WoldianGames Homepage WoldianGames Homepage
WoldianGames Homepage
  LOG ON

Blackbird Lake Archives


Return To Index


And End to Battle


Light Fortification, AC 29, 86/36 hp Malgant 
Tuesday October 6th, 2009 4:09:45 AM

For that matter, who is Beeble?

Nebin the Green AC 19, HP 83/83 (Endure Elements, Wildshape- Wolf) 
Tuesday October 6th, 2009 6:22:28 AM

OOC: I was thinking the same thing. Taunting us with the life of a person we don't know isn't the most effective tactic.

Vauhwyt and Mookie  d20+11=16 ;
Tuesday October 6th, 2009 7:06:46 AM

Vauhwyt watches intently. Is the tide of the battle shifting? Maybe she can hope that her friends will keep her body from the enemy.

But Gargul's command is inexorable. She strains to stay and watch a little more ... and barely resists the pull of the nearby Woldsblood (rolled a 16 vs DC15).

She senses Mal's puzzlement. Surely the enemy is claiming that the living caster is a tool, forced to fight by the threat to his loved ones. Vauhwyt is skeptical, but goes closer.

She wonders if any other spirits will enter the Realm of Shadows soon ... maybe an innocent wife and child? She moves to look carefully at the vessel that may contain two souls. Can she see the souls? Can she talk to them? Do they exist only in the Wold, or also in the Realm of Shadows? She calls out, "Hello! wife of Beeble! Can you hear me?"

If the wife cannot hear her now, maybe she will if her soul is released, as the undead threatens. The liontaur spirit readies herself to intercept her (and her child), to speak to the wife if she dies.

Gargul will be interested in a new way to contain souls, and to prevent them from passing on. She studies hard, since she hopes to report to her lord very soon.

Mookie whines, "Are we done yet?"

Vauhwyt is so intent that she hardly hears him. "Hush," she mutters.

Nebin the Green AC 19, HP 83/83 (Endure Elements, Wildshape- Wolf)  d20+9=13 ; d20+8=17 ; d20+2=6 ;
Tuesday October 6th, 2009 7:23:06 AM

(Spot check 13)

Nebin watches the orb roll around. The mage slipped away but he wanted that orb. It had to be important. Nebin runs toward the orb as fast as his wolf legs will carry him.

OOC: Nebin's going to try and snatch the orb in his jaws. First roll (d20+8 = 17) is an attack roll to snatch the orb. In case you wanted dexterity instead I rolled that too (dex check is 6)

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


Vauhwyt and Mookie  d20+11=12 ;
Tuesday October 6th, 2009 11:48:44 AM

[OOC: Sorry, I am a round behind, per DM Buzz! Here's another post to bring V up to speed.]

Vauhwyt tries to focus, but the pull of the afterlife is getting stronger. Then her will falters, big time! A natural one!

In a wink, just like that, a wash of Woldsblood pulls her away, and she is swept downstream, toward a meeting with her master.

Bart ac 31 ac 32 to #2 hp 112/112 Stoneskin  d20+20=39 ; d20+20=23 ; d10+11=15 ; d10+11=21 ; d6=6 ; d100=68 ;
Tuesday October 6th, 2009 5:35:27 PM

Bart ignores the orb let others deal with it. he moves to 17F and if possible he makes an spring attack Bart believes the mage must be in 18e he sees Nebin the wolf attack thin air there so there must be some who he can kill there (threat ac 39 crit ac 23? for 15+21+6 shock, rolled 68% for concealment your call Buzz if Bart hits or not)

Vorelle [Strength 9][AC 28; HP 35/96]  d20+16=30 ; d20+18=20 ;
Tuesday October 6th, 2009 5:50:14 PM

Vorelle spots whatever it is, but sadly Vorelle's player has no idea what the DM meant.

Also, Vorelle has no targets and is trapped inside a wall of blades.

She readies an action to shoot at any opponent that becomes shoot-at-able. She misses.

Light Fortification, AC 29, 86/36 hp Malgant  4d8+11=25 ;
Tuesday October 6th, 2009 10:46:56 PM

OOC
Malgant is 5 ' further forward than the map shows him, or else the things he had cast the past 2 rounds( heal) wouldn't have happened.
IC
Malgant reaches out and touches Lorth again, channeling positive energy into the paladin and closing some more of his wounds (cast cure critical wounds for 25 points healing). Through the message link Malgant urges the paladin on. Lorth, put the fear of Gargul into those undead bastards. If you can turn them perhaps the caster that they have forced into working for them will help us.
Malgant then turns from the warriors at the front and heads back towards the fight in the back with the caster (using the speed granted by haste end in M/N, 19/20) Aloud he says " Hear me Beezle. They taunt you with the death of your family. Have you any assurance, any assurance at all that these fiends will not kill them anyway? They are evil to their core and will not hesitate to kill those that they see as weak. Show your strength to them. You have seen me channel Imod's strength to protect and heal those for whom I am sworn to protect. Allow Imod's pure, strong spirit to guide your hand and strike down the two abominations in front of you. I go now to try and help your family, show your mettle and help me help them." Malgant come up just short of where he needs to be to cast upon the area with the globe in it. From what he has heard of the fight the invisible caster is near there. He hopes that he is able to both wash the orb from the caster's grasp and muddy the area so that Aztyr and Nebin can better see the mage to strike it. Imod grant him the few more seconds he needs to make that happen.

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 1088 rounds
Resist energy (cold)1089 rounds
Shield of Faith (+3 deflection bonus to AC) 101 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 102 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 1 extra attack when using full attack option 3 rounds

Aztyr AC 20 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Tuesday October 6th, 2009 11:04:44 PM

Aztyr thinks for only a moment can cancels the Polymorph spell she was under and reverts to her normal loveable liontaur self. She immeadiatly does a full move towards Malgant and passes him in the tunnel by running a corkscrew effect over the cieling. She ends up in n,o / 17,18.
She thinks to the rest, Nebin either grab that orb or knock him back down, because I'm gonna be comming back at you like a Rhino. This is getting messy, we are too spread out for my spell to have too much effect... Sorry Malgant, it's gonna be bad.

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, 97 rounds
Protection from Evil 98 rounds
Polymorph:
Strength -1

Cast on others:
Haste 3 rounds



Lorth AC 24 (26 to evil) HP 121/62  d20+4=23 ; 2d6+12=19 ;
Wednesday October 7th, 2009 9:41:51 AM

Lorth is once again healed by Malgant. "Thanks friend.", he says.
He then wills himself to concentrate, brandishing his shield before him like a beacon.
"Fiends, you are nothing before the might of Gargul.", he yells.
(Turning attempt: 23, 12HD is the highest undead turnable (Lorh turns as an 8th level cleric +4 cha), I can turn 19HD worth)
Lorth feels the power of Gargul flow through him... He knows he cannot do much better than this.

Effect and Duration of Turning:

Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect--you just can't approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

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 3 rounds
Delay Poison, 10 hours
Protection from evil 2 rounds +2AC & Saves
Divine Favor 4 rounds +3 at & dm

Tunnel Battle round 13/DM Buzz  d3=1 ; d20+10=24 ; d20+15=28 ; d10+7=8 (Missroll); d20+15=33 ; d8+9=13 ; d8+10=16 ; d6=4 ; d20+9=14 ; d12=2 ; 5d6=19 ;
Wednesday October 7th, 2009 7:30:44 PM

The battle becomes more curious as an invisible caster tests the ethics of the group and some wonder who Beeble is.

Through extraordinary force of will and her close tie with the Realm of Shadow, Vauhwyt was capable of resisting the pull of Gargul's call. The Woldsblood runs thick and fast though. It's intention, to sweep away the spirit of the lost, so that it may come to rest in a place that it deserves, according to their mortal life. The view of the group fades from her view as now, the scenery of her new plane are taken in, as well as the inhabitants.

Nebin wants to get his mouth around that globe, but the narrator has no idea where he wants to end his movement, so he stands still and contemplates the situation. Everyone must give me an end of round position. Thank you. :)

Bart moves back toward the rear melee. The distance to great for him to make a Spring Attack.

Vorelle can see that the two remaining warriors have Appolos weapons. Highlight to display spoiler: {That was what the DM meant.} She remains trapped by the magical barrier and would be sore pressed if the enemy made it through into the eye of the barrier.

Malgant channels the power of Alemi with the grace of Imod, to further heal the Knight of Gargul. He throws empty words into the air, in the hopes of a miracle. Would you like to try a Diplomacy skill or something else? Feel free to. :)

Aztyr changes back into her natural form and she moves back toward the Blade Barrier, in anticipation of something to come.

Lorth calls upon the power of Gargul to drive away the undead warriors.

The blood slows down and soon, those that are fatigued will turn exhausted. The drain of the adrenaline slowly wearing on those that have dug all day and did not receive the benefits of powerful divine spells.

Near the Blade Barrier, the smell of ozone is now noticeable, as well as blood and bodily wastes from your dead comrade. Other senses begin to kick back in, not being necessary in the "fight or flight" moments. Hair not covered by armor or clothing stick up on end.

The two warriors go silent for a moment as Lorth attempts to turn them. They look at each other and begin to laugh as they wait (Held action).

#1 "What does he think he is a Paladin? Surely a Paladin of Gargul wouldn't be hiding behind a powerful spell to avoid melee."

#2 "What a waste of good armor! Why don't you send in a priest to do your job, since you are to scared for conflict.

They continue to laugh through your rounds as well, with nothing to do but wait for you to want to fight.

"You may want to take your friends advice and run away. He may be a coward, but he's a smart coward."

The wall disappears finally and the two warriors do not hesitate to rush the only one they can reach, Vorelle.

#1 moves in like a swift hawk, hitting her in the shoulder doing 13 damage

#2 almost criticals the female ranger, the shock felt through her body. 16 damage plus 4 shock

On the other side of the tunnel, Bart is seen as the immediate threat, so from out of no where, a dark globe flies toward him. It lands in the section of A, near Bart and an explosion occurs, rocking his world and doing 19 damage. A shimmering force attempts to engulf the only creature in the area at the time and Bart please make a Reflex save DC 16 or trapped in a Resilient sphere.

Map to come tonight.

Light Fortification, AC 29, 86/36 hp Malgant  d20-2=13 ;
Wednesday October 7th, 2009 9:25:40 PM

diplomacy 13


Nebin the Green AC 19, HP 83/83 (Endure Elements, Wildshape- Wolf) 
Wednesday October 7th, 2009 10:19:27 PM

OOC: when I had time to post there was no map. So what was I supposed to do? It seems I got shafted because of things that were not my fault.

Nebin the Green AC 19, HP 83/83 (Endure Elements, Wildshape- Wolf) 
Wednesday October 7th, 2009 11:04:34 PM

Couldn't Nebin's end position be the orb's location since that was where he was moving? It's not G14 or whatever it was but it was a clear enough location and he has a movement of 10 squares.

ooc:I sent out maps through email, because something with the publishing went awry. As well, one could have used another map to determine where everyone was at if one wanted to. No, you could not end in that space, for reasons obvious, if you had tried to move to that spot, which I did not see in your post you were attempting, only that you were going for the orb, sorry. If I am calling Bart on ending coordinates, I am calling everyone, it's only fair.

Vorelle [Strength 9][AC 28; HP 2/96] 
Thursday October 8th, 2009 12:54:28 AM

Vorelle takes two blows and drops like a stone. She is still conscious, but is hoping the bad guys will think she is not.

[Drop prone as a free action.]

Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin  d20+12=15 ; d20+12=17 ;
Thursday October 8th, 2009 2:24:09 AM

BArt avoids being trapped in the sphere (used heropoint)

(rest of post after map)

Nebin the Green AC 19, HP 83/83 (Endure Elements, Wildshape- Wolf) 
Thursday October 8th, 2009 6:58:25 AM

Then the map needs to be up when the post goes up. I'm loosing two rounds because of no map. If the map can't be posted with the post then things need to wait. My time to post for the round was last night. Even if the map was up this morning I don't have time to mess with it right now. Depending on work I may not get another chance to post until sometime tomarrow.

DM Buzz: I have never rushed you guys to make a post during battle, in fact I encouraged you to take your time and make plans.

Lorth AC 24 (26 to evil) HP 121/62  d20+21=34 ; d8+8=14 ;
Thursday October 8th, 2009 8:18:23 AM

(OOC: wow those undead are better than 12HD...)

Lorth rushes the undead closest to Vorelle (Buzz, put Lorth in any square near Vorelle) and tries to protect her.
(1 Attack hit AC: 34 for 14)

Vorelle [Strength 9][AC 28; HP 2/96]  d20=8 ;
Thursday October 8th, 2009 10:01:36 AM

[Bluff 8. Fine. Kill me then.]

Tunnel Battle round 13/DM Buzz 
Thursday October 8th, 2009 10:15:27 AM

OOC: Email in the mail! Please check your emails regularly during battles! Last rounds map is in the mail as well, if you want a reference.

Lorth, if you do not give me an end coordinate, you action too will fail. If you want to wait for the map, that is fine, but "near Vorelle" is not specific enough.

Thanks for your patience all.

Also, don't forget, the map is a tube. You can step from A to D without crossing B or C.

Lorth AC 24 (26 to evil) HP 121/62 
Thursday October 8th, 2009 12:12:37 PM

OOC: Buzz, please post and release the map at the same time then. Thank you.

Light Fortification, AC 29, 86/82 hp Malgant 
Thursday October 8th, 2009 4:18:45 PM

I have no map. I'll post when one becomes available.

Lorth AC 24 (26 to evil) HP 121/62  d20+4=13 ; d20+4=20 ; 2d6+12=17 ;
Thursday October 8th, 2009 8:31:10 PM

(Rewrite)

Lorth tries again. I said, "Fiends, you are nothing before the might of Gargul."
(Turning attempt: (used hero point) 20, 11HD is the highest undead turnable (Lorh turns as an 8th level cleric +4 cha), I can turn 17HD worth)


Lorth AC 24 (26 to evil) HP 121/62 
Thursday October 8th, 2009 8:32:00 PM


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 2 rounds
Delay Poison, 10 hours
Protection from evil 1 rounds +2AC & Saves
Divine Favor 3 rounds +3 at & dm

Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin  d20+20=26 ; d20+15=27 ; d20+10=21 ; d10+11=20 ; d10+11=17 ; d10+11=20 ; d6=6 ; d6=4 ; d6=6 ; d100=51 ; d100=9 ; d100=12 ;
Friday October 9th, 2009 4:20:10 AM

Bart takes an 5 feet step to 17f and attacks the invisible mage in 18e (ac 26 for 20+6 shock 50% change to hit invisible roll 51, ac 27 for 17+4 shock hit roll 9, ac 21 for 20+6 shock hit roll 12)

Light Fortification, AC 29, 86/82 hp Malgant 
Friday October 9th, 2009 6:53:30 PM

waiting for the map to become available.

Tunnel Battle round 13/DM Buzz 
Saturday October 10th, 2009 11:19:14 AM

Tunnel Battle Round 13.

