Dwight hp 160/160, ac 31 Wednesday September 23rd, 2009 10:28:34 PM
Dwight wakes early, having retired early and wonders what major task will present itself today. He remains mostly quiet feeling a bit self conscious about his speech and the unknown culture. He recalls what his oldest cousin always would say in similar awkward situations, If you speak ill to others, intentional or not; be prepared to taste your foot! Son, that leaves you with two choices, either stay quiet or make sure your foot is clean.
He looks to Tratain to determine when it's time to depart.
The Land of the Lost Wednesday September 23rd, 2009 10:43:09 PM
Bjorn'Ursa 'As 'Isa Asgir greets the group in the morning, the effects of the night of revelry still a bit apparent on his features, though he does well to mask it. "It is my people who thank you. It is good that they see that not all those who cross our lands or come to our village, do so with ill intent. You may still be austlanders, but that is in name only. Perhaps one day you will wish to return and seek the guardianship of the land. If that day ever comes, know that the people of Ice Peak and that I, Bjorn'Ursa 'As 'Isa Asgir as leader of Ice Peak will stand with you before Burfell and Asgir Celsiun." This last declaration causes quite a stir among the people awake enough to make sense of the words. Obviously not something merely said aloud to anyone. "Asgir Celsiun be with you at your side, Austlanders." He adds the last with a smile as Vedik's teleport snaps you away.
The change is nearly as dramatic as it can be. The harsh elements of the Ice Vein, biting cold, perpetual wind blowing ice and snow, are replaced with massive trees and the sounds of life ring from everywhere. Trees of elm, Oak and sycoya strecth above above, some perhaps 200'. Thick lush vegetation covers the ground, small ferns, bushes and thick soft mosses. small animals, birds and insects sing all about you and dash through tree limbs and the underbrush. The air is sweet with flowers and pollen and feels much more like the temperate climates of home.
Plyf (AC:37; HP:87/134) Greater Magic Weapon, 2 Magical vestments, Endure Cold, Shape Change Thursday September 24th, 2009 8:06:07 AM
The shock of heat hits her body hard, like a sledge hammer. She has to catch her breath before she realizes, there are no fairies around attempting to obscond with her soul again.
She flits about from tree to nearby tree, hugging them, kissing them. She takes the leaves and rubs them on her face, then she realizes, she is sweating. Why would she be sweating so hard? Oh, wait, she is still wearing her winter gear. She begins taking it off, slowly now, aware she is not going to die from exposure again anytime soon. She neatly folds it all up and stows it away in her backpack.
"I swear I feel like singing, yet, not a word can spring to mind to describe the beauty of a land I never thought to see again. Do we know where we are? Still the Southern continent?"
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells Thursday September 24th, 2009 5:32:46 PM
"Nah lass, we dont know where the spell took us, but here we are." He turns to Elchlin. "Anything ya can tell from the plants and stuff about where this might be?"
He thinks for a moment, scratching his beard. "I can fly up above the trees get a look around."
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 d20+27=29 ; d20+27=45 ; d20+11=18 ; Thursday September 24th, 2009 5:52:41 PM
Echlhin first takes a look, and listen, around the group (spot 29, listen 45) to make sure the area is relatively safe. If he finds the area safe enough, he will change out of his winter gear, into his normal attire. While changing he contemplates where they may be based on their surroundings (knowledge nature 18).
Dwight hp 160/160, ac 31 d20+7=9 ; d20+2=18 ; d20+3=14 ; d20+18=20 ; Thursday September 24th, 2009 8:09:21 PM
Dwight takes a look around, and then remounts his broom. He flies around just a bit taking in the fresh warm air, until it becomes quite hot. At this point, he returns to the ground and also removes his winter attire. Squishing the fresh soft greens between his toes, a large smile appears across his face.
"Now, jussst to make sssure all the ice hasss melted properly, why exactly are we here?"
He will then add whatever he can regarding the woods, plants, climate and area. Knowledge: nature: 9 Knowledge geography: 18 profession arborist: 14
IF Vedik decides to fly up, Dwight offers to go with him. spot: 20
TratainCurrent Spells Thursday September 24th, 2009 8:44:17 PM
When the group appears Tratain looks around. When it appears safe he also changes out of his winter gear. When Vedik offers to fly up and take a look around Tratain asks him to do so and asks Dwight to go with him.
He says "Lets go try and find these people we are here to help."
OOC [DM Jeff] Friday September 25th, 2009 4:47:27 AM
[Post will be late. Will get to it tomorrow night. Sorry all. I meant for the switch from Dan to Jeff to be smooth like butter, but we'll have to settle for sandpaper this evening]
The Quiet Jungle [DM Jeff] Friday September 25th, 2009 10:06:48 PM
The Knights find themselves pleasantly surprised by their new climate, even if they have absolutely no clue where they are. They change out of their winter gear and into their usual attire, while trying to learn about this new environment.
Dwight is not able to pin-point the group's location, but he does make some discoveries. For starters, the flora is incredibly diverse. Some things look vaguely familiar, but others look completely alien. Definitely not of the Northern Continent, but they even seem strange for what he knows about the South. The same can be said of the insects and small fauna around.
Vedik and Dwight take to the sky and find over-grown trees stretch as far as their eyes can see. Far to the north of the group there is a significant area that is free of wildlife. From what the two can tell, there is simply a large patch of ground there but something about it seem strange.
And then, at once, Dwight and Echlhin realize there is something coming towards them. Echlhin can hear, in the distance, what might be footsteps. Moving fast and towards the group. Dwight sees a great russle of trees and leaves. Coming from at least three different directions is... something. And they're all big enough to shake the massive tress.
---
Whatever is coming isn't far away. Only Dwight can see that something is coming and estimates they're less than 40 feet from the group.
---
Combat Rounds. That means only one round of actions. Please include all active spell effects at the bottom of your post for my ease. If I've forgotten something or made a mistake, send me an email or make a Private DM post and I'll try fix it ASAP. Otherwise, we'll do what we can to make up for the mistake in the next round.
Dwight hp 160/160, ac 31 d20+18=21 ; Saturday September 26th, 2009 9:07:19 AM
Dwight immediately shouts, "It'sss here, it'sss huge and jussst 40' over there!" as he points in the direction of the 'something. Friend or Foe I don't know, but they're coming fast'
Dwight moves to take out and load his bow, but he holds off on firing for the moment.
spot: 21 I do hope they not be giants, they stink
TratainCurrent Spells HP 211/211 AC 44 Sunday September 27th, 2009 5:50:55 PM
Tratain looks to where Dwight has pointed and takes a few steps forward readying his war hammer. He casts Shield of Faith on himself and tells the others to be ready.
--------------------------------------------- Greater Magic Weapon - Warhammer Magic Vestment - Armor and Shield Delay Poison Status Shield of Faith
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 d3=2 ; Sunday September 27th, 2009 5:59:58 PM
Feeling a bit jumpy, Echlhin chooses to be prepared, just in case, and casts Summon Nature's Ally VIII (spontaneously cast) to summon 2 Greater Earth Elementals in protective positions (try to place them separately in the path of whatever is oncoming and the party).
----------------------------------------------- Active Spells: Daily- Barkskin, Delay Poison, Longstrider Other - Endure Elements
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments d20+13=29 ; d20+14=25 ; Sunday September 27th, 2009 11:26:32 PM
Plyf isn't sure if the creature wants to meet them or eat them. There first encounter in the cold was a much needed one. They perhaps saved their lives in fact. It wouldn't have been good to have an aggressive nature toward those peoples, why would this be any different.
Plyf stands, confident in the path of the creature. She will attempt Total Defense in this case while she sings a song of greetings, in the hopes, she does not pay with her life for her decision.
"Greetings from all of us, we do bid upon our host. We come from oh so very far, in the hopes of helping you. Please accept our apologies if we do indeed tresspass We will leave as soon as possible, if given half the chance."
Jungle Boogie [Round 1] [DM Jeff] d20+17=23 ; d20+20=26 ; d4=3 ; d20+17=19 ; d20+20=26 ; d3=3 ; Monday September 28th, 2009 2:15:15 AM
The Gray Knights prepare for combat, suspecting that those who are incoming have little interest in helping the Knights. Except for Plyf, who recalls that they needed such help in Ice Vein.
