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Harpy river battle


Wagon with dead horses. (coDm Glenn) 
Friday June 18th, 2010 5:19:36 PM

In a hurry, Malgant encourages the group to teleport to the location of the dead horses.

Confident she can teleport accurately, Aztyr forms the first group to teleport outside.

Whysper draws her dagger in preparation of the teleport.

Ashira readies her swords just before combat.

Vorelle wonders if the bodies could have been poisoned?

Praising Aztyr's thinking, Vauhwyt prepairs to cast her teleport magic too.

Looking relaxed, Applo awaits the teleport.

***** Teleport to dead horses ******* (OOC: Wonder how many places in the Wold there are with two dead horses?)


With the sudden appearance of so many people the buzzards hastily take to flight in an explosion of black feathers. Then the strong stench of two day dead horse hits everyone. Aztyr moves up wind of the site.

Everyone can see about a half dozen black buzzards flying hastily away over head and the river nearby further down the rocky ground.

Glancing around for signs of danger, Whysper, Ashira, and Appolo see only a few more black wings taking flight on the far side of the river nearly a quarter mile away. Looking about you see the dead horses half eaten and still attached to the wagon. Stuff from the wagon and a few feather scattered about on the ground. It looks like the wagon and horses came off the road about 80ft away and got stuck in the rough ground where it is now. You don't see any bodies nor do you see see the mother or children any where about. The stuff on the ground consist of clothing, tools, some chairs, soaps, a few common books, and other miscellaneous stuff. There is one empty lock box that is laying open, it appears to have been busted open by a rock.

The horses seem to have multiple claw and bit marks, more severe than what buzzards do.

Checking for clues on the family, Whysper finds some different size human tracks near the trail where the wagon left the track, but none around the wagon.

Vauhwyt and Mookie 
Friday June 18th, 2010 7:14:16 PM

Vauhwyt looks at the rangers. "Ashira and Vorelle, good luck! Do us some more tracking, hey?"

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Saturday June 19th, 2010 2:58:12 PM

Aztyr looks around, and even though she may have grown up amung the more tribe like of her people, she was woefully underskilled for trying to track anything in the wilderness. She looks around and calls Whysper over to her.
"Whysper, I'm going to cast a spell on you, and what I'd like you to do is fly up a ways and look around for anything that looks unusual. I'm prolly imagining things when I assume that if giants attacked this family, they might just be noticable, but if they are that large, your keen eye sight should be able to spot tem, without them really noticing a flying person."

Aztyr begins her spell and after a few subtle motions and a very brief flash of light, Whysper finds that she can fly. (Cast fly on whysper, speed 60 in combat)

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)

Spells in effect on others:

Fly, on Whysper (13 minutes duration)

Ashira  d20+12=31 ;
Saturday June 19th, 2010 4:07:01 PM

Ashira shrugs. Tracking isn't usually her thing, but she feels lucky today. She scouts around for tracks in a more competent than usual manner. (Track-31...ummm...wow).

Whysper (AC 23 - HP 52+20/52)  d20+20=33 ; d20+20=26 ; d20+20=40 ;
Sunday June 20th, 2010 1:18:50 AM

Whysper starts to slowly rise off the ground. She's uncomfortable about being a noticeable target, not really having anything to hide behind, but if giants did do this, then she will probably notice them before they notice her. That, or she may at least see signs of the direction they went.

Listen: 33, Search 26, Spot: 40 (Nat 20)

OOC: Fyi... you may notice that all of those skills have +20 to them. To separate them when I roll, I always go alphabetical - ie: Listen, then Search, then Spot.

Moderate Fortification, AC 29, 128/128 hp Malgant 
Sunday June 20th, 2010 10:15:45 AM

algant isn't a tracker and has few other skills to offer in finding a trail. But he has an idea. Once the trackers have finished with the wagon and debris, Malgant starts looking through it. He isn't looking for valuables. He is looking for toys, hair ribbons ladies dresses too old or large for the girl that washed up at the inn. Personal items that belonged to young children or the woman of the group. Once he finds some he will take them to Aztyr in case a trail isn't found by the rangers.

Spells ( * indicates used spells)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand, Refuge*

Spell Effects
Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used)
Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used)
Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration
Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used)

Vorelle  d20+21=36 ;
Sunday June 20th, 2010 4:11:19 PM

Two heads are generally better than one, so Vorelle, too, takes a look at the tracks.