Light Fortification, AC 29, 86/82 hp Malgant 
Saturday October 10th, 2009 2:03:43 PM

Malgant hears the Blade barrier go down and knows that he has made a mistake. Now he is out of place and Vorelle is under the blades of the undead. calling on Imod's power as he has in the past he gains Imod's Divine power and feels his strength increase and his weapon skills sharpen( cast divine power). Abandoning his previous action, to muddy the hallway and wash the orb away from the caster, Malgant plunges back towards the fight, moving 40' to (move to U/V 19/20)come up behind Lorth. Catching the undead's quips he says " Careful what you wish for abomination, you may just get it."

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 1088 rounds
Resist energy (cold)1087 rounds
Shield of Faith (+3 deflection bonus to AC) 100 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 101 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 1 extra attack when using full attack option 2 rounds
Divine Power
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. 11 rounds


Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin  d20+20=25 ; d10+11=21 ; d6=4 ; d100=50 ;
Saturday October 10th, 2009 2:40:06 PM

Bart goes forward to the sphere and swings over it not trying to hit it but trying to hit the mage which must be around it as Bart believes (ending at B17) (ac 25 for 21 + 4 shock 50% to hit)

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Saturday October 10th, 2009 5:51:17 PM

Aztyr halts right where she is and ducks a little to let Malgant pass by. She then rerights herself and casts Haste once again, covering herself, Malgant, Lorth and Vorelle only, as the rest of the group is out of place, too far away.
She then decides to turn and run back towards the invisable mage. Ending at C,D/19,20 cork screwing around people as needed.

.Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
Shield spell, 96 rounds
Protection from Evil 97 rounds
Polymorph:
Strength -1
Hasted: 10 rounds

Cast on others:
Haste 10 rounds (Malgant, Lorth, Vorelle)


Nebin the Green AC 19, HP 83/83 (Endure Elements, Wildshape- Wolf) 
Saturday October 10th, 2009 6:00:40 PM

With the Invisible Mage slipping away Nebin turns and runs down the tunnel Y20. Reverting to his normal form, is that a standard action? It's an important question since it determines how soon until Nebin can heal Vorelle.

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: According to the SRD for the druid.

Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.


Light Fortification, AC 29, 86/93 hp Malgant 
Sunday October 11th, 2009 11:51:42 AM

forgot to add my new hp in previous post

Lorth AC 24 (26 to evil) HP 121/62 
Sunday October 11th, 2009 2:41:06 PM

(Final post 13)

Lorth rushes the undead closest to Vorelle (Buzz, put Lorth in any square near Vorelle) and tries to protect her. (Z19, go to Y18 then diagonal as not to provoke AOO)
(1 Attack hit AC: 34 for 14)

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 2 rounds
Delay Poison, 10 hours
Protection from evil 1 rounds +2AC & Saves
Divine Favor 3 rounds +3 at & dm

Tunnel Battle round 14/DM Buzz  d20+18=35 ; d8+9=10 ; d20+13=23 ; d20+8=21 ; d20+19=39 ; d20+19=24 ; d8+10=14 ; d6=1 ; d8+14=17(Missroll) ; d8+9=13 (Missroll); d20+14=24 ; d20+9=16 ; d20+7=14 ; d20+3=11 ; 3d6=12 ; 2d6=7 (oops, 5d6 was what I was supposed to roll);
Monday October 12th, 2009 2:27:21 PM

Please note:
When you make a post using rolls and then make another post using similar rolls, in a situation like this, I will always take the initial rolls, good or bad. In this case, with Bart, it is the first roll of his first post we will keep, which is a hit. Please be aware of this for the future.


Vorelle, critically wounded, plays dead on the tunnel surface.

Bart, using heroic powers, avoids the magical effect of the bead, while sustaining some damage. He moves forward swinging, and connecting with a solid blow on some creature.

Malgant casts a spell and challenges the undead, to watch their words, they may come true.

Aztyr casts a spell and returns to the battle in the rear.

Nebin moves toward the ranger and reverts to his normal form, in the hopes he can heal others next round.

Lorth moves in to take the heat off of the ranger, knowing, they want him dead more then the others. He lays a solid shot on one of them. ooc: Sorry, I wasn't exactly clear on your movement. No AoO from enemy for moving into Z19. Please reexplain if I missed something.

As Bart slices open the wizard, his attack didn't do as much damage as it could have, but drips of blood turn into a seeping wound from the blow. A scream of pain comes out of the thin, stale air as the emotion of pain is expressed by the recipient. Weight comes down on the orange globe and it is seen to shatter. A wisp of an image, a pregnant woman screeches out the name of someone you have heard before. "Beeeeeeblllle!" Then, the wisp is seen to disappear.

The previous scream turns to a laugh as the warrior caused the destruction of the orb, or so it is insinuated. "Excellent, I warned you and still, she is gone with the child. I admire you your spirit, are you sure you don't wish to join us?"

Still laughing, the sounds of running footsteps are heading out toward the way you all entered. (Sorry, no AoO on invisible creatures you can't see)

#1 and #2 are not fooled by the lame facade the ranger attempts.

#1 "Leave her there for now, we can entertain ourselves with her later when we are again bored."

#2 "Yes Sir!"

#1 attacks Lorth hitting AC 35 doing 10 damage, yet miss with the other two.

#2 attacks Lorth and although the wound is deep, thanks to his protection from Evil, it was not a critical blow. Still it does considerable damage and a slight shock goes through his system. Take 14 damage plus 1 shock. Likewise, the other two attacks from #2 also miss.

The scream from the woman can be heard by all and from behind the undead another yell is heard, "Liza, Liza, no!!!!"

A ton of expletives occur as a black bead is seen to fly from behind the two undead warriors. Yet, instead of it hitting someone in the party, it strikes the floor, five feet behind #1 exploding. Although both the undead appears to have taken little or no damage from the blast, #1 is now within a resilient sphere, unable to move or act further, for the duration, except to curse the one that trapped him..
"Beeble, the rats will feed on your organs while you watch and suffer, for this action!"

The size of the resilient sphere forces #2 either forward or backward. He takes a five foot step after his attack, casting similar curses at the person named Beeble.

Tunnel Battle Round 14.

Vorelle [Strength 9][AC 28; HP 2/96] 
Monday October 12th, 2009 3:10:16 PM

"Dead" Vorelle stays where she is.

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Monday October 12th, 2009 4:50:26 PM

Bart, wait on my post.
OOC: Buzz was crushing the Orb an Standard Action or Free Action or was it a Move Action?

DM Buzz: Normally, I would say it was a free action, but someone was killed with the pressure of the step, so it is a move action. :)

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40)  d20+11=14 ; d20+11=25 ; 10d6=36 ;
Monday October 12th, 2009 7:57:21 PM

Aztyr smiles as she hears the Mage yelp and sees some blood appear as Bart hits him. Changing plans in mid-motion she says over thier link "Incoming" and she starts casting a spell. She makes a few motions and a small seed appears which she promptly flicks away from her a bit further up the tunnel. (Cast Fireball, Target spot to be center is -C/-D line (15 feet or 3 squares beyond the map edge) in the direct center of the tunnel).
**Used 1 hero point to reroll SP**

Rolls Spell Pen, Rerolled Spell Pen, Damage 36
Reflex save DC 21 for half damage

"All your's Bart" Aztyr thinks after her spell goes Whoomp in the tunnel.

.Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
Shield spell, 95 rounds
Protection from Evil 96 rounds
Polymorph:
Strength -1
Hasted: 10 rounds

Cast on others:
Haste 10 rounds (Malgant, Lorth, Vorelle) (corrected for mistake last round should have been a 11 to start)

Light Fortification, AC 29, 86/93 hp Malgant  3d8+11=19 ; d20+18=33 ; 3d6+5=20 ; d6=4 ;
Monday October 12th, 2009 9:35:49 PM

Seeing the focus of the undead shift, and his main target enveloped in a bead of force( was there a sale on those things Malgant missed when he last visited the catacombs?)Malgant resumes his previous role as healer. Stepping forward 10 feet( to W,X/19,20) Malgant reaches out and touches Lorth, closing some of the wounds inflicted by the undead.( cast cure serious wounds healing Lorth for 19 points).
OOC
too far away to interpose on any of the wounded
If #2 provokes an AoO Malgant takes it Hit ac 33 for 20 damage +4 fire

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 1087 rounds
Resist energy (cold)1086 rounds
Shield of Faith (+3 deflection bonus to AC) 99 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 100 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
Divine Power
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. 11 rounds

Appoloooc 
Tuesday October 13th, 2009 3:51:13 AM

Still watching and waiting.You know I'm going to huant you all.

Lorth AC 24 (26 to evil) HP 121/56  d20+21=22 ; d20+21=24 ; d20+15=28 ; d20+9=15 ;
Tuesday October 13th, 2009 12:30:00 PM

(Took 25 damage, healed for 19)
Lorth continues to attack the undead creature while positioning himself between it and Vorelle, his swings are all wild.

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 1 rounds
Delay Poison, 10 hours
Protection from evil 0 rounds +2AC & Saves
Divine Favor 2 rounds +3 at & dm

Tunnel Battle round 14/DM Buzz 
Tuesday October 13th, 2009 5:08:49 PM

OOC: Need two more posts, but I have a busy night tonight, so DM post to come tomorrow. Hopefully, they will get them in this evening.

:)

Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin  d20+20=24 ; d10+11=21 ; d6=4 ; d100=100 ; d20+20=36 ; d20+20=24 ; d10+11=16 ;
Tuesday October 13th, 2009 5:24:23 PM

Bart ignores the broken sphere and is "running" forward following the blood trail of the wounded mage at the end (appr 30 feet) where he sees no more blood drops he slashes again hoping he wil hit the mage again (spring attack ac 24 reroll ac 36 threat ac 24 crit? for 21+16+4 shock) outside map

Nebin the Green AC 17, HP 83/83 (Endure Elements)  4d8+11=37 ;
Tuesday October 13th, 2009 10:06:31 PM

Nebin quickly casts a heal spell, letting the essene of life flow into vorelle.

OOC: cast CCW on Vorelle for 37hp

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 15/DM Buzz  d20+8=11 ; d20+9=12 (Spot check for Bart); d20+16=33 ; d20+11=31(disregard) ; d20+11=24 (disregard); 5d6=14 ;
Wednesday October 14th, 2009 9:26:24 AM

ooc: My mistake. I lost track of time. Beeble should have become visible last round before he attacked #1. Vandmark become visible this round, after Bart attacked. Doesn't effect the moment however, since Beeble wasn't being attacked.

Please scroll the map down to see all of it. :)

The group continues to fight hard against the Dread foes or at least those that are not dead or playing dead.

Some are healed as others are wounded. Spells fly through the tunnel and a Fireball spell solicits another yell of pain and rage from the once fleeing wizard.

Beeble, in the brown robes that you saw him in earlier, is heard to be sobbing. He runs his hands through his hair as he walks slowly away from the battle down the tunnel you all were looking to explore. He is deep in thought and no longer concerned for his own life or anyone else.

#1 yells at #2 "Paralyze that priest and buy me some time to get out of this!" he shouts as his feeble attempts to pierce the resilient sphere with Appolo's blade continues.

#2 takes a five foot step, and in a single move action slings off his gauntlet, dropping the short sword with it and just touching the minotaur of Imod which causes a cold chill to spread through the priests body. Malgant, please give me a Fortitude save DC 16 or become Paralyzed

Vandmark, slightly eluding Bart, since the human warrior did not spot the wizard, now becomes visible and is seen to be somewhat damaged, but still quite healthy. He takes a five foot step toward the liontaur and away from Bart, while he pulls yet another Bead of Force, obviously a product that provides the most bang for the buck and tosses it at Aztyr, landing on the tunnel surface near her. Aztyr please roll a Reflex save DC 16 or become trapped in a resilient sphere and sustain 14 damage.

Bart needed a Spot check to find the wizard and failed, sorry I had to roll for you. Not seeing him, he could not attack

Tunnel Battle Round 15.



Vorelle [Strength 9][AC 27; HP 39/96]  d20+2=18 ;
Wednesday October 14th, 2009 2:36:06 PM

Vorelle sets her bow down and quick-draws her hand axes. Staying on the defensive, she attempts to assist Lorth in bringing down the undead creature.

[Quick Draw hand axes and use the Aid Another action to assist Lorth's attack roll. "To hit" with hand axes: +17 (Vorelle's normal bonus) +1 (Haste) -4 (prone) -2 (attacking defensively) = +12. Successfully hit AC 10 with an 18.]

Lorth is +2 to attack #2

Nebin the Green AC 17, HP 83/83 (Endure Elements) 
Wednesday October 14th, 2009 3:21:21 PM

OOC: Vorelle has 39hp. Nebin healed her for 37 last round

Lorth AC 24 HP 121/56  d20+21=32 ; d20+21=28 ; d20+15=27 ; d20+9=13 ; d8+8=13 ; d8+8=14 ; d8+8=14 ;
Wednesday October 14th, 2009 3:48:31 PM

Lorth continues his attack (Rolling damage this time for the 1st 3 as his AC might of changed. Hit AC: 32,28,27 DM: 13,14,14)

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 0 rounds
Delay Poison, 10 hours
Divine Favor 1 rounds +3 at & dm

Vorelle [Strength 9][AC 27; HP 39/96] 
Wednesday October 14th, 2009 4:47:25 PM

[Corrected hit point total.

Also, Lorth's first attack hit AC 34 with Vorelle's assist.]

Light Fortification, AC 29, 86/93 hp Malgant  d20+14=32 ; d20+17=23 ; d20+17=20 ; d20+12=26 ; d20+7=14 ; d20+15=32 ; 3d6+6=14 ; d6=1 ; 3d6+6=11 ; d6=2 ; 3d6+6=19 ; d6=5 ; 3d6+6=22 ; d6=2 ; d8+4=10 ;
Wednesday October 14th, 2009 4:53:12 PM

Easily shrugging off the undead's paralyzing touch Malgnt smiles grimly( Fort save 32)" I told you to beware what you wished for, now feel Imod's wrath." That said Malgant launches a flurry of attacks missing repeatedly with his blade and finally striking home with his horns.( I think all the sword blows missed but I have damage for each attack, just in case. In order- ac 23 for 14+1 fire, ac 20 for 11+2 fire, ac 26 for 19+5 fire ac 14 for 22+2 fire, horn gore ac 32 for 10 damage) Blazing pain shoots through his head as his shattered horn connects with the undead body, yet the smile remains on his face. " Your commander is lost to you for the remainder of this battle. I will deal with his wretched body when the sphere falls. Until then I will delight in destroying the abomination that you represent."

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 1086 rounds
Resist energy (cold)1085 rounds
Shield of Faith (+3 deflection bonus to AC) 98 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 99 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
Divine Power
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. 9 rounds

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40)  d20+7=24 ; d20+7=9 ; 6d4=14 ;
Wednesday October 14th, 2009 5:12:19 PM

OOC: made Save 24

IC: Aztyr smiles and wiggles her finger at the mage, "Tsk, Tsk, Tsk" She mimmics drawing an arrow and releases the sickly green arrow. She looks suprised when she probably missed the mage (prolly missed rolled a 9+1 for haste = 10/ 14 damage if she hit).

.Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
Shield spell, 94 rounds
Protection from Evil 95 rounds
Polymorph:
Strength -1
Hasted: 9 rounds

Cast on others:
Haste 9 rounds (Malgant, Lorth, Vorelle)



Light Fortification, AC 29, 86/93 hp Malgant 
Wednesday October 14th, 2009 5:12:27 PM

OOC
please add +1 to all my to hit rolls, I have so many bonuses I forgot to add the haste bonus in

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Wednesday October 14th, 2009 5:12:52 PM

spell cast was Melf's Acid Arrow

Nebin the Green AC 17, HP 83/83 (Endure Elements)  3d8+11=26 ;
Wednesday October 14th, 2009 5:40:48 PM

Nebin casts another healing spell, sending more life giving essence into Vorelle.

OOC: casts CSW on Vorelle, healing her for 26

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 15/DM Buzz 
Thursday October 15th, 2009 11:17:35 AM

OOC: DM post coming this afternoon/evening, please make your final post, or in the case for Bart, a post.

Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin  d20+20=39 ; d20+20=31 ; d20+15=17 ; d20+10=22 ; d10+11=15 ; d10+11=16 ; d6=4 ; d10+11=18 ; d6=5 ; d10+11=14 ; d6=2 ;
Thursday October 15th, 2009 11:57:34 AM

Bart takes a 5 foot step and attacks the wizzard (threat ac 38 crit ac 31 for 15+16+4 shock, ac 17 for 18+5 ac 22 for 14+2.

Light Fortification, AC 29, 86/93 hp Malgant 
Thursday October 15th, 2009 4:28:36 PM

OOC
Bart... post your ending square, don't lose your turn

Tunnel Battle round 16/DM Buzz  d20+14=32 ; d8+5=12 ; d4+5=7 ; d20+9=18 ; d20+4=18 ;
Thursday October 15th, 2009 5:30:36 PM

Vorelle a team player assists the Paladin in his assault on the enemy.

Lorth lands a solid blow with his first shot, rocking the Dread knight's head to the side.

Malgant resorts to his natural attacks in order to get to business. The warrior replies, "You better hope you kill us before Vandmark falls then."
With Haste, gore attack was only hit. :)

Aztyr casts a spell and misses, even a touch attack. The acid splats on the tunnel surface and dissipates.

Nebin further heals the ranger, greatly improving her health.

Bart utilizes the distance between him and the elf wizard and takes a five foot step to H24, then Spring Attacks to the nefarious individual causing considerable damage with his first and third attack, yet the wizard is still quite healty as the warriors weapon is some how blunted. Bart springs away, ending in I24.

The shimmering shields, lying just on the other side of Vauhwyt's corpse disappears.

#1 points the sword down toward his feet, resting on the sphere and waits.

#2 takes a five foot step back and decides to use his touch on Lorth, doing 12 damage, please roll a Will save DC 16 for half . The chill touch from the creature flows through the body and attempts to paralyze the muscles. Lorth, please roll a Will save DC 16 or Paralyzed.
Then, the petrified hand doubles up into a fist, delivering solid blows onto the armor of the Paladin, none of which cause damage, unless Lorth fails his save.
Sorry, I forgot to roll the touch damage on Malgant. My mistake.

Beeble walks toward the dim light that can be seen off in the distance.

Now that there is no one near the elf wizard, he casts a spell, creating many more targets for Bart and Aztyr to deal with. Now, eight of these wizards face the warrior and sorceress.

Imporatnt Note: DM run monsters and NPC's are always 1 when rolling against Mirror Image spells. If there is ever an odd number of targets, high roll is a reroll. A d8 is needed at this time.

Tunnel Battle Round 16.

Lorth AC 24 HP 121/50  d20+8=21 ; d20+8=9 ; d20+8=24 ; d20+18=22 ; d20+13=26 ; d20+8=10 ;
Thursday October 15th, 2009 6:38:40 PM

Lorth winces at the pain, and shrugs some of it off (saved for half), he then starts to feel sluggish but uses an amazing feat of willpower to shrug that off also. (Hero point to re-roll)

he then proceeds to attack... (Wow, can we do any worse with the dice roller, this is ridiculous =P) and misses everything.

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
Divine Favor 0 rounds +3 at & dm

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40)  d8=7 ; d8=8 ; d8=4 ; d8=6 ; d8=4 ; d8=5 ;
Thursday October 15th, 2009 7:08:55 PM

Aztyr frowns as the Mage splits into 8 seperate images. She thinks for only a couple seconds and smiles as she casts a simple spell. She points her hand towards the mage and the images and releases 5 magic missles at 5 seperate images. (rolling 5 d 8 rerolling any duplicates hit images 4,5,6,7,and 8 rerolled the 4 because I stated 5 seperate targets) As the missiles strike the illusionary images all 5 wink out of existance, leaving the real one plus 2 duplicates.
"Bart, I've narrowed it as much as possible." Aztyr thinks to the link.

.Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
Shield spell, 93 rounds
Protection from Evil 94 rounds
Polymorph:
Strength -1
Hasted: 8 rounds

Cast on others:
Haste 8 rounds (Malgant, Lorth, Vorelle)

OOC: question about Bart's Critical hit last round, the mage shrugged off 21 point + 4 shock after subtracting 10 for the stone skin? just asking.


Nebin the Green AC 17, HP 83/83 (Endure Elements)  2d8+11=14 ;
Thursday October 15th, 2009 7:33:08 PM

Using the last, except for his very weak, healing spells, Nebin sends healing magic flowing into Lorth.

OOC: cast CMW healing Lorth for 14

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 29, 86/93 hp Malgant  d20+18=22 ; d20+18=21 ; d20+13=14 ; d20+8=25 ; d20+16=30 ; d8+4=11 ; d20+18=28 ; 3d6+6=14 ; d6=6 ; d20+18=24 ; 3d6+6=16 ; d6=6 ;
Thursday October 15th, 2009 7:57:37 PM

Malgant once again uses the advantages of the haste spell and delivers another blinding stream of attacks at the undead savaging the paladin. Once again his swings are wild and only the horn gore has a hope of hitting.( I know his AC is 30 or more, I'll skip all the 3s and 4s and 1s I rolled and just give damage for the gore. Hit ac 30 damage 11 with the gore attack)
AoO vs the undead swinging at Lorth unarmed. If the undead has improved unarmed combat, or some monster feat that allows him to attack unarmed without provoking an AoO then this roll for last round does not apply. Lorth being armed would get these AoO's as well. I forgot them when he attacked me unarmed, thats my bad and I will not backup that far and roll attacks. ( last round Hit ac 28 for 14 damage+6 fire AoO for the undead attacking Lorth unarmed) If he does not have the feat this is my AoO for this round (this round Hit ac 24 for 16 damage +6 fire)

IMPORTANT
Lorth, did you add the bonus from your Protection from evil into your save? I forgot on mine that's why I ask. You may not need the hero point reroll. Also why did I make a Fort save or be paralyzed and Lorth is making a will save for the same thing?

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 1085 rounds
Resist energy (cold)1084 rounds
Shield of Faith (+3 deflection bonus to AC) 97 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 99 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
Divine Power
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. 8 rounds

Light Fortification, AC 29, 86/93 hp Malgant 
Thursday October 15th, 2009 8:01:07 PM

NOTE
For my last post, Malgant does not move, he has reach and does not need to. He does wish however that the folks not actively trying to kill the undead would go heal somewhere else so that he can aid Lorth. Thank you, that is all.


Tunnel Battle round 16/DM Buzz 
Thursday October 15th, 2009 9:14:58 PM

ooc: Correct, my mistake. It was a will save for damage and a fort save for paralysis. :)

Vorelle [Strength 9][AC 27; HP 65/96]  d20+12=24 ;
Friday October 16th, 2009 1:17:26 AM

Vorelle feels much, much better. She can't gasp out her thanks to Nebin as she would like, at least, not in the heat of battle like this, but she makes a mental note that she owes him one. Or two. Or six.

Still on the defensive, she attacks to assist Lorth once again, this time trying to make him harder for the bad guy to hit. She succeeds.

Lorth gets +2 AC against bad guy #2.

Bracing herself, she attempts to stand, knowing that she'll pay a price, but confident she can remain on her feet.

[Stand up, provoking an AoO.]

Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin  d20+20=35 ; d10+11=20 ; d6=1 ;
Friday October 16th, 2009 2:23:58 AM

Cart takes a 5 feet step and makes a whilrwind attack towards the images before him ac 35 for 20 + 1 shock, no we are talking

Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin 
Friday October 16th, 2009 11:01:31 AM

(damag and atack roll aplies to all images)

Lorth AC 24 HP 121/50  d20+18=22 ;
Friday October 16th, 2009 11:49:16 AM

(OOC: Either way I made the save with the hero point. If I get an AOO when he tries to touch me. Here are the rolls. Of course, I rolled another 4, does this dice roller ever roll over a 10?)

Light Fortification, AC 29, 86/93 hp Malgant 
Friday October 16th, 2009 4:37:54 PM

OOC Yes, it rolls over 10 when your bonuses are too low for a 10 to hit 8)


Light Fortification, AC 29, 86/93 hp Malgant 
Monday October 19th, 2009 5:11:05 PM

whats the hold up?


Tunnel Battle round 16/DM Buzz 
Monday October 19th, 2009 11:41:32 PM

Life.

Post is being worked on.

Tunnel Battle round 17/DM Buzz  d6=6 ; d6=3 ; d4=1 ; d4=4 ; d20+11=26 ; d4+1=2 ; d20+13=30 ; d3+5=8 ; d4=3 ; d20+14=22 ; d20+9=19 ; d20+4=23 ; d8+5=12 ; 5d4+5=19 ;
Tuesday October 20th, 2009 10:20:55 AM

I must have been unclear on how I want to run Mirror Images, so this is how it will work. Aztyr hits one image with one missile and it disappears, then, she hits another image with another missile. Now there are six images, so a six sided must be used. Rolled by DM. Rolled a six sided, 6 hits another image and 3 hits another image, leaving four images. Rolled a four sided #1 hits the mage and all the images react as they remain.. Out of five magic missiles, four of them remove images and one strike true, leaving four of the (i)mages left. The one missile that hit, penetrates Spell Resistance and causes 2 hit points of damage.

A Whirlwind Attack can only effect opponents. There is only one opponent in front of Bart, the rest are images that pose no threat. No threat means no opponent.

As for a punch from an undead provoking AoO, these guys have many warrior feats, some of which you have yet to experience. No AoO provoked. :)

If this battle goes to Round 20, those fatigued will become exhausted.


The battle is no where near as fierce as before, but still it continues as good versus evil attempt to thwart each other in their endeavors.

With heroic endurance, Lorth shrugs off the paralyzing effect of the undead and swings in a wild manner, with most glancing shots and none causing damage.

Casting a spell, Aztyr removes some of the images of the mage and strikes the enemy once doing minimal damage, yet bypassing whatever the elf is using to blunt weapon damage.

Casting a healing spell, Nebin further boosts the paladins health.

A gore attack was the only thing that came close with Malgant's attack, but with their AC 32, it also misses.

Assisting the paladin doesn't help, and when she stands, the undead warrior reaches out to punch Vorelle doing 8 damage.

Using an amazing feat of skill, Bart attempts to remove the images from the area, but the attack strikes through thin air, his knowledge of the spell in use limits his judgement and only an image is removed. DM Rolled a 3 on a four sided. There are now three (i)mages remaining.

The undead in the sphere continues to encourage his companion as he again strikes out, but this time at the ranger helping the paladin. The warrior thinks things through a bit more and uses his punches first and second, them having a better chance of hitting, yet they miss. The third attack, just a reach away attempts to paralyze her. Touch attack hits AC 23 Vorelle takes 12 damage please make a Will Save DC 16 to take half damage. As well, the chilling touch of death attempts to stop her in her tracks. Please make a Fort save DC 16 or paralyzed.

Vandmark takes a five foot step closer to Aztyr and casts a spell which unloads a full volley of missiles at her. Aztyr takes 19 damage.

The figure of the sad man continues to get smaller as he continues to walk down the tunnel away from the battle.

Tunnel Battle Round 17.



Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin  d20+20=25 ; d10+11=16 ; d6=6 ; d3=2 ; d4=1 ; d4=3 ; d20+20=33 ; d10+11=16 ; d20+15=35 ; d20+15=25 ; d10+11=19 ; d10+11=13 ; d6=4 ; d20+10=11 ;
Tuesday October 20th, 2009 10:46:00 AM

Not agree with your call on opponents.
Bart takes a 5 feet step and attacks

hit the first "image" (#2 out of 3) Ac 25 for 16+6 shock
in case it is an image cleave attack on next "image" (hit #1of2 ac 33 for 16+6 shock)
if the first image is the real mage:
second attack threat ac 35 crit ac 25 for 19+13+4 shock
third attack miss

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Tuesday October 20th, 2009 11:34:23 AM

Aztyr takes 0 damage from magic missiles, Shield Spell in effect.

Shield
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It NEGATES MAGIC MISSILE attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the shield spell for cover.



Light Fortification, AC 31, 108/115 hp Malgant 
Tuesday October 20th, 2009 4:58:26 PM

Seeing that the undead warrior's Armor is too strong for him to have a good chance of scoring hits, Malgant pulls one of his last boons from Imod out of his bag of tricks and gains Imod's Righteous Might, thus boosting his size, reach and attack capabilities as well as allowing him to resist some of the damage caused by the fiend. (Cast Righteous Might. Dunno how you want to handle the size boost. based upon the emails a couple weeks ago the tunnel is big enough for 2 medium creatures to stand on opposite walls and we discussed the diameter required for that. Either way the spell does not say that the bonuses are not granted if the growth is prevented. Bonuses added to my hp and stats)With his god's power coursing through his veins the priest feels more alive than ever and calculates what he needs to do to finish this fight.
OOC
Still too far away from the combatants to add to AC or to interpose due to insufficient space, poor tactical spacing. We will have a tactics discussion after this and it will not be pretty.
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 1084 rounds
Resist energy (cold)1083 rounds
Shield of Faith (+3 deflection bonus to AC) 96 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 98 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
Divine Power
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. 7 rounds

Righteous Might( this description is wrong, I edited it to match my PHB entry)
This spell causes you to grow, doubling your height and multiplying your weight by 8. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good. Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed. Determine space and reach as appropriate to your new size.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you-- the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that increase size do not stack. 11 rounds

Nebin the Green AC 17, HP 83/83 (Endure Elements)  d8+11=17 ;
Tuesday October 20th, 2009 10:14:43 PM

Drawing on his last ounces of spiritual strength Nebin heals Vorelle once more.

ooc: casts clw on vorelle for 17

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 25; HP 45/96]  d20+4=15 ; d20+10=18 ; d20+15=34 ; d20+15=28 ; d20+15=18 ; d20+10=23 ; d20+10=14 ; d20+5=14 ; d20+5=6 ; d6+4=10 ; d6+4=9 ;
Wednesday October 21st, 2009 12:24:17 AM

Vorelle hisses in pain as she takes the full brunt of the touch attack, but she is not paralyzed (Will save 15; Fort save 18).

She shifts up onto one of the tunnel walls, trying to work into a flank with Lorth.

Then, she pulls her axes and goes to town.

[5-foot shift to Y-18(B). It's all kinds of diagonal, but I think it's still a 5-foot. Quick draw axes. Hit AC 34 for 10 damage; hit AC 28 for 9 damage.]