All at once, the trees around the Knights are shaken almost from their roots when two... somethings come rushing through the vegetation. The creatures are roughly shaped like humanoids, although much bulkier than even your average dwarf. They have tree-trunk arms attached to fists as big as heads. Clearly they are some sort of construct and it appears they are designed for one thing: smashing.
And by the time the Knights are able to discover this, they are very quickly under assault.
---
Construct 1 casts a spell at Tratain:
Ranged Touch Attack on Tratain: Hits AC 23 Caster Level Check to Overcome SR: d20+20=26 If it succeeds, Tratain gains 3 negative levels. Spellcraft Check vs DC 19: Highlight to display spoiler: {Enervation}.
Construct 1 then casts a quickened spell: Spellcraft Check vs DC 16: Highlight to display spoiler: {True Strike}.
Construct 2i casts a spell at Vedik:
Ranged Touch Attack on Vedik: Hits AC 19 Caster Level Check to Overcome SR: d20+20=26 If it succeeds, Vedik gains 3 negative levels. Spellcraft Check vs DC 19: Highlight to display spoiler: {Enervation}.
Construct 2 then casts a quickened spell. Spellcraft Check vs DC 16: Highlight to display spoiler: {True Strike}.
Those who are able to See Invisible notice: Highlight to display spoiler: {two more of the constructs.
Construct 3 casts a Wall of Force separating the group in half.
Construct 4 does the same, separating Plyf/Echlhin from Monthor.}
---
Spot Checks from Vedik and Dwight. DC 30: Highlight to display spoiler: {At least 80 feet away, there is more of the same tree shaking. The Knights certainly have more coming their way.}
Sense Motive Check from everyone. DC 30. Highlight to display spoiler: {Each of the constructs looked up at Dwight first, before picking another target and starting their attack.}
- There are Walls of Force on the battlefield. I have marked them for convenience, but most of the group does not know they are there.
- Same goes with the Invisible Constructs.
- Vedik and Dwight are both 150 feet in the air [the minimum height they'd have to be to see over at least some of the trees].
- Combat Rounds. That means only one round of actions. Please include all active spell effects at the bottom of your post for my ease. If I've forgotten something or made a mistake, send me an email or make a Private DM post and I'll try fix it ASAP. Otherwise, we'll do what we can to make up for the mistake in the next round.
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments Monday September 28th, 2009 11:13:22 AM
ooc: Waiting for a DM response before posting. :)
MonthorHit Points:(213 of 213) AC 46 d4=2 ; Monday September 28th, 2009 11:43:11 AM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Animated shield Bracers of protection- This device appears to be silver bracers with beetle shapes embossed on them. The bracers' possessor gains spell resistance 20. The bracers can also absorb energy-draining attacks, death effects, and negative energy effects.
-----------------------------------------
Monthor starts to move forward towards the first construct ( roled a d4, 1-2 for c1, 3-4 for c2) but then hits somekind of invisible barrier. Cursing at himself not having his winged boots on, Monthor uses his helm of teleportation to teleport behind C1 (between 1 and the tree).
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments d20+7=19 ; d20+10=27 ; Monday September 28th, 2009 4:52:18 PM
Plyf sees Traiten on the ground by himself when she moves to join him. She knows her skills will be tested because constructs are not vulnerable to her Sneak Attack.
Bonk, a wall, right in front of her.
She begins to carefully survey the area and see if they are not being attacked from the rear, which is what she would do.
Listen: 19 Spot: 27
Listen
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments d20+13=23 ; Monday September 28th, 2009 5:00:58 PM
She continues to sing, hoping to inspire her friends as a standard action if possible
Inspire Courage (Su) A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
If Perform is necessary DC 23 (natural 20)/25 gnomes and halflings/27 dwarves (Belt of Dwarvenkind)
TratainCurrent Spells HP 211/211 AC 44 d20+10=30 ; d20+7=9 ; d20+25=40 ; Monday September 28th, 2009 6:13:16 PM
The Black Ray strikes Tratain and saps some of his Strength, he is able to identify it as an Enervate spell, but he is unable to identify the second spell being cast.
Tratain looks around and is able to see the Walls of force and the two other constructs.
He shouts "Theres two more of these things trying to separate us using walls of Force, they are invisible. One is next to where Monthor was, the other is a few feet to your right Echlhlin."
Tratain then casts Quickened Divine Power which activates his Righteous Might contingency. He then defensevely casts Spell Immunity on Himself (Ray of Enfeeblement, Ray of Exhaustion, Touch of Idiocy, Enervate, and Vampric Touch Unbeatable SR Defensive Casting check Passed)
--------------------------------------------- Greater Magic Weapon - Warhammer Magic Vestment - Armor and Shield Delay Poison Status Shield of Faith - 21 Minutes Divine Power - Round 1 of 18 Extended Righteous Might - Round 1 of 42 Spell Immunity - 180 Minutes :Ray of Enfeeblement, Ray of Exhaustion, Touch of Idiocy, Enervate, and Vampric Touch - Unbeatable SR See Invisible, Tongues, Comprehend Language - Permanent Ring of Counterspellsx2 - Greater Dispel Magic Armor of Heavy Fortification Reflecting Shield -3 Levels Temp
Jungle Boogie [Round 1] [DM Jeff] [OOC] Monday September 28th, 2009 7:05:13 PM
For Vedik: I misspoke. The constructs did not cast any spell. They used an ability that is similar to Eneveration, but not the same. Hence the modified range.
For Ech: place the Elementals wherever you see fit. I will move the Constructs back if they are where you would have placed them. Sorry about that.
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells 2d6=6 ; Monday September 28th, 2009 10:07:24 PM
Vedik reels as the bolt strikes him, his most powerful spells slipping away. Acting before he looses more spells, he calls up a bank of acidic fog around the east most foe.
OOC: Three Negative levels (3 9th level spells lost)
Cast Acid Fog (No save, no SR) on square east of #2. 20' radius billowing mass of fog reduces movement to 5' per round max, blocks line of sight, deals 2d6 acid damage per round. Acid damage for #2: 6
Cast Quickened Dimension Door to the square south of Tratain on the ground.
Buffs Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning)
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191; Earth Elemental 1 AC 20 Touch 7 - 241 of 241 hp; Earth Elemental 2 AC 20 Touch 7 - 241 of 241 hp d20+20=28 ; d20+25=31 ; d20+25=36 ; 2d10+12=29 ; 2d10+12=23 ; Monday September 28th, 2009 10:28:56 PM
OOC - For some reason I cannot edit the map.
Given the noises coming from all around Echlhin summoned the elemental to his left and right to protect the party's flanks(5' left of plyf and10' right of Echlhin) Given the presence of the invisible creature the summoning gets pushed back towards Echlhin (should be immediately next to Echlhin instead).
Hearing Tratain's words, Echlhin takes a 5' step back and casts Faerie fire on the location just past the elemental that is now next to him, choosing purple as the color of the outlining glow. (this should catch the construct and outline some of the wall a little, I guess)
OOC: Spell resistance roll needed? (Rolled 28 if needed)
The elemental will try and attack the nearby construct if outlined: First attack hits AC 31, 29 damage Second attack hits AC 36, 23 damage
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191; Earth Elemental 1 AC 20 Touch 7 - 241 of 241 hp; Earth Elemental 2 AC 20 Touch 7 - 241 of 241 hp Monday September 28th, 2009 10:31:36 PM
(whoops forgot to include a note after the 5' step and casting) Echlhin prepares himself to touch Plyf and Darkwalk both of them if things turn poorly.
Jungle Boogie [Round 2] [DM Jeff] d20+37=49 ; d20+20=31 ; 10d6=37 ; d20+37=47 ; d4=4 ; d20+37=39 ; 10d6=43 ; d20+20=35 ; ; d20+37=49 ; d4=2 ; d100=29 ; d20+17=22 ; d20+20=22 ; d100=15 ; d20+20=36 ; d20+20=22 ; d20+17=33 ; d100=52 ; d20+17=33 ; d20+20=21 ; 10d6=38 d20+12=22 d20+7=14 d20+20=30 ; d20+20=35 ; 10d6=35 ; 10d6=34 ; d20+12=26 ; d20+7=9 ; d20+20=29 ; 10d6=35 Tuesday September 29th, 2009 3:42:48 AM
[OOC: Since Monthor moved, I adjusted the Walls to accomodate the Elementals. Hope that works for everyone]
Monthor teleports himself back towards the group.
Plyf sings, giving his allies a bonus to their saving throws.