[Track 36]

Valanthe AC 32/ 25 vs intangible HP 156/ 156, Light Fortifacation 
Sunday June 20th, 2010 7:10:22 PM

"This is odd. The horses suffered wounds by beasts but the strongbox was busted open by a rock or hammer. Maybe were dealing with orcs and worgs. Killed the men, kept the women as slaves. Whoever they are maybe there are enough tracks left to follow them back. Lucky for us it hasn't rained." Valanthe says as she watched Malgant rummage through the bedbris.

Moderate Fortification, AC 29, 128/128 hp Malgant 
Sunday June 20th, 2010 8:08:04 PM

" One of the bodies was a young girl, or I would think the same thing Val. Why the other three are not here is a mystery. Hopefully taking a look through divination will clear that up."

Appolo  d20+10=23 ;
Monday June 21st, 2010 11:39:40 AM

Appolo remains quiet stays on the alert for trouble andlet's the others search for clues.

Spot 23

Wagon with dead horses. (coDm Glenn) 
Monday June 21st, 2010 11:50:56 AM

Vauhwyt calls for the rangers to track.

Rummaging through the wagon stuff, Malgant finds several kid toys and different sizes of various cloths. He picks up what he thinks would belong to the mother and younger kids.

Looking at the horses and debris, Valanthe imagines orcs and worgs killing the men and horses while keeping the women as slaves. Malgant points out one of the dead was a woman.


Thinking an over head lookout would be good, Aztyr use her magic to enable Whysper to fly. Now flying, Whysper lifts into the air gaining altitude at 10ft a second. She is indeed getting a bird-eye view of the surrounding area. At 60ft she sees the local area all the way from the river to the trail and a little beyond. She can see quite a ways up and down the river and trail, still no signs of giants. The buzzards are several hundred feet above and still scattering. The Rogue's attention is drawn to the black winged avians that had taken flight across the river, they appear to be ascending as well, but what's odd is they are spreading out about 50ft apart forming a rough line with four to the south and four to the north of your position. Currently they have ascended to about 450ft, and nearly 1000 feet away, but closing. To Whysper's sharp eyes, they appear to be humanoid shape with wings.

Meanwhile, looking around the rocky ground, Ashira and Vorelle finds the tracks easy to read.

The story she reads goes something like this, the wagon and family were trudging along the trail when they suddenly made a left turn and started walking towards the river. The driver and two younger kids joined the others on the ground walking towards the river. The horse now driver-less and wagon also turned towards the river. Tacks of the two younger kids and mother just stop as some point, while the other three go to the water's edge and continue.


Vorelle 
Monday June 21st, 2010 7:45:24 PM

"They turned and moved toward the river." Vorelle gestures to the tracks. "No sign of fire, or anything like that, and they were walking, not running. And two of them just--disappear."

She ponders for a few minutes. "Ensorcelled to walk toward the river?" she guesses at last. "And then grabbed by something flying?"

Moderate Fortification, AC 29, 128/128 hp Malgant 
Monday June 21st, 2010 8:09:59 PM

" Flying?" Malgant looks up toward where Whysper floats above them. " That's probably not good. We don't do well flying. What do you see Whysper?"

Spells ( * indicates used spells)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand, Refuge*

Spell Effects
Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used)
Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used)
Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration
Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used)

Whysper (AC 23 - HP 52+20/52)  d20+20=37 ; d20+20=29 ;
Monday June 21st, 2010 8:30:44 PM

Whysper lowers herself back to the ground, and conveys what she has seen to the others. "I had a very clear view - thanks Aztyr." she gives her colleague a nod. "There are some things coming in our direction. Four from the north, four from the south. Flying. Humanoid, but with wings. I'm unfamiliar of any creature of this type. A thousand feet or so away from us, but closing - fast from both sides. I cannot discern their intentions."

She keeps an ear and eye open for the approaching creatures.

