

Bart goes forward and makes an jump attack to # 1 (threat crit for 19+21+3 shock) in case i kill him cleave attack on #2 (ac 26 for 16+3 shock) ending spot ac19

Stoneskin
str-1 tunnel and fatigue -2 str -2 dex effect to AC -1 BAB -2
Haste 10 rds +1 AC +1 BAB
using dodge feat against 3 giving a +1 to AC against attacks from him
mobility grants a +4 AC bonus to Attack of Op

DM reminder: Blade Barrier still exists.

Light Fortification, AC 29, 86/36 hp Malgant 
Friday October 2nd, 2009 4:21:23 PM

OOC
From what I see in Buzz's post the LOH didn't happen. I removed the hit points I had added for that.

DM Buzz OOC: No, I just missed it. I apologize, please add the hit points.



Tunnel Battle round 10/DM Buzz 
Friday October 2nd, 2009 4:30:25 PM

DM Amendment:

My mistake. Lorth could not use Total Defense after his LoH, but I forgot about him using LoH. Fortunately, the Total Defense wasn't necessary.

Total Defense
You can defend yourself as a standard action.

Using lay on hands is a standard action.

Malgant received the hit points.

Vauhwyt and Mookie  d20+11=16 ;
Friday October 2nd, 2009 4:32:20 PM

Vauhwyt continues to watch and see, rooting for her friends, still resisting the pull of the Woldsblood (save 16 beats DC10).

"It's ironic, Mookie," she says. "If anyone else had died, I could have talked to them. The dead spirit could even have done some scouting for us. But no one can talk to us now."

"Boss," says Mookie softly, "we're dead. We're out of it. Time to go home. You don't want to be a ghost, do ya?"

"Just a minute, Mookie. I want to see how this comes out."

Aztyr the Umberhulk AC 27 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40)  d20+11=14 ; d20+11=22 ; d20+9=13 ; d20+11=25 ; 2d4+6=9 ; 2d4+6=14 ; 2d8+3=6 ; 2d4+6=12 ;
Friday October 2nd, 2009 7:56:59 PM

Aztyr thinks to Nebin, useing the message spell, "Move next to or behind him, give me room next to him."
She then moves up as close to where she assumes the invisable mage is. She then takes swings at the ground and the area where she hopes to hit the mage. (target is invisable, but also prone so no idea what mods there are.)
Attack 1 =14 Damage 9
Attack 2 =22 Damage 14
Attack 3 =13 Damage 6
Attack 4 =25 Damage 12

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -3
Level 2 : 8 -4
Level 3 : 7 -5
Level 4 : 7 -3
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
See invisable SR 21, 30, 31, 25, 24, 19, 21, 12 Duration 108 minutes
Shield spell, 99 rounds
Protection from Evil 100 rounds
Polymorph: Umberhulk 108 rounds
Haste 5 rounds
Strength -1

Cast on others:
Haste 5 rounds


Bart ac 31 ac 32 to #2 hp 45/112 (-56 temp) Stoneskin 
Saturday October 3rd, 2009 3:11:00 AM

Bart goes forward to the blade barrier ready to attack the remaining 2 skeletttons if the barriers disappears

Light Fortification, AC 29, 86/36 hp Malgant 
Saturday October 3rd, 2009 2:22:41 PM

More time. That's what Malgant needed was more time. They had given him a little, and he could use another mass healing spell to strengthen all of his comrades, but it wouldn't be enough for another one, two spell like a moment before. Bart was the most afflicted, and the Heal spell would relieve all of that, yet if that Blade barrier fell they would almost certainly go for Lorth. Malgant stepped forward so that Lorth was right in front of him. He reached out and touched Bart's shoulder, releasing a wave of healing unlike anything he had ever been granted the power to do before. Bart's wounds all completely disappeared and his strength( aside from what the tunnel itself sapped continuously)was fully restored. Malgant then set himself as Lorth's guardian.
OOC
Malgant casts heal on Bart, healing 110 points of damage and removing all of the temporary strength and constitution losses Bart is suffering, including fatigued. Of course the tunnel immediately sapps 1 point of strength from Bat but the healing and the other restorations stay.
Heal
Conjuration (Healing)
Level: Clr 6, Drd 7, Healing 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.