Tratain tells everyone else where the hidden ones are and then becomes a fully buffed monster.
Vedik goes the opposite direction as Tratain, instead using the opportunity to drown Construct #2 in acid. And then he Dimension Doors to Tratain.
Echlhin tries a Faerie Fire to find the Invisible creature he knows is there, but only manages to illuminate the Walls of Force
Dwight is too stunned to do anything.
---
C1 takes the Attack of Opportunity that Monthor's teleport allowed. It seems strange to see the Construct reach over and literally just poke Monthor, but the touch has an effect . The dwarf feels his Spell Resistance overcome and blood from the dwarf C1's hand and into the construct. And then Monthor see the construct's face turn blood red. Creepy!
Melee Touch Attack on Monthor: Hit vs AC 49 Caster Level Check to Overcome SR: 31 If it succeeds, Monthor is drained of 37 HP
C1 then casts a quickened spell. Immediately after, it tries to touch Monthor again multiple times. Again Monthor's SR fails to protect him as more blood flows out of the dwarf and into the construct, both enhancing it and making for a very weird effect.
Spellcraft Check DC 16: Highlight to display spoiler: {True Strike}. Melee Touch Attack 1 on Monthor: Hit vs AC 39 Caster Level Check to Overcome SR: 22 If it succeeds, Monthor is drained of 43 HP
Melee Touch Attack 2 on Monthor: Hit vs AC 26 Caster Level Check to Overcome SR: 29 If it succeeds, Monthor is drained of 35 HP
Melee Touch Attack 3 on Monthor: Miss
C2 is hidden in the fog and the Knights are unable to see what it is doing. [OOC: Map is incorrect for C2]
Those who are able to See Invisible notice: Highlight to display spoiler: {
C3 takes a 5-foot step and backs away from the elemental. C4 lumbers through the brush, moving to better view Monthor.}
C3 becomes visible as it stretches out to the EE2 and gives the elemental three quick taps, which absorbs some dirt. The dirt travels through the construct and into the face, making it appear both completely artificial and slightly natural at the same time.
Melee Touch Attack 1 on EE2: Hit vs AC 33 Caster Level Check to Overcome SR: 21 If it succeeds, EE2 is drained of 38 HP
Melee Touch Attack 2 on EE2: Hit vs AC 22 Caster Level Check to Overcome SR: 30 If it succeeds, EE2 is drained of 35 HP
Melee Touch Attack 3 on EE2: Hit vs AC 14 Caster Level Check to Overcome SR: 35 If it succeeds, EE2 is drained of 34 HP
C3 also casts a quickened spell and becomes Invisible again.
C4 becomes visible at the same moment as it brings about another black ray. One that the Knights are all too familiar with by now. It aims for Monthor and manages to sneak in between the dwarf's defenses. He crackles, it shooting all over his body. What should have been a successful hit turns into failure, thanks to Monthor's Bracers of Protection.
Ranged Touch Attack on Monthor: Hit vs AC 33 Caster Level Check to Overcome SR: 35 If it succeeds, Monthor gains 2 negative levels, but his Bracers of Protection absorb the attack.
---
Spot Check from Dwight. DC 25: Highlight to display spoiler: {At least 20 feet away, there is more of the same tree shaking. The Knights certainly have more coming their way.}
---
- Combat Map [New map because I don't have access to my hard drive. Urg]
- Green is trees/underbrush. Movement speed is halved in these areas. Within 5 feet offers partial concealment (20%). Creatures farther away have total concealment.
- Teal is Acid Fog. Within 5 feet offers partial concealment (20%). Creatures farther away have total concealment.
- There are Walls of Force on the battlefield. I have marked them for convenience, but if you don't know where they are, you don't know where they are. Same goes with the Invisible Constructs.
- Dwight is 150 feet in the air [the minimum height they'd have to be to see over at least some of the trees].
- A creature takes the following penalties for each negative level it has gained: [-1 on all skill checks and ability checks.], [-1 on attack rolls and saving throws.], [-5 hit points.], [-1 effective level (whenever the creature's level is used in a die roll or calculation, reduce it by one for each negative level).], [If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.]
- Combat Rounds. That means only one round of actions. Please include all active spell effects at the bottom of your post for my ease. If I've forgotten something or made a mistake, send me an email or make a Private DM post and I'll try fix it ASAP. Otherwise, we'll do what we can to make up for the mistake in the next round.
TratainCurrent Spells HP 252/234 AC 43 DR 15/Evil d20+37=46 ; d20+32=34 ; d20+27=32 ; d20+22=36 ; 2d6+21=30 ; d6=5 ; d6=4 ; 2d6+21=28 ; d6=4 ; d6=3 ; 2d6+21=28 ; d6=2 ; d6=2 ; 2d6+21=29 ; d6=6 ; d6=6 ; Tuesday September 29th, 2009 4:03:09 PM
Tratain casts a Quickened Divine Favor Upon Himself and takes a step Towards C1 and C2 can no longer be seen in the Acid Fog. (Tratain is Large size with Righteous Might so One 5 foot step should get him to within 10 feet and attack range for Large Size Creatures.)
Tratain swings at C1 with his Warhammer checking out how tough it is.
Tratain's Warhammer is Adamantite, Good Aligned and Magic for DR purposes Hit AC 46 for 30 Physical 9 Holy Hit AC 34 for 28 Physical 7 Holy Hit AC 32 for 28 Physical 4 Holy Hit AC 36 for 29 Physical 12 Holy
--------------------------------------------- Greater Magic Weapon - Warhammer Magic Vestment - Armor and Shield Delay Poison Status Shield of Faith - 21 Minutes Divine Power - Round 1 of 18 Extended Righteous Might - Round 1 of 42 Spell Immunity - 180 Minutes :Ray of Enfeeblement, Ray of Exhaustion, Touch of Idiocy, Enervate, and Vampric Touch - Unbeatable SR Divine Favor - Round 1 of 10 See Invisible, Tongues, Comprehend Language - Permanent Ring of Counterspellsx2 - Greater Dispel Magic Armor of Heavy Fortification Reflecting Shield -3 Levels Temp
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells Tuesday September 29th, 2009 5:15:50 PM
Vedik shifts over to the west to be sure to get Monthor within range and casts Quickened Haste. He then follows it up with an attack on the visible enemy, making the ground under them slick and hopefully catching the invisible enemy if it has not moved from where it disappeared.
OOC: Quickend Haste Targeting whole party (Fails against Elchin and Plyf due to wall of force blocking line of effect). Cast Grease the squares C1 and C4 occupy, and the 2 south of that (10' square) (My reading was that it was in that square when it turned invisible?): Reflex save DC 22 or fall prone. In addition, must make a DC 10 balance check to move, failure incurs new reflex save or fall prone. Also creatures without 5 ranks in balance are considered flat footed while balancing, loosing dex and being unable to make AOO's.
Buffs/Debuffs 3 Negative Levels Haste (1/18 rounds) Buffs Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning)
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191; Earth Elemental 1 AC 20 Touch 7 - 241 of 241 hp; Earth Elemental 2 AC 20 Touch 7 - 164 of 241 hp d20+25=31 ; 2d10+12=25 ; d20+25=43 ; 2d10+12=23 ; Tuesday September 29th, 2009 9:37:47 PM
Echlhin casts deathward on himself, protecting him from any negative levels. The one elemental hesitates, and readies an action to attack the construct if it appears again. The other one plunges into the ground, and appears behind the construct Monthor is fighting.
OOC: Cast Deathward
EE1: Double Move Earthglide to appear south of C1. One attack: Hit AC 31 for 25 Damage. EE2: Ready action to attack if C3 appears in range.: Awesome Blow hit AC 39 for 23 damage. If this hits, reflex save DC 23 or be thrown north against the wall of force, hopefully interrupting what ever it is doing.
MonthorHit Points:(125 of 213) AC 46 d20+31=48 ; d10+31=39 ; d6=5 ; d6=3 ; 2d6=3 ; d20+31=44 ; d10+31=36 ; d6=5 ; d6=4 ; 2d6=6 ; d20+26=46 ; d20+26=44 ; d10+31=40 ; d10+31=37 ; d10+31=32 ; d6=3 ; d6=6 ; 2d6=12 ; 2d10=9 ; d20+21=32 ; d10+31=37 ; d6=6 ; d6=5 ; 2d6=9 ; d20+16=22 ; d10+31=41 ; d6=5 ; d6=3 ; 2d6=6 ; Tuesday September 29th, 2009 9:43:28 PM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Animated shield Bracers of protection- This device appears to be silver bracers with beetle shapes embossed on them. The bracers' possessor gains spell resistance 20. The bracers can also absorb energy-draining attacks, death effects, and negative energy effects.