Listen: 37, Spot: 29

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Monday June 21st, 2010 9:35:25 PM

Aztyr listens to first Mal's comment about flying and then she hears what Whysper saw up there.
"Well, I imagine that explains the vanishing tracks you found Vorelle. I think it's also safe to assume they are probably dead as well, unless you know something about whatever it is that's coming towards us.
Now, we got basicly two options. First, we assume they are friendly and we await them here. Or, second we prepare and do unto others before they do unto us.
If they are closing as fast as you say Whysper, I'll be able to range on them in the few seconds. I can reach out and touch them with a few spells. I got Fireball, a favorite of mine as some, well, most of you know already. I also have an acid arrow I can shoot them with, and I can hit them with Ice Storm"

She'd given them her thought's on spells, but she was bound and determined to be ready.

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)

Spells in effect on others:

Fly, on Whysper (3 minutes duration)


Valanthe AC 32/ 25 vs intangible HP 156/ 156, Light Fortifacation 
Monday June 21st, 2010 10:15:56 PM

"I can only think of Harpies. I haven't heard of friendly harpies. I would advise readying yourselves for battle. We can let them make the first move but we shouldn't be unprepared." Valanthe says. She pulls her shield off her back and grabs her warhammer from her belt.

Whysper (AC 23 - HP 52+20/52)  d20+20=40 ;
Monday June 21st, 2010 11:31:23 PM

Never one for frontal assaults, Whysper draws her second dagger and looks for a place to hide.

Hide: 40 (Nat 20 again!)

Ashira 
Monday June 21st, 2010 11:35:32 PM

The ranger shrugs. The tracks didn't pan out and now there's talk of an over head assault. Not really one for ranged combat, she looks for the best cover available and heads in that direction.

Vauhwyt and Mookie 
Tuesday June 22nd, 2010 1:14:05 AM

Vauhwyt listens to the scouting report. If there is time to get feedback, she proposes an idea. If there is no time, she just does it:

The idea is to cast Wall of Stone to make a shelter The ground is rocky, says the DM, so likely there is a place to put it. It would be four stone posts (or more if needed) holding up a roof under which we can stand. Attackers will have to come in under the roof to attack.

Vauhwyt would make the shelter 15 ft x 20 ft, she figures, with 1.5 inches thick of roof, and with "butresses" to hold it up. She can even cast twice, making two shelters, or one 20 ft x 30 ft shelter.

DM Glen, does she think this is a reasonable thing to try? How many rounds until the enemy is here?

Moderate Fortification, AC 29, 128/128 hp Malgant 
Tuesday June 22nd, 2010 7:23:41 AM

Listening to Aztyr's approach Malgant chooses a course of action. Holding Matilda's Stand firmly he calls upon its power and reaches out and touches Val. He grants her spell immunity to Fireball, Lightning bolt and Icestorm, area spells he knows Aztyr can cast.( cast spell immunity) If the creatures are still not here he will again call upon the shield and cast spell resistance on himself. Thus hoping to insulate himself and Val, the two frontline fighters from most of Aztyr's damage.
" Val is warded from fireball lightning bolt and Ice storm and I have resistance to all spells. Feel free to have us in the area of any of those spells Aztyr."

Spells ( * indicates used spells)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand, Refuge*

Spell Effects
Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used)
Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used)
Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration
Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used)
Spell immunity on Val vs fireball, Lightning bolt and Ice storm 1300 rounds
Spell resistance 25 on Malgant 130 rounds

Wagon with dead horses. (coDm Glenn) 
Tuesday June 22nd, 2010 1:04:16 PM

Vorelle give her professional opinion on tracks, suggesting they were taken by a flier.

Worried about fling, Malgant ask what Whyspers sees. The flying rogue reports on the humanoid birds.

Thinking it fits with the vanishing tracks, Aztyr lays out the two options wait or attack first.

Naming the attackers as Harpies, Valanthe advises preparing for battle.

Whysper drops to the the ground and hides among the boulders.

Not one for range battles, Ashira looks for cover.

Vauhwyt proposes creating a shelter, which she begins creating using her magic. (ooc: yes, plenty of stone around to anchor the walls to.) She creates a large roof supported by four corner pillars.

Using his new shield, Malgant grants spell immunity to Val from several of Aztyr's attacks spells. Before he can place spell resistance upon himself the birds react.