Lorth AC 24 HP 121/64  d20+18=37 ; d20+13=15 ; d20+8=24 ; d20+18=33 ; d8+6=9 ;
Wednesday October 21st, 2009 10:54:01 AM

Lorth gets healed by Nebin (+14 hp)

Lorth attacks... (first attack hits for: 9)

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

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40)  d3=3 ; d2=2 ; d20+11=30 ; 3d4+1=7 ;
Wednesday October 21st, 2009 10:57:42 AM

Aztyr once again casts Magic Missile and watches as all 3 remaining images get hit, First hit makes an image wink out, the second has the same effect, the remaining 3 missiles all target the true image of the Mage. ( looked above and 26 penetraited so figure 30 does as well.) ( Damage 9 forgot to add the extra + 2 because I'm a dufuss).

.Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
Shield spell, 92 rounds
Protection from Evil 93 rounds
Polymorph:
Strength -1
Hasted: 7 rounds

Cast on others:
Haste 7 rounds (Malgant, Lorth, Vorelle)


Tunnel Battle round 18/DM Buzz 
Wednesday October 21st, 2009 8:38:43 PM

Please understand, it's alright to not agree with me. Feel free to go to the rules board if you want to question my decisions. It doesn't mean I will agree, but I keep an open mind on all arguments. By the way, I did ask in the rules board about Whirlwind Attack and Mirror Images and the decisions were mixed, so keep reaching for those rules. I'm cool with it.

Bart is to busy to again post an ending position, so his action is again cancelled. What a waste on that critical hit.
William, your dice rolls are not accurate with your post nor is it accurate with the current situation. There is no reason to roll a d3 when there are four images so that roll is scrapped. Please start taking the time to read what is happening and post properly whether it is posting your last position or paying attention to what the DM is trying to tell you is happening or I will bring Jerry into the situation to talk with you! This is getting ridiculous and your lack of attention is causing me to take more time then is necessary to make my own posts.
Now, that is what should have happened, instead, I will be nice one last time! And I do mean the last time.
Bart critical hits the mage, his sword burying itself deep into the chest of the wizard.

It is the magic missiles from Aztyr that causes him to collapse onto the tunnel surface. The elf wizards own spell ineffective against the liontaurs well thought out defense.

Malgant casts a spell and finds himself trapped in the tunnel, by his own increased size. He can neither attack or defend himself at this time. The tunnel is impossible to burst through using mortal strength.If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you-- the spell cannot crush you by increasing your size.
These are the only definitions I have found and #2 is most reasonable at this time.
con⋅strain
1. To force, compel, or oblige: He was constrained to admit the offense
2. To confine forcibly, as by bonds.
3. To repress or restrain: Cold weather constrained the plant's growth.

I have put this question on the rules board, if you would like to offer your idea.


Nebin casts another healing spell, keeping the ranger at a stable level of health.

Vorelle, with much hatred for these creatures, begins to take her own attacks, instead of helping others and it pays off.

Lorth also gets an attack, landing a blow that deals damage.

The death of the elf wizard is immediately known to the undead as they laugh at what now seems to be a futile fight. How is it they know this, not being able to see his demise, is up for question. A sharp flash of light comes out from underneath the visors of the undead warriors, their laugh echoing as they disappear.

The Resilient Sphere, no longer containing a creature likewise disappears.

It is then, just a single breath that passes, before they reappear in the same positions they were in. They too can not leave the area of the Teucri device. Something they might not have been aware of as they look at each other, then at the rest of the group and take up their posture to fight to the death.

Beeble begins to run, not looking back.

Tunnel Battle Round 18.

Light Fortification, AC 29, 86/93 hp Malgant 
Wednesday October 21st, 2009 9:04:58 PM

Malgant dismissed his righteous might.
still too far away to do anything meaningful as a protector.
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 1083 rounds
Resist energy (cold)1082 rounds
Shield of Faith (+3 deflection bonus to AC) 95 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 97 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
Divine Power
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. 6 rounds


Nebin the Green AC 17, HP 83/83 (Endure Elements) 
Wednesday October 21st, 2009 9:36:06 PM

OOC: Vorelle you were healed for 17 last round and it doesn't look like you added that to your HP totals.

Almost out of spells, Nebin casts a minor offensive spell. Its not much but its better than standing there doing nothing.

OOC: Nebin casts flaming sphere this round.

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 25; HP 45/96]  d20+17=26 ; d20+17=25 ; d20+17=35 ; d20+12=20 ; d20+12=21 ; d20+7=8 ; d20+7=23 ; d6+4=5 ; d6+4=7 ; d6+4=8 ;
Thursday October 22nd, 2009 1:05:31 AM

Not sure what is going on, Vorelle resolves to go down fighting.

She shifts to a better position, and attacks again.

[Shift to Z-17(B), which I think sets up a flank with Lorth. If it doesn't, please let me know (and deduct 2 from each AC I hit). Hit AC 26 for 5 damage; hit AC 25 for 7 damage; hit AC 35 for 8 damage; and I don't think anything else hit.]

Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin 
Thursday October 22nd, 2009 3:28:25 AM

where is beeble on the map?

DM Buzz: Beeble is no longer on the map and out of Bart's vision.

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40)  d20+11=28 ; 5d4+5=18 ;
Thursday October 22nd, 2009 4:55:00 PM

Aztyr moves 70 feet closer to Malgant. (ending in Q,R standing in row c) As she moves up she catches sight of the undead for brief moments, during which she unleashes a stream of 5 missles at Skeliton #1.
SR= 28 Damage 18
She then thinks over the link they all share, "I'll make you smaller in a moment Malgant."

Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
Shield spell, 91 rounds
Protection from Evil 92 rounds
Polymorph:
Strength -1
Hasted: 6 rounds

Cast on others:
Haste 6 rounds (Malgant, Lorth, Vorelle)


Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Thursday October 22nd, 2009 5:05:55 PM

Buzz : on the Map I figure the Top tunnel is correct, and the bottom tunnel just missed your update.

Light Fortification, AC 31, 108/115 hp Malgant  d20+24=43 ; d20+24=44 ; d20+24=29 ; d20+24=31 ; d20+19=23 ; d20+14=24 ; d20+22=27 ; 4d6+15=30 ; d6=3 ; 4d6+15=29 ; d6=3 ; 4d6+15=26 ; d6=2 ; 4d6+15=29 ; d6=3 ; 2d6+14=24 ;
Thursday October 22nd, 2009 5:20:48 PM

OOC
Please disregard the above post. In light of the new ruling on my size my actions will be as follows...
IC
Malgant scrunches down as best he can in the close quarters and calls out to Imod." My enemy is now within my reach. Imod lend me your strength that I may bring your might to bear on him." With that his muscles swell even further as Imod's heavenly strength flows into his servant. Drawing back the enormous greatsword he wields he unleashes an full round of attacks on the lead undead(#1). ( invoke domain granted power and gain a +11 bonus to strength for one round)
Attacks
Hit ac 43 confirmed crit on ac 29(undead target so it doesn't matter) for 30 non crit damage + 3 fire
Hit ac 44 confirmed crit on ac 31(undead target so it doesn't matter) for 29 non crit damage + 3 fire
Hit ac 23 for 26 damage + 2 fire
Hit ac 24 for 29 damage + 3 fire
Hit ac 27 with the gore for 24 damage

Question, when they were unsummoned(briefly) by their summoners death( I assume) did they lose any buffs previously cast on them?( as far as we can see they did wink out of existence for a second, long enough for the resilient sphere to lose its target and cease to be. )

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 1083 rounds
Resist energy (cold)1082 rounds
Shield of Faith (+3 deflection bonus to AC) 95 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 97 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

Divine Power
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. 6 rounds

Righteous Might( this description is wrong, I edited it to match my PHB entry)
This spell causes you to grow, doubling your height and multiplying your weight by 8. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good. Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed. Determine space and reach as appropriate to your new size.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you-- the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that increase size do not stack. 10 rounds


Tunnel Battle round 18/DM Buzz 
Thursday October 22nd, 2009 11:15:10 PM

ooc: Waiting for Lorth, post will come tomorrow morning if not here.

Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin 
Friday October 23rd, 2009 1:09:21 AM

Bart makes sure the wizzard is realy dead and he is not feinting dead (coup de grace) looking for any rings and other valuables knowing he cant do much when the tunnel is blocked by Malgant

Lorth AC 24 HP 121/64  d20+18=32 ; d20+13=29 ; d20+8=25 ;
Friday October 23rd, 2009 1:00:00 PM

Lorth attacks the undead again. And misses all three times.

Light Fortification, AC 31, 108/115 hp Malgant 
Friday October 23rd, 2009 3:28:51 PM

OOC
Isn't ac 32 a hit Dave? Why no attack for haste? This has just turned ugly again with the commander out of the bubble. If you can't post for whatever reason hit me up and I can take over for you for a couple days.
The other Dave


Tunnel Battle round 18/DM Buzz 
Friday October 23rd, 2009 3:56:15 PM

AC 32 for the undead warriors. Lorth would have hit twice with the Haste, using those first two rolls. He can repost those rolls for damage and one more attack, or I will roll them tonight.

I am also waiting on Nebin to give me SR checks (Only two needed now) and spell coordinates for his Flaming Sphere, so he doesn't waste any rounds on the spell.

DM post will come tonight or tomorrow morning, with or without these posts being resolved.

Vorelle [Strength 9][AC 25; HP 45/96] 
Friday October 23rd, 2009 5:35:58 PM

Lorth also has a flank. I think. :)

Tunnel Battle round 19/DM Buzz  d20+18=32 ; d20+13=33 ; d20+13=27 ; d20+8=22 ; d8+9=11 ; d8+9=13 ; d8+9=14 ;
Sunday October 25th, 2009 6:01:18 PM

Don't worry about using the letters on the left side of the map, in your movement and positions, they are only relative to what space in the tunnel you are in, on the spherical map. The numbers are what is important. Please let me know which of the enemies you are attacking.

One round to Exhaustion for those Fatigued. One round to Fatigue for Vorelle using her Endurance Feat.

Nebin reminds the ranger she is more healed then she believes. He wants to cast a spell, but does not know where to place it.

Vorelle moves to Z17, because Z18 is occupied by an enemy. She flanks one of the enemy before she attacks, hitting #2 once.

Aztyr moves closer, but in no way can she see the enemy do to the extreme size of the Protector filling the area in front of her.

Malgant does not know if they even had buffs on them, nor would he know if they are now gone. He unleashes two attacks on enemy #2, doing enough damage to drop the undead warrior in his tracks. The bright light again comes out from under the visor, but his body and equipment remain.

Bart decapitates the dead wizard, ensuring his demise and doesn't move, even though he can not see that the Protector is enlarged. You are ten feet down the slope and alone at this time.

Lorth would land two blows, if he rolled damage, on the remaining undead. Roll these dice before your next actions for round 19.

With only one of the enemy remaining, he looks to the Knight of Gargul, to go down with him. He lands two out of three blows, the second a critical hit, using Appolos' own longsword. Lorth takes 38 damage

"Lets go ladies, I have a date in the Realm of Shadows waiting! I hope it's that liontaur we killed, she was cute." The warrior continues to taunt and laugh as he takes a five foot step away from the others.

Tunnel Battle Round 19.

Light Fortification, AC 31, 108/115 hp Malgant 
Sunday October 25th, 2009 7:23:38 PM

OOC
what part of get out of my way so I can be near the people being attacked is failing to register on you two? If LOrth dies because I can't take some of his damage I will be MIGHTY pissed


Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Sunday October 25th, 2009 8:20:28 PM

A couple things.... Rules state that Party members do not block line of site, and Malgant attacked # 1 not # 2.

Vorelle [Strength 9][AC 25; HP 45/96]  d20+16=25 ; d20+16=33 ; d20+16=22 ; d20+11=25 ; d20+11=28 ; d20+6=16 ; d20+6=23 ; d6+4=5 ;
Sunday October 25th, 2009 8:20:40 PM

Vorelle shifts to make room for Malgant, losing the flank. [OOC: honestly, I don't think I'm in the way, but I'm having a hard time visualizing the combat in three dimensions]

She continues to attack, hitting once for 5 damage.

[Shift to AA-17]

Tunnel Battle round 19/DM Buzz 
Sunday October 25th, 2009 8:38:27 PM

My mistake. Hold all posts. That means #1 and #2 are still up!

I also need to check the rules about blocked vision by others.

Vorelle can keep her rolls unless she attempts something else.

Also, if you can give me references for rules please, I can more easily find the rules. :)

Light Fortification, AC 31, 108/115 hp Malgant 
Sunday October 25th, 2009 9:31:28 PM

my attacks were meant for #1 as I wrote "Drawing back the enormous greatsword he wields he unleashes an full round of attacks on the lead undead(#1)." If due to not reaching full size I did not have the correct reach and you applied them to #2 because of that, then thank you for retargeting for me.

DM Buzz: Yes, I apologize for missing it. You had reach.

Nebin the Green AC 17, HP 83/83 (Endure Elements) 
Monday October 26th, 2009 7:17:08 AM

ooc: can't find a post where Malgant tells Nebin and Vorelle to get out of the way. Was it last week? There would be plenty of room if Malgant were normal sized.

Tunnel Battle round 19/DM Buzz 
Monday October 26th, 2009 9:19:14 AM

I have found nothing in the rules that say, characters DO NOT block line of sight. The question is in the Rules Board now, but if no answer from anyone, I am staying with my ruling on this.

Repost coming tonight.

If Lorth could roll that damage before then and Nebin give me coordinates and two SR checks,that would be nice.

Lorth AC 24 HP 121/26  d8+6=11 ; d8+6=7 ; d20+18=33 ; d20+13=24 ; d20+7=16 ; d8+6=9 ;
Monday October 26th, 2009 10:55:57 AM

(OOC: Haste wore off a long time ago. In fact all my buffs did, thanks for asking. However I'll roll some damage as requested, apply it or not. DM: 11,7
No idea if party members block line of sight, I know they dont block movement for friendlies.)

Lorth takes a a few hits from the undead.
He then attacks back.... (One hit for: 9)

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

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Monday October 26th, 2009 12:13:45 PM

Lorth, I recast Haste, Including You, Malgant and Vorelle as well as myself with the effects. Duration is still 6 rounds if countingfrom the end of last rounds actions, it will last for 5 more rounds after our actions in the current round. ( round after Buzz reposts)

Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin 
Monday October 26th, 2009 1:33:04 PM

After bart takes the valuables of the wizzard He goes to Aztyr, Cant u do something about Malgant he is blocking the way. Try to dispel it or something

Nebin the Green AC 17, HP 83/83 (Endure Elements)  d20+11=16 ; 2d6=8 ;
Monday October 26th, 2009 11:06:18 PM

Nebin moves forward (AB 20). He casts flaming sphere dropping it on the wizard (AA 18).

OOC: SR roll 16. If it gets through and the wizard fails a reflex save he takes 8 fire dmg.

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: Wizard? I think you meant warrior? :)

Tunnel Battle round 19/DM Buzz 
Tuesday October 27th, 2009 1:02:02 AM

New round 19 post coming tomorrow or today, Woldian time.

Lorth AC 24 HP 121/26  d20+19=35 ; d8+6=9 ;
Tuesday October 27th, 2009 7:39:41 AM

(OOC: Thanks Aztyr, didnt see that.)