Haste Inspire Courage (Su)
---------------------------------------------- Monthor feels drained of health by the construct but is glad that he is wearing his bracers... Monthor hefts Shirley above his head and gets to work.
------------------------------------------- Attack two handed Power attack -5, +10
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments Tuesday September 29th, 2009 10:31:02 PM
Plyf continues to sing her song while she moves backward, to maneuver around the elementals and backs into the second wall. "Something is blocking me from the front and rear, yet, there is nothing else that I can hear. Why are these things even here? Still, we have nothing yet to fear!"
She pulls her bow and prepares for next round, wondering where she is going to be most useful in this battle.
Dwight hp 160/160, ac 31 d20+18=22 ; d20+31=42 ; Tuesday September 29th, 2009 11:02:36 PM
Dwight stares in amazement, still snow-blinded across the moving trees. He snaps out of it, a bit distraught at the party's situation.
Spot: 22 Sense Motive:
Dwight floats over a bit to hover above C1 or C4 (OOC: How tall are these constructs?)
"Ssstand down," he calls out above the battle, "we come to thiss haven in peace and the desssire to help" as Plyf's reminder continues to float through his mind.
If they don't immediately stop, which Dwight doesn't fully expect them to do so, Dwight pulls a small token from his pouch and drops it downward at C1 or C4. (The token is a Quaals Feather Tokens(Tree)) After falling for 10' or so, a giant elm tree appears and quickly gains speed until it hits the constructs and the ground.
Hit: 42 - 4 (uncommon weapon) = 38 Dmg: Left for DM to determine. (If it works, it will be a ton, as a 1 ton tree gains speed for 100')
OOC: Who has the gift?
========= DM Sanity
Haste Inspire Courage
Neck: Amulet of Health +6 (gives +6 con. bonus)
Gloves of dex + 6 (gives +6 dex. bonus)
ring of blink
ring of protection +5 (+5 bonus)
bracers of armor + 8 (+8 AC bonus)
cloak of resistance +5 (+5 bonus)
belt of giant str +6 (gives +6 str. bonus)
boots of teleportation
robe of scintilating colors (dazes those nearby, conceals the wearer and illuminates the surroundings: takes 1 round to activate, 30' range become dazed for 1d4+1 rounds: Will DC 14 negates. Each round the wearer gains 10% concealment until at 50% Useable 10 rounds per day)
Lavender and green ioun stone (absorbs direct spells up to 8th level: absorbs 50 spell levels. So far, 0 of 50)
Jungle Boogie [Round 3] [DM Jeff] d20+13=23 ; d3=3 ; d20+13=26 ; d20+6=16 ; d20+17=26 ; d20+20=37 ; 10d6=31 ; d20+12=13 ; d20+7=26 ; d20+20=25 ; d20+20=38 ; 10d6=29 ; 10d6=39 ; d20+17=20 ; d20+12=17 ; d20+7=27 ; d20+7=27 ; d20+20=26 ; d20+20=36 ; 10d6=39 ; 10d6=38 ; 10d6=33 ; d20+20=37 ; 10d6=34 ; d20+17=34 ; d20+12=26 ; d20+7=14 ; d20+20=36 ; d20+20=37 ; d20+20=39 ; 10d6=34 ; 10d6=38 ; 10d6=35 ; d100=6 ; Wednesday September 30th, 2009 3:29:42 AM Tratain buffs himself up again and then starts attacking C1. All four of his swings succeed, smashing at the construct and doing considerable damage. He does notice that his warhammer is not as effective as they usually are.
Vedik adds a Haste to the group and tries to Grease up C1 and C4. Neither of them falls down, much to Vedik's displeasure.
Echlhin, recognizing that negative levels are flying, does his best to protect himself from the same effect. EE1 earthglides to Monthor's construct, clearing away some of Vedik's Grease spell. It manages a hit. [OOC: Not wanting to deal with Earthgliding + Grease, I decided that. Of course, the Constructs are still in Grease].
EE2 doesn't see a foe to attack.
Monthor and his girlfriend lay the usual smackdown. Four incredible hits.
Plyf does some more singing and gets her bow ready.
Dwight wakes up and then declares the need for peace. Again, the constructs look up at him (showing off their rather impressive 7 foot height), but then return to their targets. He decides not to drop his token. [OOC: It's my interpretation that the feather tokens don't transform until they hit something. Under this reading, it would be kind of useless to do. Also, the tokens are feathers. Hardly something that can be "thrown" or even aimed with an real effectiveness]
Dwight also remembers that it was him to picked up the loot from the Wurms... And he is the one holding the gift. Coincidence?
---
If C1 has been affected by the massive damage deal out by the Knights, it doesn't show it. The severely beaten construct, although greased up, doesn't move an inch and goes to hit Monthor again.
Melee Touch Attack 1 on Monthor: Hit vs AC 26 Caster Level Check to Overcome SR: 37 If it succeeds, Monthor is drained of 31 HP
Melee Touch Attack 2 on Monthor: Miss
Melee Touch Attack 3 on Monthor: Hit vs AC 26 Caster Level Check to Overcome SR: 25 If it succeeds, Monthor is drained of 29 HP
C2 is completely unseen, but the constructs effects do show up. A black streak shoots from the fog cloud and, while clearly aimed for Monthor, shoots well beyond the dwarf.
C3 reappears from invisibility to start beating on EE2 again. Each hit shows the elemental who is boss. And each hit makes the construct that much stronger. And finally, when the beating ends, C3 quickens another invisiblity and disappears.
Melee Touch Attack 1 on EE1: Hit vs AC 20 Caster Level Check to Overcome SR: 26 If it succeeds, EE1 is drained of 39 HP
Melee Touch Attack 2 on EE1: Hit vs AC 17 Caster Level Check to Overcome SR: 36 If it succeeds, EE1 is drained of 38 HP
Melee Touch Attack 1 on EE1: Hit vs AC 27. Critical Threat. Critical Hit vs AC 27. Caster Level Check to Overcome SR: 37 If it succeeds, EE1 is drained of 33 HP It critical succeeds, EE1 is drained of 34 more HP
C4 ignores the elemental behind it, focusing on what seems to be the real threat: Monthor. It seems like the constructs might have what it takes to stop the might dwarf...
Melee Touch Attack 1 on Monthor: Hit vs AC 34 Caster Level Check to Overcome SR: 36 If it succeeds, Monthor is drained of 34 HP
Melee Touch Attack 2 on Monthor: Hit vs AC 26 Caster Level Check to Overcome SR: 37 If it succeeds, Monthor is drained of 38 HP
Melee Touch Attack 3 on Monthor: Hit vs AC 14 Caster Level Check to Overcome SR: 39 If it succeeds, Monthor is drained of 35 HP
- Green is trees/underbrush. Movement speed is halved in these areas. Within 5 feet offers partial concealment (20%). Creatures farther away have total concealment.
- Teal is Acid Fog. Within 5 feet offers partial concealment (20%). Creatures farther away have total concealment.
- There are Walls of Force on the battlefield. I have marked them for convenience, but if you don't know where they are, you don't know where they are. Same goes with the Invisible Constructs.
- Dwight is 150 feet in the air [the minimum height they'd have to be to see over at least some of the trees].
- A creature takes the following penalties for each negative level it has gained: [-1 on all skill checks and ability checks.], [-1 on attack rolls and saving throws.], [-5 hit points.], [-1 effective level (whenever the creature's level is used in a die roll or calculation, reduce it by one for each negative level).], [If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.]
- Combat Rounds. That means only one round of actions. Please include all active spell effects at the bottom of your post for my ease. If I've forgotten something or made a mistake, send me an email or make a Private DM post and I'll try fix it ASAP. Otherwise, we'll do what we can to make up for the mistake in the next round.
Dwight hp 160/160, ac 31 d20+6=22 ; Wednesday September 30th, 2009 6:33:57 AM
Sense Motive: 22
Feeling a bit suspicious that his peace call would yield even a glance, Dwight feels there is more going on here than a bunch of random constructs attacking.