************************

Seeing they have been spotted, the black winged harpies dive downward racing across the water and closing the gape quickly losing a great deal of altitude in the process (fly 80 x 4 run x2 dive = 640ft). Closer now you can see them clearly. Black winged Female harpies, clad in black chain shirts, carrying , black bows in hand and a sword in sheath. You hear one cry out, "More tasty morsels for our young sisters!" Having run through the air the harpies are easier targets for the moment.

(Note the map scale is 10ft per square!!! And the ^### next to the harpies is their altitude. They all about 40ft from each other.) River Battle Map



Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Tuesday June 22nd, 2010 3:08:55 PM

Aztyr decides that her first action ill actually be defensive in nature, rather than her usually blast first, blast second and just blast again for effect.
She raisesher hands and mutters a few words, and then she just up and vanishes as if a cloak spread out over her. (cast Greater Invisibility)
After she casts she takes a step towards the ruined wagon.

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (13 of 13 remaining)

Spells in effect on others:

Fly, on Whysper (29 rounds duration)


Moderate Fortification, AC 29, 128/128 hp Malgant 
Tuesday June 22nd, 2010 6:52:04 PM

Having precious little as far as ranged weapons go, Malgant steps back under Vauhwyt's shelter and grants himself spell resistance from Matilda's Stand. He also readies his weapon and shield. If they can dive that fast they likely will not stop to melee but will use their bows and continue swooping. Aztyr should deal with that nicely. Mentally running through his prayers for the day, Malgant urges Aztyr into her normal destructive shenanigans.
" Draw them in Aztyr. Make them pay dearly to sit at range and shoot bows. If you can make them come to us I have a surprise for them."

Spells ( * indicates used spells)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand, Refuge*

Spell Effects
Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used)
Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used)
Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration
Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used)
Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1299 rounds
Spell resistance 25 on Malgant 130 rounds

Vauhwyt and Mookie  d100=6 ; d100=25 ; d100=12 ; d100=19 ; d20+15=22 ;
Tuesday June 22nd, 2010 7:19:05 PM


Vauhwyt spends two rounds making her shelter: Arcane Spell Failure Rolls: 6 and 25, no problem.

During the second round of that, Mookie pokes his beak into the Bag of Tricks and pulls out a fuzzy ball. He tosses it down and it becomes a brown bear.

In the third and current round, Vauhwyt casts Alter Self on Mookie, making him a monkey: arcane spell fail is a 19, no problem.

That same round, Mookie grabs a wand of Protection from Evil and taps Vauhwyt with it. Mookie's UMD check of 22 = no problem.

After casting the Alter Self, Vauhwyt pulls a solid shrunken block of stone from her pocket and drops it in 14AG. It expands to a 2x3x4 ft block. She figures once she reduces herself and drops another one, she can use them for cover and hide checks.

=====

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

Spells in effect:
- Ext Greater Magic Weapon (16 hrs) (on Mal's sword), Greater Magic Weapon (4 hrs) (on V's armor spikes)
- False Life (4 hrs) on V, shared with Mookie (good for 17 hp)
- Alter Self on Mookie (2 hours)
- Protection from Evil on Vauhwyt (10 rounds)
- Detect Scrying (16 hrs)
- Magic Vestment from Mal (4 hrs)

HP 118 of 101
AC26

CLW wand: 35 charges left.
Pro Evil wand: 44 charges left.
Tan Bag of Tricks: 1 of 10 this week used.

Whysper (AC 23 - HP 52+20/52) 
Tuesday June 22nd, 2010 9:34:42 PM

Seeing Vauhwyt's shelter, Whysper realises that she is out in the open - not a good place for a rogue to be in a battle, especially with no means of ranged combat. She sprints to take cover under the rock shelter

OOC: Movement = 30 (Base) x 0.75 (Mountain/Rocky) x 4 (Run - Light Armor) = 90ft allowed. Move to AI13.

Vorelle 
Wednesday June 23rd, 2010 12:31:29 AM

Vorelle is something of an archer, but her chances of hitting anything at this distance is poor. She draws her bow, nocks an arrow, and awaits the arrival of her foes.

"Do I need anything special to hit them?" she asks. "Magic....silver...?"