(BART, YOU CAN GO RIGHT THROUGH MALGANT PARTY MEMBERS DO NOT INHIBIT MOVEMENT)

Here is my extra hasted attack. (Hit for: 9)

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

Light Fortification, AC 31, 108/115 hp Malgant 
Tuesday October 27th, 2009 3:52:24 PM

ooc
Nebin, that is the full plate armored commander of the undead, not a wizard. The wizard you are looking for has been wandering off the map since his family died.

Tunnel Battle round 19B/DM Buzz  d20+3=9 ;
Tuesday October 27th, 2009 10:07:01 PM

Please reread entire post or you may miss something.
For future reference, if anyone is in a "squeezed" position, fellow characters may neither pass that person nor do they have Line of Sight or Line of effect. This is in the rules board and although I said I will allow it once, I will not set a precedence on the matter to be used against me latter, so no Magic Missile and no passing Malgant while he is "Squeezed", or anyone else that may be squeezed in the future. Squeezing past an opponent is completely different situation then this.

Continued....

Don't worry about using the letters on the left side of the map, in your movement and positions, they are only relative to what space in the tunnel you are in, on the spherical map. The numbers are what is important. Please let me know which of the enemies you are attacking.

One round to Exhaustion for those Fatigued. One round to Fatigue for Vorelle using her Endurance Feat.

Nebin reminds the ranger she is more healed then she believes.He places the Flaming Sphere on top of the enemy. Although he does not avoid it, he laughs as it envelops him.

Vorelle moves to Z17, because Z18 is occupied by an enemy. She flanks one of the enemy before she attacks, hitting #2 once.

Aztyr moves closer, but in no way can she see the enemy do to the extreme size of the Protector filling the area in front of her. See above

Malgant does not know if they even had buffs on them, nor would he know if they are now gone. He unleashes two attacks on enemy #1, hitting with two solid blows. No 5' step possible, yet you can move five feet forward. Please see below.

Bart decapitates the dead wizard, ensuring his demise and doesn't move, even though he can not see that the Protector is enlarged. You are ten feet down the slope and alone at this time. Bart finds all kinds of goodies on the wizard and realizes, it will take a few rounds, many several seconds to loot the body.

Lorth lands two blows, bringing down the undead warrior. Not really, I just don't want to totally redo this map and round.

With only one of the enemy remaining, he looks to the Knight of Gargul, to go down with him. He lands two out of three blows, the second a critical hit, using Appolos' own longsword. Lorth takes 38 damage

"Lets go ladies, I have a date in the Realm of Shadows waiting! I hope it's that liontaur we killed, she was cute." The warrior continues to taunt and laugh as he takes a five foot step away from the others.


Tunnel Battle Round 19B.

Squeezing
In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a -4 penalty on attack rolls and a -4 penalty to AC.


Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin  d20=9 ;
Wednesday October 28th, 2009 3:19:29 AM

No matter what the rules says if someone his filled up a space like malgant you cant pass it unless you have the spell pass through flesh.

Bart goes forward and sees his way is blocked pushing agains malgant to see if there is any movement (stength check 9+3)

Lorth AC 24 HP 121/26 
Wednesday October 28th, 2009 8:45:34 AM

(Buzz, I'm confused with this 19B post. Should I take another 38 points of damage?)



Nebin the Green AC 17, HP 83/83 (Endure Elements)  d20+11=13 ; 2d6=10 ;
Wednesday October 28th, 2009 12:59:18 PM

Nebin leaves the flaming sphere ontop of the warrior. (SR roll 13. potential 10 dmg)

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 19B/DM Buzz 
Wednesday October 28th, 2009 3:42:43 PM

Lorth does not take more damage.

No exhaustion from fighting.

Please post as you like.

Light Fortification, AC 31, 108/115 hp Malgant  d20+18=22 ; d20+18=25 ; d20+13=17 ; d20+8=20 ; d20+15=31 ;
Wednesday October 28th, 2009 4:39:45 PM

" Lorth, Vorelle, strike your blows and then retreat to me so that Imod's strength may protect you. Nebin, in my pack is a healing wand. It is weak and low in power, but will allow you to keep healing if you so choose."( wand of cure light wounds, Now that I have thought of it it will be on top of my haversack, just grab it ask Buzz what kind of action that'll beAs the protector sends direction to his companions via the message spell he launches another series of attacks at the undead commander(#1) All of the attacks miss. ( this die roller sucks, I mean really) Malgant will execute interpose on Lorth once the paladin backs up to him.( If Lorth fails to back up then Malgant will use Interpose on Vorelle if she backs up to him, if neither backs up to be within range I will just let them both die)

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 1082 rounds
Resist energy (cold)1081 rounds
Shield of Faith (+3 deflection bonus to AC) 94 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 97 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

Divine Power
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. 5 rounds

Righteous Might( this description is wrong, I edited it to match my PHB entry)
This spell causes you to grow, doubling your height and multiplying your weight by 8. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good. Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed. Determine space and reach as appropriate to your new size.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you-- the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that increase size do not stack. 9 rounds



Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Wednesday October 28th, 2009 5:20:28 PM

Aztyr walks up behind Malgant, ending her movement in rows T & U. She reaches out to touch Malgant. As she does so she releases a spell. (Polymorph) Malgant begins to change shape and shift. The ending form is a duplicate of Malgant, about a foot taller with both horns intack. As he gets smaller she looks over her work and is satasified.

Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
Shield spell, 90 rounds
Protection from Evil 91 rounds
Polymorph:
Strength -1
Hasted: 5 rounds

Cast on others:
Haste 5 rounds (Malgant, Lorth, Vorelle)

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Wednesday October 28th, 2009 5:21:28 PM

Clearification, 1 foot taller than his NORMAL size.

Vorelle [Strength 9][AC 25; HP 45/96] 
Wednesday October 28th, 2009 9:14:43 PM

Vorelle makes her attacks (using previous rolls), and hits once for 5 damage.

She then steps closer to Malgant. [Shift to Y-17(B).]

Lorth AC 24 HP 121/26 
Thursday October 29th, 2009 9:19:50 AM

Lorth takes a a few hits from the undead.
He then attacks back.... (Two hits for: 9, 9 Used previous rolls)
Then take a 5' step to Y19

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

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

Light Fortification, AC 31, 108/115 hp Malgant 
Thursday October 29th, 2009 3:48:07 PM

As stated previously Malgant declares his interpose on Lorth.

Tunnel Battle round 20/DM Buzz  d20+18=37 ; d20+18=37 ; d20+13=14 ; d20+8=10 ; d8+9=16 ; d8+9=15 ;
Thursday October 29th, 2009 7:24:44 PM

Bart would need to move 120' to get to Malgant, but once again does not give an end position, so doesn't move.

Neither Nebin nor his Flaming Sphere move.

Malgant gives some direction to his comrades, but only a couple of them listen.

Aztyr steps up behind the Protector and casts a spell on him, making him smaller.

Vorelle hits once and retreats back to the protector.

Lorth lands two blows and retreats back to the protector also.

The undead warrior shakes his head and calls the Knight of Gargul many derogatory words which basically equate to being called a coward. The flames from the druids spell licking up and around the armor in a diabolic fashion, his glowing red eyes accentuating his evil transformation from life to unlife. He then takes another five foot step back and away from the bulk of the group, to stand near the halfling, unleashing a wicked slice into the side of Nebin the druid causing a gaping wound exposing muscle, fatty tissue and viscera. Nebin takes 31 damage. He swings twice more at the diminutive figure, but both miss, thankfully.

The figure of Beeble is long gone, the lavender glow from the room far ahead now the only thing seen off in the distance.

You only roll one SR per spell. You did not penetrate his SR the first time, he is immune to the flaming sphere.

Tunnel Battle Round 20.

Vorelle [Strength 9][AC 25; HP 45/96] 
Thursday October 29th, 2009 7:44:43 PM

Now what? Sheathing her axes as she moves, Vorelle scoots around the edge of the tunnel to her fallen bow, and picks it up.

[OOC: I believe the bow was dropped in Z(D), in which case Vorelle could pick it up from Y(D). If it is in AA(D), she'll move to Z(D) to pick it up.]

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40)  d20+11=25 ; 5d4+5=20 ;
Thursday October 29th, 2009 7:54:23 PM

Aztyr watches as the Undead guy steps backward and hacks into Nebin. She raises her hand and points at him releasing a stream of missiles. (cast Magic Missile (forgot to correct the spell count because of not having cast 2 rounds ago)
Aztyr then takes a breath and waits for the upcomming round, deciding just what to cast next.

SR 25 Damage 20

Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
Shield spell, 90 rounds
Protection from Evil 91 rounds
Polymorph:
Strength -1
Hasted: 5 rounds

Cast on others:
Haste 5 rounds (Malgant, Lorth, Vorelle)

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Thursday October 29th, 2009 7:55:27 PM

Brain Fart... forgot to update times on effects

Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
Shield spell, 89 rounds
Protection from Evil 90 rounds
Polymorph:
Strength -1
Hasted: 4 rounds

Cast on others:
Haste 4 rounds (Malgant, Lorth, Vorelle)

Light Fortification, AC 31, 108/115 hp Malgant  d20+22=31 ; d20+6=26 ;
Thursday October 29th, 2009 7:58:20 PM

Malgant strides forward to engage the undead ( end in Z/AA) His size no longer a hindrance he unleashes as many attacks as his movement allows him to. He misses( hit AC 31, I checked my bonuses three times, sigh) but gets near the stricken druid. Malgant continues to interpose attacks against Lorth, knowing that wounded or not the paladin will likely follow him as he pursues the undead warrior.
( rolled a reflex save of 26, yeah a 20 on the save i didn't care about, vs the flaming sphere)

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 1081 rounds
Resist energy (cold)1080 rounds
Shield of Faith (+3 deflection bonus to AC) 93 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 96 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

Divine Power
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. 4 rounds

Righteous Might( this description is wrong, I edited it to match my PHB entry)
This spell causes you to grow, doubling your height and multiplying your weight by 8. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good. Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed. Determine space and reach as appropriate to your new size.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you-- the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that increase size do not stack. 8 rounds


Lorth AC 24 HP 121/26 
Friday October 30th, 2009 9:27:32 AM

Lorth follows Malgant but stays behind him. (I can't move to help without provoking a AOO)

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

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

Light Fortification, AC 31, 108/115 hp Malgant 
Friday October 30th, 2009 4:13:19 PM

In answer to Vorelle's thought Malgant outlines his next move. " Next I am planning to destroy this undead's shield. Lorth and I are having the devil's own time hitting him, the removal of the shield should help matters. Beyond that we push him into a corner and honor Vauhwyt and take vengeance for her. Nebin, that wand should be on top of the items in my backpack( which is on my back). Heal anyone you can reach with it."

Light Fortification, AC 31, 108/115 hp Malgant 
Friday October 30th, 2009 4:14:07 PM

Lorth provide an ending location( which it sounds like is right where you are now).

OOC/DM Buzz 
Friday October 30th, 2009 5:17:59 PM

DM post will come tonight, with or without the last two player posts.

It's time to end this battle.

Tunnel Battle round 21/DM Buzz  d20+18=36 ; d20+13=27 ; d20+8=18 ; d8+9=13 ;
Saturday October 31st, 2009 12:30:22 AM

Vorelle is able to pick up her bow before the Protector moves past her.

Aztyr casts a spell that successfully penetrates the defenses of the undead warrior, causing some damage. Aztyr did not adjust her first level spell list from round 19 to round 20 after the Magic Missile spell. Please make the correction.

Malgant pushes past his comrades and is able to avoid the druids fiery spell, to attack the undead warrior. His enormous sword glancing off the tower shield he holds.

Lorth severely wounded avoids combat and stays behind the Protector.

Nebin with a deep wound spilling his life's blood down his legs and pooling near his feet is in to much shock to think or act.

Bart continues to loot the body of the dead.

The undead warrior is seen to smile as the minotaur Protector steps forward, "Finally, someone with something between their legs and a warriors spirit in their heart! Let's get it on horn boy, just you and me. Honorable combat? If not, I will kill everyone I can before I go!"

To accentuate his words of honor, he could have easily killed the druid standing next to him, but instead focuses all attacks on the Protector, hitting once with a solid shot, Malgant takes 13 damage.

Tunnel Battle Round 21.



Light Fortification, AC 31, 108/115 hp Malgant 
Saturday October 31st, 2009 1:54:07 AM

OOC
is the 5 pointsof damage reduction for my righteous might taken off of that 13 Buzz?

DM Buzz: No, I will let you guys deal with your own buffs and such. I will just roll the dice for the monsters, just as I will deduct any damage reduction monsters have against your attacks when you make them. Thank you for asking.

Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin 
Saturday October 31st, 2009 5:32:20 AM

Bart moves to Q24 back towards the battle

Light Fortification, AC 31, 100/115 hp Malgant  d20+29=43 ; 3d6+10=18 ; d6=5 ; 3d6+29=39 ; d20+29=46 ; 3d6+10=24 ; d6=3 ; d20+16=35 ; d20+16=25 ; 3d6+10=19 ; d6=6 ; d20+11=27 ; 3d6+10=18 ; d6=4 ; d20+19=21 ;
Saturday October 31st, 2009 10:43:04 AM

" Agreed. I accept Kaylb with you. Leave him alone. " Through the message spell This is now a private fight, do not touch him. heal and prepare for what comes after. Lorth take the cure light wounds wand from my pack and heal yourselves. If I lose he will come for you next. Malgant takes a 5 foot step away from the undead( ending in Y/Z provided Lorth and Vorelle move away from the fight, if not Malgant stays put and take the AoO that his sunder provokes. Either way he drops his haversack for Lorth to grab, so long as that is a free action. If it isn't free Lorth needs to try and get the wand.) and drops his haversack. He then launches into a full attack routine on the undead, starting with his tower shield. ( as sunder reads we make opposed attack rolls and I will have a +8 bonus due to size and that I use a 2 handed weapon. I will make as many sunder tries as I need to destroy his shield. Sunder provokes an AoO, but I stepped back 5' out of his reach)
sunder 1 opposed roll 43 damage if it hits is 18 + 5 fire
sunder 2 opposed roll 46( ignore the 39 I forgot to change the dice) Damage if it hits is 24 + 3 fire
for any normal shield that should do it, the rest of my attacks will be against the undead itself
Attack 3 hits ac 35( confirms crit on ac 25, pointless vs undead) for 19 non crit damage + 6 fire
Attack 4 hits ac 27 ( probably a miss) for 18 damage + 4 fire
Horn gore hits ac 21( a miss in every way)

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 1080 rounds
Resist energy (cold)1079 rounds
Shield of Faith (+3 deflection bonus to AC) 92 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 96 rounds
Haste +1 to hit, +1 to AC(dodge), +1 refelx save, +20' move per round 1 extra attack when using full attack option 3 rounds

Divine Power
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. 3 rounds

Righteous Might( this description is wrong, I edited it to match my PHB entry)
This spell causes you to grow, doubling your height and multiplying your weight by 8. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good. Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed. Determine space and reach as appropriate to your new size.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you-- the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that increase size do not stack. 7 rounds

Damage from last round taken and spells deincremented
Lets end this 8)



Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Saturday October 31st, 2009 11:55:21 AM

OOC: spell count clearification
Ok.... In round 17 I cast a Magic Missile at the mage and his images,marking off the spell. Round 18 I moved and cast Magic Missile at the undead , marking off the spell,but you said I couldn't cast due to no target. In 19 I cast polymorph on Malgant and adjusted my 4th level spells accordingly, but failed to unmark off the 1st level spell that was never cast in 18. In 20 I cast magic Missile at the undead, and didn't mark off the spell, because I had marked it off before in 18 and my spell count evened out to it's approiate level.