He pulls out the gift which sparkles from the rays of the sun. "Ssstop this he callsss, we come bearing a hard sssought gift from Ice Vein"
He drops 60', hoping to allow the constructs, or their controller to see the gift. "Ceassse so that we may ssshare thisss with you," he pleas.
MonthorHit Points:(-10 of 213) AC 46 Wednesday September 30th, 2009 8:01:59 AM
Monthor crumples up as the life is drained from his body.....
{ NOT AGAIN! }
And the dwarven warrior falls...
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells Wednesday September 30th, 2009 8:48:05 AM
OOG: By my count Monthor has an 18 touch AC (10 + 5 deflection + 1 dex + 1 insight + 1 dodge (haste) ) Thats enough to avoid the last hit, and leave you at negative 7. Its not great, but you're not dead :)
MonthorHit Points:(-10 of 213) AC 46 Wednesday September 30th, 2009 10:54:03 AM
ooc> Sweet. With the Die Hard feat then Monthor's still functioning. I'll have to either teleport out to get healed or get healed now before Monthor gets hit again.
TratainCurrent Spells HP 252/234 AC 43 DR 15/Evil d20+25=26 ; d20+16=22 ; d20+18=37 ; Wednesday September 30th, 2009 3:49:56 PM
Tratain seeing that Monthor is Looking a little Woozy cast Heal on the Dwarf (defensive Casting Check passed, can not fail)
When Dwight Flies down with the Gem calling for a halt to Hostilities Tratain calls out "Hold for a moment Knights, Lets see if Dwight can talk with them. If they continue to attack us though fight back"
Monthor Heals 150 (Tratain has the Heirophant Divine Reach ability so he can cast touch spells at 30 foot range. Touch attack to Hit Monthor with the Spell 22; SR Check 37)
--------------------------------------------- Greater Magic Weapon - Warhammer Magic Vestment - Armor and Shield Delay Poison Status Shield of Faith - 21 Minutes Divine Power - Round 3 of 18 Extended Righteous Might - Round 3 of 42 Spell Immunity - 180 Minutes :Ray of Enfeeblement, Ray of Exhaustion, Touch of Idiocy, Enervate, and Vampric Touch - Unbeatable SR Divine Favor - Round 2 of 10 See Invisible, Tongues, Comprehend Language - Permanent Ring of Counterspellsx2 - Greater Dispel Magic Armor of Heavy Fortification Reflecting Shield -3 Levels Temp
MonthorHit Points:(-7 of 213) AC 46 Wednesday September 30th, 2009 7:23:04 PM
Spell Resistence: 20 (bracer of protection) Fire Resistence: 20 points (ring) Electricity Resistance: 10 points (armor) Greater barkskin Necklace of Adaptation - Grants immunity to all harmful vapors and gases. Can breath underwater or in a vacuum GMW GMA Animated shield Bracers of protection- This device appears to be silver bracers with beetle shapes embossed on them. The bracers' possessor gains spell resistance 20. The bracers can also absorb energy-draining attacks, death effects, and negative energy effects.
Haste Inspire Courage (Su)
---------------------------------------------- Monthor feels on the brink of death but the renewed strenght from Tratain's spell drives him on.
Monthor is about let Shirley do what she does best but heeds the words of their battle chief.
{ Readied action full attack on C1 should the construct appear to be continuing it's attack} ------------------------------------------- Attack two handed Combat expertise -5, +5 to AC (touch AC 23) Hit Points after Tratain's spell 143
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells Wednesday September 30th, 2009 9:20:04 PM
Vedik halts his attack, following the direction of Dwight and Tratain. He remains ready to protect Monthor however, should they attack.
OOC: Ready Action: If Monthor is attacked by either of the constructs in front of him, cast Wall of Force, blocking them from striking Monthor.
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments Wednesday September 30th, 2009 9:24:02 PM
Plyf, seeing C3 at least once when it attacked, uses her Boots of Teleportation, to teleport to the east of the grease spell and about 50' in a tree, on a branch, or as high as possible, for my weight to hold her.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191; Earth Elemental 1 AC 20 Touch 7 - 97 of 241 hp; Earth Elemental 2 AC 20 Touch 7 - 241 of 241 hp d20+20=32 ; 2d10+17=29 ; d20+20=31 ; 2d10+17=28 ; Wednesday September 30th, 2009 9:58:31 PM
Listening to Tratain, Echlhin readies an action to cast True Seeing on himself if any of the constructs continue to attack.
EE1 Readies an action to attack a construct if it becomes visible and attacks. (given invisible, didn't choose which, if can choose go with one that Monthor has been hitting) - Power attack for 5, Hit AC 32, 29 Damage
EE2 Readies an action to attack if the construct (c3) becomes visible and attacks. - Power attack for 5, Hit AC 31, 28 damage
(Note not sure of EE2's current state as no damage was listed in post for EE2, only for EE1. Also need to find out about previous readied action of EE2 for last round. EE2 may not be around depending)
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191; Earth Elemental 1 AC 20 Touch 7 - 97 of 241 hp; Earth Elemental 2 AC 20 Touch 7 - 164 of 241 hp Wednesday September 30th, 2009 10:00:05 PM
(will need to modify EE2 hp in future post depending upon answers)
Illumination, But No Answers [DM Jeff] Thursday October 1st, 2009 2:19:22 AM
[OOC: Sorry, I just missed the Readied Action. Dur. Bad Jeff.]
Dwight, suspecting that there is a direct connection between Ice Vein and these creatures, pulls out the gift.
Tratain heals Monthor, saving the brave dwarf from certain death. Monthor does not die and is happy about it. Vedik joins in that pleasure. Plyf teleports around. Echlhin and his Elementals get ready for more combat.
---
Dwight pulls out the blue-white snowflake crystal and the effect on the Constructs is immediate. They stop all of their attacking and defending, seeming completely innert for a moment.
As sunlight hits the crystal, it is channeled directly into the center where it bounces back out in six different directions. As it leaves, it is changed into the same pale blue of the crystal. The light travels through trees, the Knights, and Walls of Force. And each one ends at a construct. They, an assortment of different colours and hues, are all changed to match the crystal.
Apparently rejuvenated and renewed, the constructs turn away from the Knights. The four that had been engaged in combat each turn back to the direction they came from and, slowly, start walking into the jungle. The other two, which the Knights only notice now that they are shining blue, turn around and start walking north.
If this is a victory, it may be the weirdest one the Knights have ever had...
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments Thursday October 1st, 2009 5:24:42 PM
Plyf, seeing the battle abruptly end, almost as soon as it began whistles out a little tune, before jumping out of the tree, with mutiple backflips, before casting a single worded spell, intended to save her from damage by hitting the ground. "Maybe, we should follow the two heading north?"
Cast: Feather Fall
0-(8) 0 1-(6) 1
TratainCurrent Spells HP 252/234 AC 43 DR 15/Evil Thursday October 1st, 2009 6:41:26 PM
Tratain says "That was kind of Odd. Did you see anything from above the Tree line Dwight and Vedik? without some way to find where we're going Plyfs suggestion to follow the two heading north might be the best idea."
Tratain takes out the Groups Restoration wand and uses it on himself and Vedik.
He continues "Is anyone else still hurt from the battle?"
Dwight hp 160/160, ac 31 d20+18=32 ; Thursday October 1st, 2009 7:51:04 PM
"Nothing elssse assside from what wasss already here," Dwight responds. "There were othersss in the woodsss basssed on ssseveral treesss moving. Combat wasssn't going to be good if three more of thossse thingsss ssshowed up. Though I can ssshoot a bunch of arrows, they would have had little to no effect."
"I'll take a quick look from above, but north isss jussst asss good asss any other direction."
Dwight then flies back to the top of the trees and looks around. spot: 32
(OOC: Anything he sees he relays to group.)
(OOC: Very odd constructs, too bad I didn't remember I had the stone.)
"Anyone know enough about those thingsss to know if they have a massster or are jussst given general directionsss?"
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Thursday October 1st, 2009 8:00:41 PM
Echlhin agrees that following the two that went North may be a good idea.
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells Thursday October 1st, 2009 9:11:41 PM
Vedik encourages the group to follow the constructs as well, moving through the air as best as possible and studying them as the move away.
A Brief Stroll [DM Jeff] Friday October 2nd, 2009 3:39:23 AM
The Gray Knights are quite sure that was not at all normal and, having few other options, decide to follow the constructs.
Dwight's first move is to do another scout from above. The first thing that he notices is that there are no out of the ordinary movements. The jungle is acting quite like a jungle. If Dwight didn't know exactly where everyone was, he would have a hard time finding them.