Malgant then uses INTERPOSE on Lorth.
Spells prepared

0 Level( 6)
create water x2*,purify food and drink x2,Destroy water, detect magic

1st Level (6+1)
Domain enlarge person,reduce person*,protection from evil x2**,shield of faith x2*,divine favor*

2nd Level( 6+1)
Domain Bulls strength, delay poison x5****,resist energy*

3rd Level (5+1)
Domain Bulls strength (lvl2), protection from energy*,Water breathing , remove curse, dispel magic*, invisibility purge*

4h level (3+1)
Domain divine power, neutralize poison x3*

5th level (2+1)
Domain Righteous might, Break enchantment*, flamestrike*

6th level (1+1)
Domain Blade Barrier*, Heal*

Spells in effect
( morning spells assume they were cast at 6am when we were ready to set out )
delay poison on Malgant 9 hour duration
delay poison on Aztyr 9 hour duration
str -1
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Protection for energy(fire)( absorbs 90 points of fire) damage for 1090 rounds
Resist energy (cold)1091 rounds
Shield of Faith (+3 deflection bonus to AC) 103 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 104 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 1 extra attack when using full attack option 5 rounds



Tunnel Battle round 11/DM Buzz  d20+10=12 ; d20+7=8 ; d20+8=26 ; d20+9=27 ; 5d6=16 ;
Saturday October 3rd, 2009 9:12:24 PM

Nebin snaps at open air as the prey moves away.

Vorelle fires arrows at the one using a short sword Vorelle only, Spot DC 15

Lorth regains his feet and goes on the defense. He waits for the actions of others.

Bart tempted with rage to rush through the protective curtain provided by the Protector decides against it and also waits.

The blood continues to flow onto the floor underneath the body of Vauhwyt Highlight to display spoiler: {Please let me know the state of their material form. Does Vauhwyt return to her original size? Mookie return to bird form?}

Aztyr moves back to the slope down and from there attack the area that Nebin seems to be facing. Needing to move 15' only allows the umberhulk a single attack, plus one more for haste. The first attack strikes solid stone, but the second attack hits a much softer surface. Now it bleeds, but Aztyr can tell it can absorb quite a bit of damage before it does so.

Malgant ponders the best course and knows that Bart is the main damage dealer in the group. Without him at full capacity, they may all fall today. The power of Alemi flows through the Protector of Imod restoring the experienced warrior to full health. The Paladin is now the clerics next concern.

The wall of blades continue to exist as the two with Full Plate position themselves behind the large wood barrier they hold. (Total Cover)

Waiting patiently and in a horse, dry voice, they throw insults at their enemy, protected by the Blade Barrier spell. The topics range in attachment. Comments about your mothers and sisters fill the air as well as how Gargul and Domi are lovers. Pretty much the most foul things possible, they use against you verbally, including the description of Mookies face when it saw his master die.

Back at the other end of the battle fi..er..tunnel, the wolf and umberhulk are relentless in their pursuit.

Aztyr and Nebin need a Spot check DC 15, if successful AoO on the invisible creature.

Invisible creatures actions still to come. When resolved a new map.

Nebin the Green AC 19, HP 83/83 (Endure Elements, Wildshape- Wolf)  d20+9=28 ; d20+8=25 ; d6+1=4 ; d20+1=18 ; d20+8=15 ;
Saturday October 3rd, 2009 9:59:39 PM

Once again Nebin's keen wolf senses notice the invisible humanoid. He runs in pursuit knowing that unless the wizard employed some sort of magic he was not getting away. Once they got outside the tunnel it was a whole new game. Nebin was an expert tracker already and now that there was blood he could follow his invisible prey. He snapped out at the invisible man hoping to catch another leg while the wizard is in mid stride.

OOC: Spot check 28. AoO hits AC 25 for 4. Trip check is 18. Using movement to follow the invisible prey and making one attack which I'm guessing misses AC 15 with the invisibility penalty.