DM Buzz: Thanks for the clarification.

Vorelle [Strength 9][AC 25; HP 45/96]  d20+18=27 ;
Saturday October 31st, 2009 1:36:21 PM

Vorelle moves back and nocks an arrow.

[Move back to column W and ready an action to shoot #1 if Malgant goes down. If the ready goes off, the shot misses.]

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Saturday October 31st, 2009 11:18:10 PM

Aztyr hears Malgant's decree, and steps to the side (same rows just different tunnel side) if needed to get a better view of the fight. She may not understand all of his pecular mores, but has confidence in his combat abilities. If Nebin starts waving the healing wand around she will make sure he hits Lorth first then will accept any heals after that. Other than that, she scans through her memmories and prepares to cast a spell when the time is right.

Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
Shield spell, 88 rounds
Protection from Evil 89 rounds
Polymorph:
Strength -1
Hasted: 3 rounds

Cast on others:
Haste 3 rounds (Malgant, Lorth, Vorelle)

Light Fortification, AC 31, 100/115 hp Malgant  d20+24=35 ; 3d6+10=24 ; d6=2 ; d20+24=42 ; 3d6+10=21 ; d6=4 ; d20+16=28 ; 3d6+10=27 ; d6=5 ; d20+11=20 ; d20+19=37 ; d8+8=15 ;
Sunday November 1st, 2009 12:55:58 AM

OOC
I misrolled the sunders and as asked I am rerolling the whole round. Please disregard my post for this round above here.

" Agreed. I accept Kayleb with you. We are both wounded and both have expended many of our skills and are as close to equal as we may be. This is a good way to start. Be on your guard fiend." Over his shoulder he says to his friends " Leave him alone. " Through the message spell This is now a private fight, do not touch him. heal and prepare for what comes after. Lorth take the cure light wounds wand from my pack and heal yourselves. If I lose he will come for you next.

This was the opportunity Malgant had hoped for. With this fight becoming an honor combat he no longer needed to try and guess who the warrior would lash out at next. By accepting the challenge Malgant could protect them all and buy them some much needed time to heal in case he was not the victor of this Kayleb. Also win or lose he would still be able to face Imod when he died and know that he had done all he could to protect those in his charge.This would be a good death if it came down to that.

Malgant takes a 5 foot step away from the undead( ending in Y/Z provided Lorth and Vorelle move away from the fight, if not Malgant stays put and take the AoO that his sunder provokes. Either way he drops his haversack for Lorth to grab, so long as that is a free action. If it isn't free Lorth needs to try and get the wand.) and drops his haversack. He then launches into a full attack routine on the undead, starting with his tower shield. ( as sunder reads we make opposed attack rolls and I will have a +8 bonus due to size and that I use a 2 handed weapon. I will make as many sunder tries as I need to destroy his shield. Sunder provokes an AoO, but I stepped back 5' out of his reach) ( I see him adding 18 to his rolls to hit so I am assuming his bonuses come to + 18 thus 28 to oppose my sunders)

Sunder 1 hits 35 vs his 28 for 24 damage +2 fire
Sunder 2 hits 42 vs his 28 for 21 damage +4 fire
This should destroy a hardness 5, 20 hp tower shield so my remaining attacks will be vs the undead itself
Attack 3 hits AC 28 for 27 damage +5 fire
Attack 4 hits AC 20 which misses
Horn gore hits AC 37 for 15 damage

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 1080 rounds
Resist energy (cold)1079 rounds
Shield of Faith (+3 deflection bonus to AC) 92 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 96 rounds
Haste +1 to hit, +1 to AC(dodge), +1 reflex save, +20' move per round 1 extra attack when using full attack option 3 rounds

Divine Power
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. 3 rounds

Righteous Might( this description is wrong, I edited it to match my PHB entry)
This spell causes you to grow, doubling your height and multiplying your weight by 8. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good. Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed. Determine space and reach as appropriate to your new size.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you-- the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that increase size do not stack. 7 rounds


Lorth AC 24 HP 121/26 
Monday November 2nd, 2009 8:05:40 AM

Lorth watches his friend, confident in his abilities.

Nebin the Green AC 17, HP 52/83 (Endure Elements) 
Monday November 2nd, 2009 3:48:31 PM

The flaming sphere winks out as Nebin falls to his knees. The rest of the battle fades. Like voices you can barely hear but can't understand what's being said. His focus is closing the viscious wound without the aid of healing magic.

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 31, 100/115 hp Malgant 
Monday November 2nd, 2009 4:44:31 PM

OOC
and both of you continue to stand withing arms reach of the bad guy and do jack all to heal yourselves? I give up.

Lorth AC 24 HP 121/26 
Monday November 2nd, 2009 7:17:28 PM

(OOC: How exactly am I going to take a wand out of your pack when your fighting? Impossible)

Light Fortification, AC 31, 100/115 hp Malgant 
Monday November 2nd, 2009 9:08:34 PM

OOC
I was thinking you could read my post and pick up my pack, or post that you try to get the wand and let Buzz adjudicate it or at the least read my post and move so that I can fight intelligently and avoid some AoO's. Just a thought.

Tunnel Battle round 22/DM Buzz  d20+20=35 ; d20+15=21 ; d20+10=29 ; d20+10=26 ; d8+9=15 ; d8+9=10 ; d8+9=16 ; d8+9=17 ;
Tuesday November 3rd, 2009 12:23:18 AM

Just a reminder, you can hold actions and you can post twice. As well, we have to understand that some people can only post once a day. They might not be able to post after another players. Lets take it easy guys. You are all learning from each other and this is getting way to personal. Lets have some patience, we are almost done.

Bart investigates the elf wizards corpse. His possessions seem to be of necessity with only one ring and one amulet that adorns his now dead body. The easiest things to loot he took, those items. The fighter walks back toward the battle, holding a few possessions from the enemy.

Vorelle moves out of the Protectors way and prepares to attack only if the minotaur drops.

Aztyr makes a move to watch the battle more clearly. With confidence, she believes the Protector can take the undead knight. She watches and waits to cast a spell that may be needed.

Malgant realizes that dropping his haversack is not a free action, but a move action, so the others can not reach into his sack and the wand he had hoped, would soon be used, remains on his huge form. Of all his attacks, he does sword and horn damage as well. The undead knight DOES NOT get AoO per house rules under Special Attacks Summary, rule 2) Making a special attack never provokes an attack of opportunity.

Lorth watches the battle as the Haste spell slowly disappears. He is not capable of anticipating the moves of the Protector, not to mention he would need a step ladder, to even reach the haversack.

Nebin falls to his knees losing his dexterity bonus and with bloody hands, continues keeping his innards where they belong.

The undead knight watches as his shield is destroyed, "Finally got some smarts in you eh, well, I guess you have me beat, so like I said, someone has to be going with me." He turns all his attacks toward the halfling recovering from his last wound. All three attacks would hit, even if he hadn't dropped to his knees, with the third strike once again dealing a massive blow as he falls limp to the tunnels surface. Nebin takes 53 points of damage.

An evil laugh comes out from the visor while the conscious Motley Good watch on, as evil personified downs yet another member of the group. "One more chance to do me in before yet another falls to my destructive power! You disgust me with your naive and honorable nature."

Undead knights new AC 24

Tunnel Battle Round 22.



Vorelle [Strength 9][AC 25; HP 45/96] 
Tuesday November 3rd, 2009 1:00:16 AM

[Based on earlier rulings, I am guessing that I cannot shoot around/past Malgant. Is that correct?]

DM Buzz: He is no longer squeezing through the tunnel, so yes, you may attack, but please use soft cover modifiers. +4 to enemies AC

Lorth AC 24 HP 121/26 
Tuesday November 3rd, 2009 8:43:48 AM

Lorth moves up and grabs Nebin, then pulls him behind Malgant.
(Move to AA20, then grab Nebin's arm or whatever and drag him to W20, I think I should be able to do this with a full round action. I also don't think the undead can reach me in AA20, but your call)

DM Buzz: Lorth will provoke an AoO as you will need to enter Nebins square to grab him, then leave that threatened area.

DM Buzz second post: As well, Nebin being pulled from a threatened square could also provoke an AoO as he too is moving through threatened space.


Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin 
Tuesday November 3rd, 2009 2:21:01 PM

Bart moves to ag 24


Light Fortification, AC 31, 100/115 hp Malgant  d20+21=29 ; 3d6+14=27 ; d6=1 ; d20+21=25 ; 3d6+14=25 ; d6=4 ; d20+16=33 ; 3d6+14=25 ; d6=6 ; d20+11=12 ; d20+19=25 ; d8+8=15 ;
Tuesday November 3rd, 2009 5:09:10 PM

OOC
I have been doing totally the wrong damage( in the DM's favor) for all my attacks. I have only added my strength to my damage, not the 1.5 times my strength that I should for a 2 handed weapon. I will do damage propryly this round, sorry guys.
IC
"MONSTER!!" Shouts Malgant as the undead strikes down from the ceiling and drops Nebin to the ground with a deft series of blows." You would violate the sacred rite of Kaleb! Then you return to Gargul's realm as a shade now and face his judgment. " Malgant draws back his sword and unleashes a flurry of attacks on the undead.
Attack 1 hits AC 29 for 27 damage + 1 fire
Attack 2 hits AC 25 for 25 damage + 5 fire
Attack 3 hits AC 33 for 25 damage + 6 fire
Attack 4 hits AC 12 a miss
Horn Gore hits AC 25 for 15 damage
Seeing Lorth Lunge for Nebin's body Malgant is forced to chose which of them to shield from the undead's swift sword, knowing that the attack is risky and will draw his ire for stealing his prey. Up until now Lorth has been the major focus of the undead's attacks and so Malgant uses interpose on Lorth, hoping the paladin can pull Nebin to safety while he distracts the undead with a flurry of telling blows.

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 1079 rounds
Resist energy (cold)1078 rounds
Shield of Faith (+3 deflection bonus to AC) 91 rounds
Protection from Evil +2 resistance bonus to saves vs evil characters, resist mind control) 96 rounds
Haste +1 to hit, +1 to AC(dodge), +1 reflex save, +20' move per round 1 extra attack when using full attack option 2 rounds

Divine Power
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. 2 rounds

Righteous Might( this description is wrong, I edited it to match my PHB entry)
This spell causes you to grow, doubling your height and multiplying your weight by 8. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good. Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn't change your speed. Determine space and reach as appropriate to your new size.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you-- the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that increase size do not stack. 6 rounds

Light Fortification, AC 31, 100/115 hp Malgant 
Tuesday November 3rd, 2009 5:10:10 PM

OOC
so WOW, that was a +4 tower shield? And I went and broke it. Very sad.

DM Buzz: You would have lost much more if you hadn't.

End game or just the beginning?/DM Buzz  d4=1 ; d20+20=26 ;
Tuesday November 3rd, 2009 7:19:16 PM

As Lorth lunges forward past Malgant to grab Nebin, the hatred the undead warrior has for those that honor Gargul outweighs his need for taking a living soul with him to the Shadow Realm. He strikes out in furry at the paladin and just before causing damage, Malgant steps in front of the blow deflecting it away without harm.

Is this the first time during the battle, this Protector realized they were dealing with monsters? If so, it spurs him on to hack into the undead warrior causing his final demise.

Nebin can be easily stabalized at this point and his shallow breathing returns to normal, but the mighty gashes in his unconcious body will take many days if not weeks to recover without magical aid.

The air is stale and now stinks as many bodily fluids from the living and dead mingle with the stench of undeath. These were not some type of summoned creature, but a true abomination, the likes of which has never been known of before. This evidence may be something others must know about soon as these creatures are clearly above and beyond the typical undead created with mortal magic.

The bodies are searched and besides what is on your dead comrade Vauhwyt, who's limp body still leaks fluid onto the tunnel surface, you find on each of the warriors, besides their very extraordinary armor of the finest quality, tower shields of durable strength. Four of the shields are whole, while one has a large chunk removed from it (-10 of 20 Hit points), earlier in the battle. The remains of the sixth shield, could only be returned to it's magical form with the powers of the very best Fixer. Also, each of the undead wear two rings and carry a very sharp bastard sword, except the two that used Appolo's weapons against you. The bodies of the undead, once stripped resembles something familiar to those with a high Knowledge Religion skill DC 21 needed

Laying near the dead elf is a fine pink powder, almost like glass with it's sheen like appearence, but very soft when smeared with a foot or glove. Dark blood still seeps from the headless corpse and the black robe is very drenched in the fluid that surrounds it.

Does the group wish to follow the arcane caster Beeble, or would they prefer to retreat from whence they came, now that they are out of battle?

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 50/80) & Jynx (AC 20 - HP 40) 
Tuesday November 3rd, 2009 7:54:34 PM

Aztyr heads back to the now dead elven mage and casts Dectect Magic, which shill will use to identify what's magical and what's mundain. She expect's to find that the robe is and also wonders what else he carries may be as well. She will then remove the magic items from the corpse stashing them for later division. With the remaining time for her spell she will look over the skeliton worn gear to determine what is magical as well

Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 10/22 hour duration)
Shield spell, 87 rounds
Protection from Evil 88 rounds
Strength -1

Cast on others:


Vorelle [Strength 9][AC 25; HP 45/96] 
Tuesday November 3rd, 2009 7:54:49 PM

Heedless of everything else, Vorelle rushes forward to where Vauhwyt lays. "V-V-Vauhwyt?" she says hesitantly, touching her shoulder. Finding no sign of life, she begins to cry.

Lorth AC 24 HP 121/26 
Tuesday November 3rd, 2009 8:13:58 PM

Lorth binds Nebin's wounds, then sits down to rest near his body.

Nebin the Green AC 17, HP 0/83 
Tuesday November 3rd, 2009 10:48:56 PM

...

Light Fortification, AC 26, 86/86 hp Malgant  2d8+10=22 ; d20+7=15 ; 3d8+11=25 ;
Tuesday November 3rd, 2009 10:55:47 PM

Malgant touches Nebin as he passes and cures some minor wounds, enough to wake the druid. He then hands his want to Lorth and moves to where he really needs to be.( heal Nebin for 22)

He moves to Vorelle's side and puts a hand on her shoulder to comfort her. Gently he says. " She is with her god, do not despair for her. In the morning we will go and see her in Gargul's realm and see if she wants to return. If she does we will make a bargain with Gargul for her return. Until then remember how inquisitive she always was and think about how meeting her god in the flesh will spark her questions. Think of that and smile. Gargul may pay US to take her back with us when he tires of her questions." The minotaur chuckles. " Additionally, I saw Gargul cloak you in his might today and shield you from the sight of those undead who sought your blood. That totem you wear marks you as a beloved of the Minotaurs. I would still hear your tale about how you won such a boon from the village while I was away." When Vorelle has finished her mourning Malgant removes his large blanket from his pack and gently wraps Vauhwyt in it to keep her shrouded until her final fate is decided.