A good look tells Dwight that the Knights are in a valley. Mountains on both sides that go high into the sky block any view beyond them. If Dwight didn't know better, he'd almost say this place was so well secluded it was a deliberate choice. The other thing he notes is that the guardians are on a direct path for the treeless patch far ahead. No chance of them overshooting it at all. If the Knights keep walking with the constructs, something they'll have little problem with at the current pace, they reach the bare area within about ten minutes.
The Constructs don't seem to mind the Knights at all, allowing them to get as close as they desire. They walk eerily without error. Not once do they trip on rocks or get snagged by a bushes, something the Knights have to constantly keep an eye out for. As weird as it sounds, one might even say that the constructs walk perfectly.
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments Friday October 2nd, 2009 10:59:21 AM
Ply follows close tothe constructs. She looks them over fairly well and notice they are like nothing she has ever seen before.
"I have had clients with constructs in their homes as security. They are tough to get around, certainly, but these are masterwork constructs for sure, making most of the others appear like toys in power and maneuverability."
She keeps up with them, until they reach the area mentioned above.
Dwight hp 160/160, ac 31 Sunday October 4th, 2009 4:03:58 PM
Dwight nods in agreement to Plyf following about 10' over her shoulder and watching for the lowest of the branches. "I'm going to guessssss the massster of thessse conssstructsss, isss keen on protecting their turf."
He then floats over to Monthor. "Sssorry I didn't think to pull out the cryssstal a bit sssooner. I've never ssseen an item react ssso with creaturesss or conssstructsss before."
As the group appears to be getting closer, Dwight again takes to the sky trying to get a bird's eye view of the clearing prior to entering it.
[OOC] [DM Jeff] Monday October 5th, 2009 4:23:03 AM
[Holding off a post until more posts. Also holding off replying to the questions for now]
TratainCurrent Spells HP 252/234 AC 43 DR 15/Evil Monday October 5th, 2009 6:12:19 AM
Tratain follows along with the constructs. He says "Not a problem Dwight, I also have never seen a construct react to anything but who is controlling it. I wonder why these people have them out attacking everything though. We didn't provoke them that I can remember."
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells Monday October 5th, 2009 8:03:42 AM
Vedik continues to study the constructs as he flies along. He ponders their actions, and their abilities.
"They walk like druids." he states matter of factly. "Very curious."
He flies along and continues to watch them as they approach the clearing.
OOC: 3 negative levels.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Monday October 5th, 2009 8:39:19 AM
Echlhin asks the group "Do we wish to continue to follow them blindly? I am wondering, given that we know their general direction, if we would like to take a rest at some point to help those that have been injured from the last fight and perhaps see if there is some way to find out about where they, and we, are going."
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments Monday October 5th, 2009 9:32:43 AM
"Personally, I would like to stay near them, just in case they were meant to be a guide instead of a guardian. There might be traps only these constructs can get around safely. I trust my skills, but even I am imperfect, unlike these constructs."
MonthorHit Points:(143 of 213) AC 46 Monday October 5th, 2009 6:30:57 PM
Monthor scoots up to Tratain....
" A little healing please. "
" Let's stay close to the constructs... "
Dwight hp 160/160, ac 31 Monday October 5th, 2009 8:57:46 PM
As the group continues to examine the construct Dwight attention flickers to the trees. He has long sought an Isthagara tree, and knows they dwell in hard to reach places and are rarely ever found in the same place twice. His thoughts trail off as he envisions the direct link between Wold and pure magic that the Ishagara tree is rumored to have.
A Secluded Vacation [DM Jeff] Tuesday October 6th, 2009 2:59:09 AM
[OOC: My opinion on Spot/Listen checks is that you should really only be making them if they're called for. Or if you suspect there might be something hiding. Or if you are trying to hear/find things. Either way, I'm going to treat unnecessary spot checks just as I would failed spot checks and not mention them.]
The Knights keep up with the constructs, trying to decide what exactly these odd things are and why they're around. A subject that the beings themselves offer no assistance in. They are as silent as they were during their attack. The trek itself is difficult for most of the group, only made easier by the slow pace of the constructs. Echlhin (and anyone else with Woodland Stride) makes it look easy and could rush through the trees with ease.
After eight or nine minutes, Dwight flies up to check on their incoming location and is surprised to see that there is no open area in front of the group anymore. Just more trees. As he is about to report this, he sees the flora ripple and shake. For a moment, he sees trees and bushes move into the air. Some of them get larger and others smaller. A bright flash of light, which illuminates enough for the Knights below to see, and then it disappear revealing a treeless area that is at least two or three full square miles.
And, perhaps more shocking, Dwight sees hundreds of houses and huts. And thousands of people, some of them scattered far away, but most of them are crowding around an area that is directly in the path of the Gray Knights.
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments d20+13=25 ; Tuesday October 6th, 2009 3:08:39 PM
Plyf.......
She loves meeting new people and new experiences. The people of the cold and that visit, although an uncomfortable one, was a huge learning experience for her, as she expects this encounter will also. What kind of people are they? Human, dwarven?
She summons a mandolin, with a fast spell and it appears in her hand. She begins to play it, a lively tune, as if a carnival had just arrived. She would be happy to speak with the village, but also, restraint is called for before one knows the customs of others.
ooc: My mistake, instead of singing, which is her perform skill, she is doing an untrained perform on stringed instruments, which would be at +8 for dwarves, +6 for halflings/gnomes and +4 for everyonbe else. Rolled 12.
Dwight hp 160/160, ac 31 Tuesday October 6th, 2009 4:03:17 PM
Dwight floats back down so he is normal height with the rest of the group. He smiles at the townsfolk as the Knights enter the town. He leaves the talking to someone else, unless the rock requires him to lead.
TratainCurrent Spells HP 252/234 AC 43 DR 15/Evil Tuesday October 6th, 2009 5:45:24 PM
Tratain walks along with the Others. When they approach the village he says "Dwight, Keep that Crystal Handy, just incase someone else tries attacking first and asking questions never. It seemed to get us by the constructs so it may help us here as well."
Tratain will stop the group from getting to close to the town until someone who looks like they are in charge speaks with the knights.
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells Tuesday October 6th, 2009 7:21:26 PM
Vedik follows the constructs, studying them as they walk, entirely fascinated. When they enter the clearing, raises one eyebrow.
He whispers to the group "If there's a people that have been isolated, I bet its these folk." He lets the more diplomatic members speak.
Effects: 3 negative levels Buffs Wings of Flying: Active Contingency: If enemy begins to cast disjunction: DDoor 1000' feet straight up. Magic Vestment x2 (40 hours, cast in morning)
MonthorHit Points:(143 of 213) AC 46 Tuesday October 6th, 2009 9:40:45 PM
Monthor the injured follows Tratain...
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 d20+27=42 ; d3=3 ; d20+27=36 ; Tuesday October 6th, 2009 10:33:22 PM
Echlhin follows Tratain's cautioning. While approaching he tries to notice what he can of the area (Spot 42 and Listen 36).
The Lost Tribe [DM Jeff] Wednesday October 7th, 2009 3:02:30 AM
The Constructs walk straight towards the clearing ahead. The humans take almost no note of them, except to clear a path. With some mild hesitation, the Gray Knights decide to follow. They reach the boundary between the trees and the flat ground where both Plyf and Echlhin discover something that is mildly startling. The wild jungle stops abruptly. It is a very unnatural phenomnenon. Especially some of the trees, which seem to have grown perfectly normal except the half that would cross over the villages boundaries is missing. And wildlife isn't the only thing being stopped. It is clear the people are, at the very least, talking amongst themselves. But, of the thousands there, the Knights hear nothing until they pass the boundary.
There is a moment of legitimate silence from the crowd and Plyf takes the opportunity to announce the Knights in with it. Her mandolin playing is adequate enough, but it is instantly drowned out by the roar of the crowd. Cheers. Whoops. Yelling. Phrases being shouted that the Knights have no way of sorting out from the rest of the noise. One thing is clear, these humans are happy to see the Gray Knights. For a moment, it seems the crowd is going to rush the group. Friendly or not, that could be a dangerous situation. But before it happens, a loud drum is hit. And then again. And again. It continues until the only noise is the beating of the drum. The crowd parts and a weathered old man comes forth and approaches the Knights.