Wagon with dead horses. (coDm Glenn)  d20+22=42 ; d20+22=23 ; d8+6=11 ; d8+6=14 ; d20+22=31 ; d8+6=11 ; d20+22=27 ; d8+6=7 ; d20+5=16 ;
Wednesday June 23rd, 2010 3:58:30 PM

Saying a few words of magic power, Aztyr disappears from sight. Last seen between the wagon and stone pavilion (AG16). Aztyr only Highlight to display spoiler: {(at AF17)}

Malgant takes cover as the invokes his spell resistance from the shield.

As Mookie pulls a bear out of a a bag, Vauhwyt enlarges the shelter and drops a stone block in place. (ooc: This round is only the second round of battle actions not third. Sorry.)

Seeing the shelter, Whysper makes for it.

Drawing her bow, Vorelle waits for the harpies to get within range, wondering aloud if they are damage resistance.
Anyone, Nature check DC17 Highlight to display spoiler: {The standard harpy has no damage resistance.}

With her war-hammer ready, Valanthe steps under Vauhwyt's side less pavilion. As does Appolo and Ashira (Please make an effort to post, during battles)

(Note: Vauhwyt's pavilion is a side-less flat roof about 10ft high only supported at the corners by a pillar. The edges may only offer limited cover, and if the harpies drop to within 5 feet of the ground it will offer no cover.)

****************************

All the harpies move forward, about half take a full movement while the other half move half that distance with two of those dropping to only 20ft over the river. Three fire their dark long bows as the forth one begins to sing.

The ebony Harpy #7 targets Vorelle (range hit ac 42 {nat 20 crit 23 not-conf} dam 11) one black arrow hits the ranger.

Harpy #5 with stringy black hair aims at Appolo (range hit ac 31 dam 11) the arrow hits the human rogue if just.

Snarling Harpy #3 takes aim at the bear (range hit ac 27 dam 7) wounding it once.

With sharp teath showing, Harpy #1 starts to sing (Preform voice: 16) in a lovely taunting voice.
(ooc: Everyone must make a DC17 will save or become captivated (see below). Supernatural abilities are not subject to spell resistance.)

"Come to us my pretty ones
To feed our daughters three.

Come pretty ones to our nest
Where we will strip your flesh"



(ooc: All creatures withing 300-feet spread must succeed on a DC17 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter.)


(Note the map scale is 10ft per square!!! And the ^### next to the harpies is their altitude.) River Battle Map


Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60)  d20+11=14 ;
Wednesday June 23rd, 2010 5:02:15 PM

Aztyr even though invisable walks towards H#7.

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (13 of 13 remaining)

Spells in effect on others:

Fly, on Whysper (29 rounds duration)

Moderate Fortification, AC 29, 128/128 hp Malgant  d20+11=21 ; d20+22=26 ; d20+27=42 ; d4+10=13 ;
Wednesday June 23rd, 2010 6:01:47 PM

Malgant shrugs off the effects of the harpy's squalling and gets down to the type of negotiation he knows best. Focusing on the singer he steps out from under the shelter (step to AH10)thrusts Matilda's Stand forward and calls on Imod's might to silence the creature. His prayer is rewarded by a large disembodied hand springing into being in front of the harpy and grappling her. ( Imod's Grasping Hand on H1, touch AC 26 to hit, grapple check of 42 to grapple her assuming this is successful 13 nonlethal damage .)
He then calls out in a clear loud voice,"Next!" attempting to draw the harpies attention and fire to himself.

Interposing Hand
Evocation [Force]
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand--it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.

Disintegrate or a successful dispel magic destroys it.

Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.

Directing the spell to a new target is a move action.

Grasping Hand
Evocation [Force]
Level: Sor/Wiz 7, Strength 7
Components: V, S, F/DF

This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack per round.

Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The hand holds but does not harm creatures it grapples.

Directing the spell to a new target is a move action.

The grasping hand can also bull rush an opponent as forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 31, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing hand does.