Looking around he sees Aztyr checking the bodies for treasure with her magic and decides that there are a few things he needs to collect himself. He moves over to one of the more intact undead and gathers it up, minus its armor and puts it in his haversack. " This needs to be looked at. I would know their weaknesses before we face them again. I don't know what they are, hopefully someone at Cloudprance manor will." Looking around Malgant sees the same weary stares looking back at him. Bart and Vorelle are the only ones not fatigued. " Bart, if you and Vorelle will take the first watch, we all need some rest, My prayers are spent, I think Aztyr is nearly out of power to cast magic oday, and Nebin is ill suited to use the spells he has prepared in this summoning proof tunnel. We will retreat to the top of the ramp and get some rest before pressing on.

Malgant feels the last of Imod's power leave his body. As always he is sad to feel it go. For a few short moments he felt the way the heroes in the epics must have felt, stuffed full of Imod's power. Now he was just a hollow protector, awaiting another battle where he could once again feel Imod's touch fill his body with power.

Heal LOrth for 25 points and then I am totally out. The wand is a wand of cure light wounds. It has 16 charges remaining. Lorth can use as many as he wishes healing the wounded. Malgant is completely spent and after taking off his armor ( yep, I will get no rest in it so off it comes) he collapses into a deep, but troubled slumber.

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.

Lorth AC 24 HP 121/51  d8-1=4 ; d3=1 ; d8+1=4 ; d3=2 ; d8+1=2 ; d8+1=3 ; d8+1=2 ; d8+1=4 ; d8+1=7 ; d8+1=8 ;
Wednesday November 4th, 2009 12:25:14 PM

"Thanks Malgant", Lorth says. He then proceeds to use the want on Nebin.
(Disregard 1st 2 rolls I screwed up. And the 3rd roll, geeze this dice roller is vexing me. This dice rollers stinks: 7 charges for 30 healing.)
(Nebin take 30 more healing)
That should get us through till morning, Lorth thinks. He holds the wand up in a gesture to hand it to whoever needs it. If no one takes it he puts it near Malgant (9 charges left).
Removing his armor, he leans on the tunnel wall.

Light Fortification, AC 26, 86/86 hp Malgant 
Wednesday November 4th, 2009 4:39:04 PM

OOC
NO kidding that really is horrible dice rolling. I have not seen that many ones and twos in a long time.

DM DECISION/DM Buzz 
Wednesday November 4th, 2009 4:44:07 PM

Keep all those charges please.

Normally, I would not do this, but I will tell you, you guys are out of danger and those rolls are ridiculous.

Consider this a very rare occurance from me.

:)

Post will come tonight.

AppolooocGhost 
Wednesday November 4th, 2009 5:54:47 PM

Ajoyous laughter comes floaring down the hall.One which you night recognize as Appollo's.Baer will tell you Appolo always enjoyeda good battle.

Nebin the Green AC 17, HP 0/83 
Wednesday November 4th, 2009 10:38:21 PM

(will wait on post before figuring out new HP)

A some what quiet night./DM Buzz 
Wednesday November 4th, 2009 11:11:08 PM

The tension of the group begins to ease as people prepare for a well earned night of rest. As the sounds of those around you subside, hundreds of feet down the tunnel, where the lavender light is coming from, sounds of movement can be heard. It is steady and unrushed.

ooc: I'm not sure exactly where it was you wanted to rest. There are two slopes up, is it near the outside or inside where the battle took place? It doesn't matter, but try to be more clear in the future please. :)

The night passes until the end of the second watch and the start of the third watch, when everyone is aware of the fact, the draining of the strength has now passed and the vibrations you have felt the entire day is also gone.

Nebin can awaken in the morning with the nights passing bringing him back up a few more hit points.

Vorelle 
Thursday November 5th, 2009 12:36:51 AM

Vorelle keeps watch while her friends rest, but needs a few hours of shut-eye herself. When she awakens, she does not feel better. Her muscles are still and sore, she still has several battle wounds, and her head hurts. And there's no Vauhwyt.

She spends a long time gazing at the shrouded form. "I-I'll f-f-find a way to f-f-fix th-this," she whispers, a promise to a friend.

Lorth AC 24 HP 121/51 
Thursday November 5th, 2009 9:17:19 AM

Lorth tries to wake early. He says his prayers, then asks Gargul for a blessing (Delay Posion).
After which, sifts through his pack and finds his polishing implements. Carefully he begins to clean and polish up his armor and shield. He says nothing to his companions.

Delay Poison 10 hours

Light Fortification, AC 26, 86/86 hp Malgant 
Thursday November 5th, 2009 5:20:21 PM

Groggily Malgant awakes when it is his turn to stand watch. He don's his armor, battle scarred and sand filled as it currently is. Once he is armored and armed he surveys the area and begins his watch. He prays to Imod in silence, not going through his sword forms because of the tightness of the tunnel, The leaden weight of his limbs from the digging and then the battle on top of it and the hard feeling in his heart, knowing that once the others awake they will need to venture after Beeble and secure the artifact that they came for. The artifact that has so far cost them dearly. Malgant moves over to Vauwhyt's shrouded body and casts,Gentle Repose on her. Since the island has stopped humming he does not know if decay has resumed or not. Either way it will preserve her for later restoration of her life if she wishes it. Malgant also touches Lorth's Armor, bestowing Imod's strength on it. ( Magic vestment on it using the rod of lesser extend 22 hours making the armor +3 for the duration)
Once everyone has awakened for the day and is preparing to move out Malgant casts status( extended with the rod of lesser extend for 22 hour duration) on each of them, touching each person on the shoulder to cast it.

OOC
Once everyone has rested for the night and regained their hp from resting and I have a good idea of everyone's hp, I'll start healing people.

Spells ( when prayed for they are recorded here * indicates used spells)

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

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

2nd Level( 6+1)
Domain Bulls strength, Gentle Repose*, Lesser Restoration , Remove paralysis, Resist energy, Statusx2**

3rd Level (5+1)
Domain Magic Vestment *, protection from energy, Speak with Dead , remove curse, dispel magic, invisibility purge

4h level (3+1)
Domain divine power, Death Ward, Greater Magic Weapon, Restoration

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

6th level (1+1)
Domain Blade Barrier, Word of Recall


OOC/DM Buzz 
Thursday November 5th, 2009 7:20:36 PM

Email has been sent out.

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 70/80) & Jynx (AC 20 - HP 40)  d8+1=8 ; d8+1=6 ; d8+1=6 ;
Thursday November 5th, 2009 7:26:59 PM

Aztyr, after having checked all the corpses with her dectect magic up, and removing all magic items she will follow the rest outside. She uses her three charges on her tatoo to heal herself. (total 20 hp (hides the dice from everyone else so as not to have them stolen)
She takes her time getting comfortable and gets the rest required and then waits for the dawn and the others to awaken. She pulls out her Rod of Lessor Extend and casts Mage Armor through it, on to herself (duration 22 hours)

Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 22/22 hour duration)

Cast on others:

What to do now?/DM Buzz 
Thursday November 5th, 2009 10:59:46 PM

Aztyr discovers, almost everything that is worn by the enemy is magical in nature. All the armor and shields. The rings and swords as well as the amulet and black robe. The mundane items, such as boots and belts are not. Aztyr would need to make many, many rolls to determine their strength, some of which is likely to fail eventually, but it can be said that they are all of very fine quality.

The Motley Good indeed wake to a new day after everyone has rested. Those that can heal do so, as much as their spell powers allow (feel free to make those rolls and designate the receipients). It is an odd thing to not feel the vibrations of the earth and tunnel as well as the strength drain.

The long tunnel continues on and sometime during the absence of the strength drain, the lavender light at the far end of the hall has turned to a bright white light.

The group, or those present and living walk cautiously down the corridor, on various sides of the surface that hold gravity in all directions, until they come into a large round room. The diameter of this room is very large and at least fifty feet in all directions. There is a large circular disc in the middle of the room, in the area where the Wold is most dense, on what would call the floor of the complex. The group enter this room from the west. The device is in the center of the round chamber on the floor and there are now two more exits leaving the room. One is to the east. The description of that tunnel matches to letter, the same tunnel you all entered through. As well, to the north, there is a duplicate tunnel, just like the other two. Three tunnels in all enter this chamber and the signs of fresh air now flow through the complex, where before, it was not as well present.

The most pronounced figue in the room however, is Appolo. He is holding still, in nothing but the bear essentials of clothing, none of which would have helped in in battle. He looks dirty, as if he had been digging through the earth for several hours. In his hands a wheel barrel, now empty with the residual amounts of sand one would have after being used for hours. Next to him are several excavation tools. Shovels and pick axes as well as a small box full of stakes and ropes. He looks almost alive, if not for the deep gash in his neck and the dried, stale blood that ran down the front and back of his body. He looks as if he is oblivious to your presence. His being now animated by dark and evil magic, ironically to finish the excavations the other undead that you fought had started. One could likely destroy his animated form in many different ways, being a very basic zombie, through holy power, sword or raise dead, but Lorth would strongly advice against the latter suggestion, before it was even brought into question.

The device, which you all have sought is enormous. A twenty foot diameter sphere that is extremly well made by a race that has long been gone, but not forgotten. IT seems to made out of the most durable metals and the sound it gives off is akin to something out of a science fiction novel, whatever that is. On it's surface are three panels, a red, a yellow and blue. Each panel faces the direction of one of the tunnels that lead out of the area.

Following the tunnels out will lead you hundreds of feet out of the mountain in which you are deep underneath at this time. Each tunnel seems to have the same type of dimensions and except for the north tunnel, piled sand is outside the entrances as they were excavated, but it seems the north tunnel hqs no sand dunes outside of it. The east entrance though has twice the amount that the west has. An indication that the north tunnel was excavated from the inside and dumped out the east. As the east side of the tunnel is explored, the figure that visited you yesterday morning can be seen to be floating, face down in the lagoon. No injuries appear to be on his corpse, so it is likely natives are not the result of his demise, but perhaps suicide. His worn items include, like the elf wizard, many spell components which are necessary for his arcane casting but also items that detect magic. An amulet his brown robe, two rings, one of which is magical and two black beads. His second ring, a very nice wedding band. Salt water drains from his mouth as he is pulled up on the beach. His body must be retrieved from the lagoon about one hundred feet away from shore.

On the south side of the chamber is a table where many empty scroll tubes lie stacked up and many empty and used parchments lie on and around the table. Obviously, there was many, many scrolls used on this expedition, some of which may have been used against the group. As well, a plain looking bone spoon lies next to what appears to be a toy wooden boat of expert craftsman ship. The small boat and the spoon both radiate magic as well. A map of the lagoon, similar to you own is opened and secure on the table with excavation plans drawn up. Apparently, they too were not aware of the three entrances as the other sides of the island were next to be explored after the east side.

The smell of ozone is now gone and what seems to be an otherwise normal chamber, still has the gravity deviations where you can walk on the entire surface.

Someone, anyone, can tap the device in the center of the chamber and it gives off some type of electric shock as if it protected by a powerful force field. There does not seem to be a way to penetrate the field either, but unlike the attempt to penetrate the tunnel surface before, no damage is caused from the attempt. The colorful panels seem to be the only part that an individual may stand upon, or place items upon, with some degree of balance.

The Teucri complex is fully searched and all that is mentioned is discovered. It is now time to either visit Gargul or discover some way to destroy the Teucri device, for surely, it is not something that can be carried away and to leave it here for more Dread to find and use, whatever it is meant to do, is not an option.

DM hint: Visit Gargul

Light Fortification, AC 26, 86/86 hp Malgant 
Friday November 6th, 2009 4:22:53 AM

OOC
Not alot of time to make a post now so let me outline what I think would wok best. We gather up what we have found and exit the way we came in. Aztyr and I then transport the whole group via teleport and word of recall back to the temple of good near Cloudprance manor. There or at the manor we can perform the raise dead and go looking for our friends in Gargul's realm. I'll post about that tonight when I have time to put into it. Got to get ready for work now.

Lorth AC 24 HP 121/51 
Friday November 6th, 2009 8:13:44 AM

(Going away for weekend so no waiting for Malgant's post)

After exploring the entire complex, Lorth ends up near the device again. He certainly is not the one who touches it.
He then puts Appolo out of his misery with his sword as he can't stand to leave animated undead in his presence. (Do I need to roll? If so, you can do it)
When Appolo is down, Lorth bundles up his body for transport.
After which he waits for Malgant to announce their next course of action.

Nebin the Green AC 17, HP 52/83 
Friday November 6th, 2009 2:07:15 PM

Nebin stands quietly out of the way. He had many questions and doubted that he would get answers. This ancient device and the events surrounding it seem to be events of a much grander scale. Much more than a simple halfling that's good with plants should dare to handle. He wasn't really sure what to do next. Bringing back the dead was something he never tried. In his younger days he heard stories about the things involved in such matters. Things he wanted no part of. If they were true that is.

OOC: will sit down and figure out new spell list, HP, and stuff later. wanted to get a post out before the friday one hit.

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 70/80) & Jynx (AC 20 - HP 40) 
Friday November 6th, 2009 2:36:04 PM

Aztyr having thought of what her spells were able to do, thought of something quite unsettling. "Malgant, I think we might have a problem. Whwen the Wold shifted a couple night's ago, the only place I'm freshly familiar with is the fishing village. What if the city and Cloudprance manor were misplaced during the move. We know that The Lady and one other were moved far away, what if the Manor went with as well as the city. I think we should travel back to the fishing town and then go over land to your home temple. Oh, and don't forget we still need to get that kraken meat too..."
Aztyr, makes sure that all the magical items are safely stashed away, but now is not the time to try and identify them. She has a few ideas as to what's what, but that's all.
She will use a fly spell to retrieve the floating corpse, Aztyr really dislikes to swim. (will mark it off as well as one more 1st for detect magic as well)

Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 22/22 hour duration)
Status (cast in morning by Malgant 22/22 hours)

Cast on others:

Vorelle 
Friday November 6th, 2009 3:44:31 PM

Vorelle hesitantly offers to dispose of poor Appollo's animated corpse, on the theory that her little handaxes will do less damage to the body.

For the most part, though, she drifts around like a slender ghost. She has always been quiet and withdrawn, but now she seems part of her own world. She stands watch for the others as they explore or discuss options, but does not offer an opinion. She pauses often next to the blanket-wrapped body of Vauhwyt.

Light Fortification, AC 26, 86/86 hp Malgant  3d8+11=17 ; d8+11=19 ; 3d8+11=25 ;
Friday November 6th, 2009 5:43:51 PM

"They might have shifted Aztyr. If you would like I can return you to the temple in the city near Couldprance Manor with my Word of Recall. Imod will see his faithful to their destination. You could then review your idea of the temple's place and have another point that you could teleport to in a pinch. This is a ceremony that I feel warrants a temple, and hopefully a priest to guide me since I have never had to attempt it before.The small shrine in the fishing village would do as well, though I know of no one there that can guide me in the ceremony. You will be doing some of the teleporting too, all of it if we go to the village or somewhere that is not a temple of Imod. Tell me where you would like to teleport to."
As he discusses this Malgant sweeps the scrolls,spent and unspent into his haversack. He also memorizes the layout of the room so that he can describe it to his employers when they meet up again.he also heals the more seriously wounded among the group.