He begins to speak and the voice, although indecipherable to those without Tongues, is clearly one of power. The words sound very, very odd. Then, even stranger than the words themselves, even those without magical assitance begin to understand the man. Spellcraft Check DC 23: Highlight to display spoiler: {This is, most definitely, not a Comprehend Languages OR a Tongues spell.}
"Greetings, noble builders. I am Maldar, the eldest of the Teucrians. We have waited for your coming. The Sacred has been kept Holy. The Rites have been honored. Your coming, foretold. How may we serve?" He, with a great deal of effort, kneels down to bow on one knee. Behind him, the entire crowd mimics his actions.
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments d20+3=20 ; d20+14=28 ; Wednesday October 7th, 2009 9:46:59 AM
Teucrians?
Plyf is flumoxed. She has heard of these people, some of the first inhabitants of the Wold, but they disappeared, came up missing, or just left. So, either the group has traveled through space to some other planet or the group has traveled through time.
Plyf runs over to help up the old man, "We are neither gods nor royalty. The only creatures that need bow before us are those of evil asking for mercy."
After the man is standing, she asks him, "How have you heard about our coming and how can we help you?"
Spellcraft: 20 (failed) Diplomacy: 28
ooc: Do you have a descriptor for these peoples? Dark, light, short tall? Is there a wide variation?
TratainCurrent Spells HP 252/234 AC 43 DR 15/Evil d20+10=20 ; Wednesday October 7th, 2009 6:34:30 PM
Tratain walks over to the Old man as well and offers him a helping hand up. He says "As my friend says, we are no one special enough for you all to bow too. Can you tell us about this place? We have heard of the Teucri where we come from but only stories. Can you tell us also why you think it was us who's coming was foretold. We come seeking knowledge, but also we were forewarned that a great evil would come an attempt to corrupt something sacred here. We have come to stop it."
Dwight hp 160/160, ac 31 Wednesday October 7th, 2009 7:30:17 PM
Dwight remains back a bit, not wanting to spook them with his speech or his forked tongue. He looks from face to face, judging their age and occupation and other culture clues.
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells d20+31=35 ; d20+16=27 ; d20+31=49 ; Wednesday October 7th, 2009 8:41:20 PM
While his companions talk, Vedik considers the barrier around the encampment, and the magic that must be a work. He avoids being too obvious about it however, and simply observes the barrier until further inspection seems socially acceptable.
He ponders if it might be some sort of planar boundary they have crossed. Such things are possible, and would explain a good deal about how this group has remained lost.
OOC: Spellcraft on the Language effect: Can not fail Spellcraft on the barrier: 35 Knowledge Arcana on the Barrier: 27 Knowledge The Planes on the Barrier: 49
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 d20+21=22 ; d20+27=46 ; d20+27=44 ; Wednesday October 7th, 2009 8:52:21 PM
(Go 1) Echlhin fails to grasp how the old man's words become understandable but figures he will ask someone else about it later, given he does not feel it appropriate at this point in time.
Agreeing with Tratain and Plyf, he simply stands with the group silently listening to what is spoken and tries to notice any reactions in the surrounding crowd (Listen 46, spot 44)
A History Lesson [DM Jeff] d20=18 ; Thursday October 8th, 2009 3:01:51 AM
Plyf and the rest of the group, taking a closer look, discover that this tribe is strikingly familiar. Not to the Knights, but to themselves. Almost all have have straight dark hair, either black or brown. No more than a handful have a reddish tint. All are dark skinned. Each of them is well-built, muscular, and athletic. And each of them has either a sword or a spear strapped to their person. These Teucrians, as hidden as they are, appear to be warriors. There are enough differences that the Knights don't think them clones, but just barely. This Lost Tribe must not get out much...
Echlhin looks over the crowd and notices that, for a people so fit and strong, almost everyone looks thin. A lack of meat covering their bones. Come to think of it, Maldar looks the worst of all. And yet, not one of them appears weak or even unhappy. The word that immediately pops into his mind is "hopeful".
Vedik instantly knows what these barriers are not. No Walls of Force. No form of Hallow or Unhallow. Even a powerful Antipathy or Control Plants couldn't have this effect. The trees that are only half there seem healthy and thriving. The thought that first comes to his mind is that half of the tree is growing right in front of him and the other half growing... somewhere else. But that is a power well beyond anything Vedik has ever heard of, and he has heard of much. Maybe he could learn more if he actually interacted with the boundary... Or maybe that would be a dangerous idea.
The Knights claim they are a simple group, not at all deserving of the honors bestoyed. From his position on the ground, he nods his head and turns to the crowd. "They remind us the importance of modesty. We are all insignificant compared to His might. The strongest, the wisest, and the most able all will meet him in the end."
Maldar returns his gaze towards the Knights, accepting Tratain's help getting up. His voice still projecting, he answers. "When the Builders left to join Him, they left their Temple to provide for us. But we are not perfect as they were and when we broke the Rites, He left. The Builders began to provide for us, but we failed them too. And now, He is gone and they have taken away their protection... It was prophecized that, once we returned to grace, those who can repair our souls and bodies would return. And here you are."
"If you wish to rest, we can arrange it. A feast would be... more difficult. Or we can take you to the Great Voice..."
Sense Motive Check DC 15: Highlight to display spoiler: {Maldar is laying it on pretty thick. Clearly trying to feed you information. He also seems unusually comfortable, compared to his people, who are all clearly shocked at the presense of the Knights.}
Anyone under the effect of Tongues/Comprehend Languages: Highlight to display spoiler: {The words in bold, you are hearing as "Death", not "His" or "Him"}
Knowledge History DC 25: Highlight to display spoiler: {The 'Teucri' were an ancient race that were on the Wold at some point, long ago. They were said to be very powerful. But they were also thought to be long, long gone.}
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments d20+7=24 ; d20+4=10 ; Thursday October 8th, 2009 10:03:52 AM
Plyf has no idea on the history of the place, but something is not right.
She remains quiet for now, waiting to see if some of the others pick up on the strange reactions.
"Does Him or He have a name you can tell us?" She asks.
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments Thursday October 8th, 2009 10:04:40 AM
Sense motive: 24
MonthorHit Points:(143 of 213) AC 46 Thursday October 8th, 2009 8:30:24 PM
Monthor stands near Tratain and watches out for possible attacks. These people seem friendly but.....
Dwight hp 160/160, ac 31 d20+6=11 ; Thursday October 8th, 2009 8:43:50 PM
Sense Motive: 11
Dwight remains in the rear watching the interaction between Tratain and the elder as well as the few others that feel learned enough to interact with these people.
As the conversation continues, Dwight attention begins to wonder to his favorite subject: food. Not so much as wanting theirs, as wanting to eat in good company. He considers summoning Ebryrons feast, though limited, always presents good food.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 d20+8=14 ; Friday October 9th, 2009 6:58:20 AM
"...all will meet him in the end" Echlhin thinks about the man's words. To the elder he asks "Sir do you recognize this symbol?" and gestures to the symbol on his vestments. "And for your offer, some may seek rest, but I do not speak for us all. Of food and feast, we would not wish to impose upon you and yours as it seems you may not have enough for yourselves. I, myself, would be interested in hearing the Great Voice."
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells d20+2=22 ; d20+16=24 ; Friday October 9th, 2009 8:25:32 AM
Vedik furrows his brow, trying to remember some detail that might help them out of history. But he is unable to recall anything useful, his mind still working on the barrier puzzle. He does however notice something odd about Maldar's speech, but remains quiet on that subject.
"Builders you say? I serve Alemi as Fixer, one who also creates things and repairs them. I wish to hear the Great Voice as well please. "
OOC: 3 Negative Levels
22 Sense Motive, 24 Knowledge History
TratainCurrent Spells HP 252/234 AC 43 DR 15/Evil d20+10=13 ; Friday October 9th, 2009 8:36:46 AM
Tratain also notices something odd about the mans speach but decides to speak with his comrades about it after.
He says "I agree with my friends, can you show us around this place? and Show us to the Great voice as well?"
A History Lesson [DM Jeff] Monday October 12th, 2009 3:03:41 AM
[OOC: Jeff went home for Canadian thanksgiving before posting. And then forgot all about it. Sorry folks!]
Plyf's question only raises an odd look from Maldar. It crosses her mind that Maldar isn't saying "He" or "Him", that's just what she's understanding it as. The word he keeps saying is something along the lines of Dekadre. Echlin, thiking along Plyf's lines, points to his holy symbols. Vedik mentions Alemi. Both of them gain little reaction from Maldar. He shrugs. "I know nothing of such things."