Abilities: Str 13, Dex 15, Con 15, Int 12, Wis 18, Cha 8
AC: Base 14 (dex+2, natural +2) +5 for his wild armor enchantment
New Attack Bonus +8/ +3, Bite dmg 1d6+1
Speed 50ft (10 squares)
Special Attack: Trip

Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Spells Per Day
0- 6
Create Water*, Create Water*, *Detect Magic, Detect Poison, Mending, Purify Food & Drink
1- 6
CLW , CLW, Detect Animals or Plants, Endure Elements*, Entangle, Obscuring Mist
2- 5
Barkskin, Flaming Sphere, Gust of Wind, Soften Earth and Stone, Tree Shape
3- 5
Call Lightning, CMW, Neutralize Poison, Neutralize Poison, Neutralize Poison
4- 4
CSW, Dispel Magic*, Flame Strike*, Scrying
5- 2
CCW, Death Ward*
6- 1
Wall of Stone*

Staff Spell: Monster Summoning VI

Aztyr the Umberhulk AC 27 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40)  d20+2=22 ; d20+11=29 ; 2d4+6=14 ;
Saturday October 3rd, 2009 10:39:20 PM

Aztyr passes her spot check (natural 20) and swipes at the invisable mage as he stands and runs away. She succeeds in hitting him again (attack to hit 29) and hits him soildly in some portion of his body. (Damage 14 (maximum for claw))

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -3
Level 2 : 8 -4
Level 3 : 7 -5
Level 4 : 7 -3
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
See invisable SR 21, 30, 31, 25, 24, 19, 21, 12 Duration 108 minutes
Shield spell, 99 rounds
Protection from Evil 100 rounds
Polymorph: Umberhulk 108 rounds
Haste 5 rounds
Strength -1

Cast on others:
Haste 5 rounds


Tunnel Battle round 11/DM Buzz 
Sunday October 4th, 2009 10:41:36 AM

Please hold your posts until I finish Round 11 and put up a map.

Thank you.

Tunnel Battle round 11 Ending/DM Buzz  d20+15=30 ; d8=5 ; d8=7 ; d20+10=12 d20+10=27 d20+10=15 d20+10=21 d20+10=14 d20+10=24
Sunday October 4th, 2009 11:11:27 AM

Nebin the wolf again fails to cause any real damage, but that trip attack is a real pain in the butt as the wizard curses out loud. Then, the umberhulk Aztyr does do damage and a shout from out loud exclaims.

"Enough of this foolishness! Curse you to the Shadow Realm!", and with sounds of the arcane he casts a spell from the prone position, provoking another Attack of Opportunity.

Concentration check 30 casting

Aztyr feels the effects of the spell as two of her current spells in effect expire unexpectedly. DC22 versus spells.

Aztyr loses See Invisibility and Haste



Tunnel Battle Round 11.

Light Fortification, AC 29, 86/36 hp Malgant  4d6+11= 25
Sunday October 4th, 2009 11:33:09 AM

Malgant is stunned by the raw healing power of the spell. Never before has he felt it's equal. Yet blood sill flows from his friends wounds and he is the one needed to close them so daydreaming would have to wait. Focusing on Lorth Malgant calls upon Imod to heal the ravaged paladin's form. ( spontaneously cast Cure critical wounds on Lorth for 25 points of healing) He then takes a defensive position ready to shield the paladin again with his own body.

Malgant uses INTERPOSE on Lorth.
Spells prepared

0 Level( 6)
create water x2*,purify food and drink x2,Destroy water, detect magic

1st Level (6+1)
Domain enlarge person,reduce person*,protection from evil x2**,shield of faith x2*,divine favor*

2nd Level( 6+1)
Domain Bulls strength, delay poison x5****,resist energy*

3rd Level (5+1)
Domain Bulls strength (lvl2), protection from energy*,Water breathing , remove curse, dispel magic*, invisibility purge*

4h level (3+1)
Domain divine power, neutralize poison x3**

5th level (2+1)
Domain Righteous might, Break enchantment*, flamestrike*

6th level (1+1)
Domain Blade Barrier*, Heal*

Spells in effect
( morning spells assume they were cast at 6am when we were ready to set out )
delay poison on Malgant 9 hour duration
delay poison on Aztyr 9 hour duration
str -1
Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Protection for energy(fire)( absorbs 90 points of fire) damage for 1089 rounds
Resist energy (cold)1090 rounds
Shield of Faith (+3 deflection bonus to AC) 102 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 103 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 1 extra attack when using full attack option 4 rounds

Vorelle [Strength 9][AC 28; HP 35/96]  d20+16=34 ;
Sunday October 4th, 2009 11:35:25 AM

[Spot 34. Vorelle is +16 to Spot, so she really couldn't fail this. :) ]