Healing

Everyone take 19 points from a mass cure light wounds and your level in hp from resting the night

Lorth + 17 more from a curse serious wounds( yeah 17, that's 6 on 3d8)

Vorelle + 25 from a cure serious wounds, even though you are not showing me how many hp you are down I know you are still hurt

Nebin should be able to heal himself

Bart and Aztyr should be fully healed by the Mass spell

Spells ( * indicates used spells)

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

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

2nd Level( 6+1)
Domain Bulls strength, Gentle Repose*, Lesser Restoration , Remove paralysis, Resist energy, Statusx2**

3rd Level (5+1)
Domain Magic Vestment *, protection from energy, Speak with Dead , remove curse*, dispel magic*, invisibility purge

4h level (3+1)
Domain divine power, Death Ward, Greater Magic Weapon, Restoration

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

6th level (1+1)
Domain Blade Barrier, Word of Recall

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 70/80) & Jynx (AC 20 - HP 40) 
Friday November 6th, 2009 9:10:36 PM

"Ok, The best place to go then is the Temple back on the mainland. Malgant, I will go with you, counting on your faith to get us there safely. I recommend bringing Vorelle with us on the trip. If you can bring Vauhyt, Lorth can bring Apollo's body on the second trip.
Once at the temple I can study the area so I can then teleport back to the beach and get Bart, Lorth and Nebin, bringing them back to the temple as well.
Once we are all there you can begin the ceremony or whatever it is you need to do."
Aztyr will study the area around the tunnel entrance so she has a place to return to.

Aztyr will go with Malgant, study the area, then cast two teleports. One to go back to the Island and the other, to bring the rest of the party to the temple.

Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 22/22 hour duration)
Status (cast in morning by Malgant 22/22 hours)

Cast on others:

Nebin the Green AC 17, HP 83/83  4d8+11=33 ; 4d8+11=27 ; 3d8+11=24 ; 3d8+11=27 ;
Saturday November 7th, 2009 5:55:30 PM

After his morning meditation Nebin uses healing magic to cure the survivors of their injuries.

OOC: CCW on self for 33. CLW on Aztyr to raise him to max (did not roll since the bonus put him at max), CCW on Lorth for 27, CSW on Lorth for 24, CSW on Lorth for 27 (for a total of 78)

Anybody else need healing?

Spells Per Day
0- 6
Create Water, Create Water, Detect Magic, Detect Poison, Cure Minor Wounds, Purify Food & Drink
1- 6
CLW* , CLW, Longstrider, Endure Elements, Entangle, Speak With Animals
2- 5
Barkskin, Bear's Endurance, Gust of Wind, Soften Earth and Stone, Flame Blade
3- 5
Call Lightning, CMW, CMW, CMW, Neutralize Poison
4- 4
CSW*, CSW*, Flame Strike*, Rusting Grasp
5- 2
CCW*, CCW*
6- 1
Wall of Stone

Staff Spell: Monster Summoning VI

Light Fortification, AC 26, 86/86 hp Malgant 
Saturday November 7th, 2009 6:13:08 PM

OOC
Can I take back the healing I did then? Aztyr was at full Lorth was down 23 after my spells. Good thing we are going to a safe place for our downtime and raise dead session.
IC
Once Aztyr voices her opinion on where they should go to be safe to retrieve their fallen comrades Malgant heads back out through the tunnel that the group entered. Once they are outside and Aztyr has had sufficient time to study the area for the return trip she will need to make Malgant gathers them together. Picking up Vauhwyt's shrouded body and making sure that both Aztyr and Vorelle are in contact with him and each other, Malgant recalls to the Temple in Abderas That Bardamion took them to to use as a teleport point. Malgant concentrates on how the recall room had looked. He remembered the bleeding priest that had recalled to the room from some dire conflict elsewhere. He remembered all of these things and completed the prayer. He felt Imod's sure strong hand wrap around himself and his friends and transport them away.
When they arrived he set about speaking to the priests and other people of the cloth in the temple, finding out when he would be able to use the temple to perform the rite that would restore his companion's souls to their bodies. He knew the bodies would be washed and prepared for the rite, and that he would preside over the ceremony, but he had never completed a ceremony this complex before and asked for as much guidance as the other priests would impart to him.

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 80/80) & Jynx (AC 20 - HP 40)  d100=6 ; d100=74 ;
Saturday November 7th, 2009 9:51:47 PM

Aztyr takes a few minutes and studies the place that they recalled to. After doing so she announces, "I'll be back" (in an austrian accent) . She winks out existance in the Temple and reappears just outside the tunnel on the island.
"Ok, Lorth if you'd carry Apollo's body we'll get going."
After everyone is ready and holding on to her, they all seem to wink out of existance for a long moment and feel like they get squeezed through a key hole before they reappear back in the recall area of the Temple.
She gets everyone moving out of the transport area and finds Malgant waiting for them to return, along with Apollo's body. "We're back, without a mishap."

Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 22/22 hour duration)
Status (cast in morning by Malgant 22/22 hours)

Bart ac 31 ac 32 to #2 hp 93/112 Stoneskin 
Monday November 9th, 2009 12:12:51 PM

Well we have to contact our friends and see what we can do about this situation, i dont see an option to bring the device with us, i dont know if it is wise to destroy it, and i dont know if it is wise to keep iit here unprotected either. Lets clear this room and take as many magic items with us what we can. We have to visit Gargul to resurrect our friends too. After that we seal this room as good as we can, and look for some new orders what to do

Sand pit reunion/DM Buzz 
Monday November 9th, 2009 5:12:15 PM

You cast spells the next morning in preparation to finish the examination of the area, so the morning healing done must stand, because you all would not have searched the island in the condition you went to sleep in.If there are extras though, you may keep them.

Arriving in the sand pit in the main temple, a chaotic scene is taking place. Gorenthall, Malgant's old friend is wrestling three other minotaurs. It is seen, he is standing very nimbly on the elbow of one minotaur that is painfully face down in the sand, unable to move. Another, he has in a head lock, his massive right arm, wrapped around the thick neck of his opponent and grasping the left horn of the grappled. The third, cautiously circling the warrior guard of the complex.

As Gorenthall looks to the incoming guests, the third takes advantage of the situation and Bull rushes the guard, enabling the minotaur on the ground a chance to stand and the second another attempt at escaping.

With a great bellow Gorenthall speaks in the tongue of the minotaur Highlight to display spoiler: { "Hold now! The Kayleb has been interrupted. Let it be known, when next you make a challenge in jest or intoxicated, you had best be prepared to back it up!"}

The three younger minotaurs bow to the burly, even for a minotaur, Gorenthall, then to the newly arrived guests before leaving quickly out of the pit. They then bow to the High priest seated at the large table and leave the room.

Sitting in the high seat is the High Priest Davros. He stands and applauds Gorenthall, then bows slightly to the guests. In the common tongue he says, "Welcome back. You look a bit different.", he says, pointing to the broken horn on the minotaur, Malgant's head.

While others are retrieved and the dead produced, Davors is sad, "We do not follow the customs of those that do not follow the ways of Imod or our people Malgant, but you have full access, as a priest of Imod, to these facilities." Although, he does not want to help in the preperations of the dead he does have some good news and brings you up to the present, since you left just a couple of days ago. "It appears Gralnir was being held, along with the centaur and liontaur elder by a High Priest of Caeroldra. Those that worked under him, like the gnome Herkamer were discovered by a special group we had investigating the disappearences. They did escape however, but the three elders are now safe and recovering from the drugs used to keep them subdued while those two attempted to convert their populace."

He goes on though, "The group has full access to the Catacombs from here and the resources of the temple are at your disposal, but if you are in a hurry, which you may be, the Catacombs takes much time, in regard for them using tickets to keep things in order, as well as the time it will take for them to identify items and such. If you like, you can leave what items you like here, where they will be safe in Gorenthall's care, while you petition Gargul on the behalf of your two friends."

High Priest Davros, says all this in common and in no way attempts to make up your mind for you. Likewise, he has offered you all whatever spells you may need to help you on your mission.

Gorenthall looks bored but remains alert. Perhaps not understanding why the rest of the Wold does not know how to speak the language of the minotaur.

Light Fortification, AC 26, 86/86 hp Malgant 
Monday November 9th, 2009 7:18:26 PM

In MInotaur, Malgant returns the High Priests greeting. Malgant touches Aztyr ( Cast comprehend languages) and asks that she translate for the others, since they may not understand all of what is said. " Only my pride was hurt, High Priest, my head it seems was too hard to be breached. But some of my friends were not so hardy as I. True they do not follow the ways of Imod, but they are favored by him nonetheless." As he says this last bit he indicates the totem worn by Vorelle. "I would use the temple here to make my petition to Gargul, with your leave of course. However I am a complete novice in this rite, having never performed it before. I would be honored if you would oversee the ceremony so that I do not offend Gargul with my unfamiliarity with this rite. I can understand your reluctance to help prepare their bodies for the ceremony, since they are not followers of Imod's way. Yet they ARE heroes of the Wold. They stand in the path of evil so that commoners and children need never see the darkness they see. For that they have paid the ultimate price in the loss of their lives. I consider myself fortunate to have stood by them and more fortunate still to have survived the trials they have stood. I will be honored to prepare them for the ceremony myself."
"If you would lend me your knowledge though I have another task suited to one with such a scholarly mind." Malgant, having placed Vauhwyt gently on the warm sand of the pit, reaches behind himself and withdraws the corpse of the undead that he placed in there before resting from his haversack. " The enemy had six of these abominations under his command. They wore the heaviest armor, used heavy tower shields and caused the death of one of my two companions here. I do not know what manner of undead they are. I was hoping that you or one of the other scholars who study such things could tell me more, so that when next we meet them, I can protect my companions better. I know that their touch was paralytic and that they had enough of a mind to issue orders to one another, carry on a meaningful conversation and abuse the challenge of single combat. For that slight I destroyed this one." Malgant nudges the corpse with his hoof. " Please, I would know what we face for the next fight. A fight I know will come soon, since the Dread do not forget their foes."
Malgant awaits the High Priest's reply, and then takes the bodies of Appolo and Vauhwyt to be washed, anointed and prepared for the raise dead ceremony. He then sees to his own grooming, washing and cleaning his armor, before putting it back on with a white oversized robe over top of it. Thusly prepared he returns to the temple to perform his first major rite as a priest of Imod.

Spells ( * indicates used spells)

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

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

2nd Level( 6+1)
Domain Bulls strength, Gentle Repose*, Lesser Restoration , Remove paralysis, Resist energy, Statusx2**

3rd Level (5+1)
Domain Magic Vestment *, protection from energy, Speak with Dead , remove curse*, dispel magic*, invisibility purge

4h level (3+1)
Domain divine power, Death Ward, Greater Magic Weapon, Restoration

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

6th level (1+1)
Domain Blade Barrier, Word of Recall


Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 80/80) & Jynx (AC 20 - HP 40) 
Monday November 9th, 2009 8:54:49 PM

Aztyr relays the comments said so that the others can follow along.
She will take the priest up on the leaving of the items in his care to guard for thier return.
She will then stay near by, but at the same time do her best to stay out of the way while Malgant continues his preparations for the upcoming ritual. She is still facinated by his magic that is powered by faith. She still wasn't sure how it exactly worked, but it was still interesting to watch.

Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 22/22 hour duration)
Status (cast in morning by Malgant 22/22 hours)

Light Fortification, AC 26, 86/86 hp Malgant 
Monday November 9th, 2009 10:14:48 PM

Malgant sees the young Liontaur watching as he prepares the bodies of his friends for their test of faith in Gargul's realm. Instead of being annoyed by her curiosity he encourages her. " If you want to see the preparation come and help. I have had to prepare the bodies of the fallen for their final ritual before, when I was an acolyte. Not all of our guards were as tough as Gorenthall. Sometimes their pride would get the best of them and they would fall in combat. As an acolyte it was one of my duties to prepare them for what came next. If their families were rich, they would sometimes ask the High Priest to raise them as I will do today. Mostly though they were cleaned, dressed in their batlegear and sent off on a funeral pyre to Gargul's realm. The preparation is the same. Either way they will be arriving in a strange place. Best if they are clean and armed and armored when they arrive. You said that your time apart from your people was a trial to make you better understand how the rest of the Wold works right? is not the shaman of your people a holy person too, or simply an accomplished hunter, good speaker and wise adviser to your leaders?" He waits patiently for her response, humming prayer chants to Imod as he works.

Nebin the Green AC 17, HP 83/83 
Monday November 9th, 2009 11:28:00 PM

OOC: I think it was meant that Nebin and Malgant used more healing magic than was required.

Nebin stares wide eyed as he looks around the temple. It was so big and while it lacked the vibrant feel of the forest, Nebin had never seen anything like it. Some druid shrines were breathtaking in their beauty. This temple was similar and yet different. To Nebin it was so alien. The sound of thunder quickly shook him from his awe. Well not thunder exactly but the sounds of wrestling Minotaur's. Which was enough to make him stay alert. He could very easily get squashed and nobody would probably know.

Spells Per Day
0- 6
Create Water, Create Water, Detect Magic, Detect Poison, Cure Minor Wounds, Purify Food & Drink
1- 6
CLW* , CLW, Longstrider, Endure Elements, Entangle, Speak With Animals
2- 5
Barkskin, Bear's Endurance, Gust of Wind, Soften Earth and Stone, Flame Blade
3- 5
Call Lightning, CMW, CMW, CMW, Neutralize Poison
4- 4
CSW*, CSW*, Flame Strike, Rusting Grasp
5- 2
CCW*, CCW*
6- 1
Wall of Stone

Staff Spell: Monster Summoning VI

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 80/80) & Jynx (AC 20 - HP 40) 
Tuesday November 10th, 2009 12:02:51 AM

Aztyr will assist, since Malgant requested her to. It also lets her watch more closely.
When she begins to clean Vauhwyt, she takes her time in doing a good job on her mane. She may have only met her new friends a few weeks ago, but she did care for them.
She noticed the different habbits that Vauhwyt had, than she herself had. She chalked it up to thier differences growing up, Vauhwyt in a city and herself out in the wilderness.

Spells Per Day

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

Spells ineffect :
Mage Armor (cast in morning 22/22 hour duration)
Status (cast in morning by Malgant 22/22 hours)

Vorelle 
Tuesday November 10th, 2009 12:38:38 AM

Vorelle paces restlessly as the preparations are made. She doesn't understand magic, and she's terrified to speak to Gargul, but she wants her friend back.

And it will be nearly impossible, she thinks miserably. We weren't able to recover poor Mad Jack, and I don't hold out hope that this will go any better. I have to try, though. We have to try.

Lorth AC 24 HP 121/51 
Tuesday November 10th, 2009 7:35:53 AM

Lorth listens to his friends converse with the other minotaurs. After they are done he produces Appolo's body and turns it over to Malgant. He understands nothing about the rite going on and tries to stay out of the way.

Return To Index      Next Scene (Visit to Gargul)
Copyright © 1980-2024 WoldianGames. All rights reserved.
Privacy Policy - Terms of Service - Site Map - Contact Us - SRD
 
WoldianGames Homepage