The group decides to visit the Great Voice and the crowd, rather quickly, parts and makes a path for the group. Maldar begins to lead the way to a large box-building.
"I do not know what there is to show you. This is Home. It is where the Teucrians have spent many lives. But now our fountains no longer flow. Our homes," he points to many small box-shaped buildings, "are cold at night." The Knights notice that the various so-called buildings they walk by were probably not made by hand. They are all strangely clean and smooth, as if they'd never been tarnished. The Knights also notice that each building is marked with The Gift that seemed to have some effect on the constructs. "The fruit that once nourished us is now rotten, even on the trees. The wildlife that we once hunted is mostly gone and that which remains is sickly. And even the Guardians do not act as they once did..."
The Knights have reached the biggest building in the village. It is just as unnatural in construct as all the others. Two of the villagers rush up to the doors, slide them aside. Instead of running back into the crowd, one of them rushes up to Monthor and asks, "Did you come from the Skycastle? Are you here to save us?" He is quickly shoo-ed away by Maldar and disappears back into the crowd.
"This is the Temple where the Great Voice speaks. We have not heard Him since we failed, buts surely He will talk to you."
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments Monday October 12th, 2009 1:14:01 PM
Plyf must admit to herself, she wasn't one to go deep into the history of the Wold, unlike scholars and wizards, so she follows along with the others, wondering if someone else recognizes the name.
"Anyone know the names of those that preceeded Alemi, Pantheon and the others?"
TratainCurrent Spells HP 252/234 AC 43 DR 15/Evil Monday October 12th, 2009 6:59:17 PM
Tratain says "Can you tell us of the Guardians? How did they used to act? When we first arrived several of them attacked us. They seemed to stop after we showed them the Gift we have brought on behalf of the people of the Ice Vein."
He continues "I also have another question that may seem odd. When you speak to us, when you refer to your benefactor Your magic translates it to me as Him, but my own magic translates it as Death. Do you speak of Gargul the Caretaker of Souls? Or another being perhaps?"
Dwight hp 160/160, ac 31 d20+7=19 ; d20+6=25 ; d20+18=24 ; Monday October 12th, 2009 10:46:16 PM
In response to Plyf, "Do you mean the Godsss Ebryron and Maab? If my hissstory ssserve me right, they were around sssince the beginning, ssso to ssspeak."
As the group enters the Temple, Dwight takes a closer look at the construct of the building. Not a builder himself, he attempts to determine it's age, as one would with a hard wood tree that has fallen. (knowledge nature: 19)
Lastly, as the elder begins to speak, Dwight takes notice of the villagers. Have they dispersed? Do they remain close enough to hear the voice, should it speak? Does our presence and expectation to speak with the voice provide comfort or fear? (Sense Motive: 25, spot: 24)
Vedik AC 24 (13 touch) HP 191/191 Character SheetSpells d20+34=40 ; Tuesday October 13th, 2009 7:40:27 AM
Vedik looks over the construction of the well and buildings, fascinated by them. He tries to determine anything useful he can make out about them with his knowledge of construction techniques.
He files the outburst about the 'Skycastle' away for future knowledge, excited by the potential.
OOC: Knowledge Arch/Eng: 40
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments d20+18=38 ; Tuesday October 13th, 2009 1:26:14 PM
Plyf does a brief walk around the outside of the building, utilizing the Stonecunning aspect of her Belt of Dwarvenkind, she doesn't need to spend the time normally necessary to search every inch of the building. Anything that is unsafe, concealed or in some way odd, her magical item should allow her to more easily see it.
Search 38 (Natural 20)
MonthorHit Points:(213 of 213) AC 46 Tuesday October 13th, 2009 10:27:12 PM
Monthor remains with Tratain and watches the party's back.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 d20+27=46 ; d20+27=42 ; Tuesday October 13th, 2009 11:10:37 PM
Not known for his knowledge of architecture or history, Echlhin walks with the rest, listening to what further words the elder may speak or what may be heard from the Great Voice. Upon entering the building, if that is what the group does, he looks (spot 46) around and listens (listen 42), taking in what he can.
((sorry about the late post, had a lot of extra work to be done for one of my classes))
At the Doorway [DM Jeff] Wednesday October 14th, 2009 2:48:28 AM
The Knights start listing off Gods, some new some old. All of them cause only a look of confusion in Maldar. "Alem-ee? Ebryoon? Garghoul? These names mean nothing to me. I speak of the only God: Dekadre. All must follow him. The wisest cannot outwit him; the strong can not overcome him; and the quick cannot outrun him. Only by accepting his power over us will we survive." Clearly, this tribe has no knowledge of the Woldian Gods. Not even Gargul's name holds sway over them. Most of the group recalls the Powers of the Southern Continent, but to have never even heard such important names...
Knowledge Religion Check: DC 20: Highlight to display spoiler: {It sounds as if Maldar is speaking of ruled over Life and Death prior to Gargul. Dekadre doesn't seem to be the right name, but how many things get lost in translation over the years?} DC 25: Highlight to display spoiler: {Gargul, although a very different being than the God of Yore he replaced, shared many similarities. The way Echlhin, and the Eyes, worship likely has a lot in common with these people.}
Plyf walks around the building and, although her eyes are good, she can see no failings in it. She has never seen such a well constructed building in her life, even if she can't piece together how it was made.
The Knights stand at the doorway, with Echlhin peering in. The room is unnaturally dark. No noise comes from within. If there is a Voice in there, the Knights probably have to go in to hear it... Of course, it could always be a trap.
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments d20+10=21 ; Wednesday October 14th, 2009 9:46:53 AM
Plyf will ask the others, "There is no reason for us to enter until I investigate first.", she tells her friends, but in actuality, she attempts to tell her friends something else. "This guy is hiding something and I don't trust him!"
She waits for the others to agree with her, not wanting to step on the toes of the one that the others follow.
Bluff 21/23 halflings and gnomes/25 dwarves
Delivering a Secret Message You can use Bluff to get a message across to another character without others understanding it. The DC is 15 for simple messages, or 20 for complex messages, especially those that rely on getting across new information. Failure by 4 or less means you can't get the message across. Failure by 5 or more means that some false information has been implied or inferred. Anyone listening to the exchange can make a Sense Motive check opposed by the Bluff check you made to transmit in order to intercept your message (see Sense Motive).
TratainCurrent Spells d20+16=27 ; d20+16=24 ; Wednesday October 14th, 2009 6:51:25 PM
Tratain says "I'll go in with you Plyf, I think Dwight should come as well as he has the gift we brought here from the Ice Vein."
He continues to talk with Maldar as they enter the temple, he says "Can you tell me a little more about Dekadre. The name sounds familiar to me a little bit (Knowledge Religion 27) What can you tell me of his ways and how do you worship him?"
Tratain walks with Maldar into the temple, ready just in case it is a trap, but not overly concerned that it is at the moment. Perhaps the Man as the leader of the village wants to speak about things he would rather not have the whole village overhear for some reason.
Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 d20+27=38 ; Wednesday October 14th, 2009 7:00:52 PM
"I too would like to hear more of Dekadre" Echlhin says to Maldar while accompanying Tratain into the temple.
(spot 38) ----------------- (goggles of night - darkvision)
Dwight hp 160/160, ac 31 d20+7=26 ; Wednesday October 14th, 2009 9:38:30 PM
Knowledge (nature) 26, Not quite religion, but the older religions and nature often had some overlap, so I rolled.
Dwight looks to Plyf understanding her intention, having had the same thought. If it is a trap, most of us can escape quickly, barring some magical barrier. He nods in her direction. "Enjoy the warmth," he adds.
Waiting outside for a moment, and out of the elder eye-sight, Dwight murmurs two quick spells (Detect Magic, Detect Thoughts). He then enters the temple and puts his magical feelers outward.
Plyf (AC:37/41 total defense; HP:134/134) Greater Magic Weapon, 2 Magical vestments d20+14=26 ; Thursday October 15th, 2009 2:00:39 AM
Plyf shrugs her shoulders with a smile and in a friendly manner, wraps her arm around the Teucrian Elder, escorting him into the building with them, as if the group is honoring him. Meanwhile, she attempts to gain more information, "Please tells us more of your past and why you feel your people have fallen from grace?"