Bart ac 31 ac 32 to #2 hp 112/112 Stoneskin 
Sunday October 4th, 2009 4:46:00 PM

Thanks mate, try to help Aztyr and nebin it seems they are fighting an invisble mage, iw ill hold position here and really kill the undead and bring them to the realms of Gargul. If u can disolve the barrier you may, im ready for it

Aztyr the Umberhulk AC 27 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40)  d20+11=27 ; d20+11=24 ; d20+9=20 ; 2d4+6=12 ; 2d4+6=11 ; 2d8+3=12 ;
Sunday October 4th, 2009 10:27:21 PM

Aztyr thinks to the spell that links them all, "Nebin, keep that damn mage falling down, I'm gonna keep pounding away until he stops moving. Malgant, careful where you step, there's some sort of orb rolling around that my playmate dropped."
Aztyr then once more takes a series of swings and a bite at the prone, bleeding, invisable mage.

Attack 1 27 damage 12
Attack 2 24 damage 11
Attack 3 20 damage 12

Hit die 8d8+35
Speed 20 (hasted 40)
AC 18 (-1 large,+1 dex,+8 Nat Arm)(adjusted +4 mage armor +4 shield) 26 total
Base Attack +6/ grapple +16
Attack +11 claw (2d4+6)
Full attack 2 claws + bite +9 (2d8+3)
Space/reach 10'/10'
Special attack :
Special Qualities :get none
Abilities Str 23, Dex 13,Con 19
Int 12, Wis 11, Chr 22
Skills Climb +12, Jump +5, Listen +11
Feats Great Fortitude, Multiattack, Toughness

Please note 10' reach

Spells Per Day

Level 0 : 6 -2
Level 1 : 8 -3
Level 2 : 8 -4
Level 3 : 7 -5
Level 4 : 7 -3
Level 5 : 5 -4

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
Shield spell, 98 rounds
Protection from Evil 99 rounds
Polymorph: Umberhulk 107 rounds
Strength -1

Cast on others:
Haste 4 rounds

Light Fortification, AC 29, 86/36 hp Malgant 
Sunday October 4th, 2009 10:43:08 PM

OOC
They have that mage in hand. The tripping keeps it down so it can't really run and with both of them on top of it anything it does pretty much gives them a chance to hit it. Up front here there is still healing to be done. A couple more heals and we will be ready to face this challenge. I can drop the barrier, but I would prefer to see them waste resources doing it.
Bart, Lorth, Vorelle, I will be sending an email on strategy tomorrow. When that barrier drops we have a few things that need to get done in short order. Its too late for me to write it out now, so hold the next round's posts.
Aztyr and Nebin, I think you have the situation pretty well in hand back by you, just keep it up. The stoneskin I suspect he is wearing will go away soon enough and when it does the nickels and dimes he is taking right now become $5 bills. Just stay on top of him and keep him busy.

Lorth AC 24 (26 to evil) HP 121/37 
Monday October 5th, 2009 8:04:28 AM

Lorth receives healing from Malgant and continues with full defense, while waiting for the blade barrier to expire.

Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Hasted +1 to hit, +1 to AC(dodge), +1 reflex save, +20' move per round, 1 extra attack when using full attack option 4 rounds
Delay Poison, 10 hours
Protection from evil 3 rounds +2AC & Saves
Divine Favor 5 rounds +3 at & dm

Nebin the Green AC 19, HP 83/83 (Endure Elements, Wildshape- Wolf)  d20+8=28 ; d20+8=11 ; d20+3=21 ; d20+1=18 ; d20+1=21 ; d6+1=2 ; d6+1=6 ; d20+8=14 ;
Monday October 5th, 2009 9:27:36 AM

Once he hears the casting Nebin snaps out with his teeth again hoping to catch some wiggling fingers but gets nothing except empty air (AoO misses ac 14). Nebin keeps snapping with his teeth, careful not to bite while those big umber hulk hands are slicing down upon the mage.

OOC: Nebin will wait til the end of the round in case the mage gets back up. First attack is a nat 20, non crit (I doubt the mage has an ac of 11) for 2 damage. Trip check is 18. Second attack hits ac 21 for 6 damage. Trip check nat 20 for a result of 21.

Abilities: Str 13, Dex 15, Con 15, Int 12, Wis 18, Cha 8
AC: Base 14 (dex+2, natural +2) +5 for his wild armor enchantment
New Attack Bonus +8/ +3, Bite dmg 1d6+1
Speed 50ft (10 squares)
Special Attack: Trip

Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Spells Per Day
0- 6
Create Water*, Create Water*, *Detect Magic, Detect Poison, Mending, Purify Food & Drink
1- 6
CLW , CLW, Detect Animals or Plants, Endure Elements*, Entangle, Obscuring Mist
2- 5
Barkskin, Flaming Sphere, Gust of Wind, Soften Earth and Stone, Tree Shape
3- 5
Call Lightning, CMW, Neutralize Poison, Neutralize Poison, Neutralize Poison
4- 4
CSW, Dispel Magic*, Flame Strike*, Scrying
5- 2
CCW, Death Ward*
6- 1
Wall of Stone*

Staff Spell: Monster Summoning VI

DM Buzz OOC: So, you are giving up your normal attacks for attacks of opportunity, I don't think so. The critical above is your normal attack action, you can make another attack of opportunity when and if he tries to stand.

Bart ac 31 ac 32 to #2 hp 112/112 Stoneskin 
Monday October 5th, 2009 1:43:35 PM

Bart is aware it has no meaning to wait for the bladbarrier to disappear his skills are needed elsewhere so he runs to Nebin and Aztyr trying to fight against the invisible mage

Vorelle [Strength 9][AC 28; HP 35/96] 
Monday October 5th, 2009 4:04:45 PM

"Th-they h-have Ap-Appollo's th-things!" Vorelle calls to her friends.

She waits for a target.

[OOC: It's my understanding that 1 and 2 are both taking full cover, and the mage is invisible. Is this correct?]

DM Buzz: Correct.

Tunnel Battle round 12/DM Buzz  d20+10=14 ;
Monday October 5th, 2009 11:29:23 PM

Malgant unleashes holy energy into his comrades and feels the euphoria of the power. Now the Paladin is cured some and there is a moment to breathe, but for how long?

Vorelle notices the weapons the enemies use, as that of their old pirate friend. She continues to wait also.

Bart sends others to help the rear and seeing none respond, he wants to charge toward the back, to help the umberhulk and wolf, but isn't decided where he will go.. Sorry, but I have no idea where you are wanting to end up, so as a reminder, if you don't give me coordinates, the action will fail. You can make move next round when you decide where you want to end your move. :)
Bart's Haste from his boots have expired, reaching the ten round maximum today.

Aztyr swings twice doing very little damage and misses with her bite.

Lorth continues to use Full Defense and waits for the obstacle to disappear.

Nebin misses with hie bite and can tell the mage has moved away from the area.

Not only is Vauhwyt's medium sized form lying still on the tunnels surface, but so is Mookies as the faithful familiar strived to keep them both alive. The corpses of the enemies a small obstacle lying at the foot of the Blade Barrier, on this side with the characters. Beneath the armor of the Dread crusaders can be seen, between the plating at the joints, hardened, dead flesh. Discolored with dark rituals, with rippling muscle and large bones, these were once powerful warriors, alive. What could this mean?

The undead warriors eyes glow a bright red from behind shield and face guard. Their presence is menacing in the least. The two warriors continue to taunt the intruders.

#2. "I can't believe they haven't went to hide somewhere by now?"

#1 "I plan on killing at least one more before my time here expires. It's been a good one hundred and twenty years of slaughter and torture. I can die happy today."

They both laugh.

From behind them, more spell casting, muted by the taunts of the warriors is then followed up with a loud, "Sons of motherless dogs I'm trying, I swear I'm trying!"

An orange ball of light continues to roll back toward the groups entrance. It slowly makes a spiral trip around the tunnel, not moving so fast, then the two in back can see it stop. Spot DC:20
Highlight to display spoiler: {Unless 5' or closer, you see a figure of a human.}

The sounds from a soft voice once again emerges. "Take another step toward me and Beebles wife and their child will die under my foot. As you know, their life means nothing to me, so know, their lives are in your hands!" The orange globe moves slowly around in a circle ,emphasizing the fact he has but to put weight upon it for it to break.

The sound is serious and his nature pure evil. If the essence of a creature can be stored in a vessel, the Dread would likely know how to do it.

Is it a bluff?

Is Beeble in over his head, or an unwilling participant?

Tunnel Battle Round 12.


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