Clerics who cast this spell name it for their deities.

per Woldian rules

Grapple

Grapple Checks - As a melee attack, you may attempt to grab and wrestle your opponent. If you get multiple attacks, you can attempt to start a grapple multiple times (at successively lower base attack bonuses). Repeatedly in a grapple, you need to make grapple checks against the opponent's grapple DC. A grapple check is like a melee attack roll. Your grapple check starts with your base attack bonus and then is modified as follows:

Add your Strength bonus (or penalty). All creatures (characters and monsters) take a -4 non-proficiency penalty when making a Grapple check. However, this penalty is lifted if the creature has training (say, a feat or class ability) that provides a bonus or expertise in Grappling. It is also lifted if the character is a Duelist, Hand of Domi, a Monk, or if you are a monster with the Improved Grab ability. If you have the Improved Grapple Feat, not only is the -4 penalty lifted, but also add a +4 bonus. Add a +1 bonus instead of the -4 non-prof penalty if you have the Weapon Focus (Grapple) feat. Additionally, add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. (Changed 10/19/08: See Rules Board October 18th, 2008 7:01:15 AM.)

The defender's grapple DC is 10 plus base attack bonus plus ALL the modifiers listed above EXCEPT the -4 non-proficiency penalty. Note that your grapple check fails on a roll of a natural 1, 2, or 3. Otherwise, you win the grapple check if you beat the defender's DC (defender wins ties).

Initiating a Grapple - To start a grapple, you need to grab and hold your target. Starting a grapple requires a successful melee touch attack.

First, you make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails. Second, make a grapple check as a free action. If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike. If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are.

Maintaining a Grapple - To maintain the grapple for later rounds, you must move into the target's space. (This movement is free and doesn't count as part of your movement in the round.)

Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.

If you can't move into your target's space, you can't maintain the grapple and must immediately let go of the target. To grapple again, you must begin over with a new melee touch attack.

Grappling Consequences - While you're grappling, your ability to attack others and defend yourself is limited:

No Threatened Squares: You don't threaten any squares while grappling. No Dexterity Bonus: You lose your Dexterity bonus to AC (if you have one) against opponents you aren't grappling. (You can still use it against opponents you are grappling.) Rogues can sneak attack you. No Movement: You can't move normally while grappling. You may, however, make an opposed grapple check (see below) to move while grappling. Subject to Missile Fire: If you fire into a grapple, roll randomly to see which grappling combatant you strike. That defender loses any Dexterity bonus to AC.

If You're Grappling - When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses. While grappling, you can:

* Activate a Magic Item: So long as the item doesn't require a spell completion trigger (no reading scrolls). You don't need to make a grapple check to activate the item.
* Attack Your Opponent: Make an attack with an unarmed strike, a natural weapon, or light weapon against another character you are grappling. You take a -4 penalty on such attacks. You can't attack with two weapons while grappling, even if both are light weapons.
* Cast a Spell: You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don't have to make a successful grapple check to cast the spell.
* Damage Your Opponent: You can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a -4 penalty on your grapple check. (Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual -4 penalty for changing lethal damage to nonlethal damage.)
* Draw a Light Weapon: Draw a light weapon as a move action with a successful grapple check.
* Escape from Grapple: You can escape a grapple by winning a grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, make a different roll against each opponent separately. To escape, you have to win all the rolls.. (Opponents don't have to try to hold you if they don't want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s).
* Move: You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple. You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.
* Retrieve a Spell Component: Produce a spell component from your pouch while grappling by using a full-round action. Doing so does not require a successful grapple check.
* Pin Your Opponent: You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below).
* Break Another's Pin: If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned.
* Use Opponent's Weapon: If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a -4 penalty (doing this doesn't require another action). You don't gain possession of the weapon by performing this action.

If You're Pinning an Opponent - You can attempt to damage your opponent with an opposed grapple check, you can attempt to use your opponent's weapon against him, or you can attempt to move the grapple (all described above). At your option, you can prevent a pinned opponent from speaking. You can use a disarm action to remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt. You may voluntarily release a pinned character as a free action; if you do so, you are no longer considered to be grappling that character (and vice versa). You can't draw or use a weapon (against the pinned character or any other character), escape another's grapple, retrieve a spell component, pin another character, or break another's pin while you are pinning an opponent.

If You're Pinned by an Opponent - When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you're pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. Treat your Dexterity as 0 (-5 modifier). Rogues can sneak attack you. At your opponent's option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you're still grappling.

Joining a Grapple - If your target is already grappling someone else, you can use an attack to start a grapple, as above, except that your melee touch attack to grab automatically succeeds. You still have to make a successful opposed grapple check to become part of the grapple.

If there are multiple opponents involved in the grapple, you pick one to make the opposed grapple check against.

Multiple Grapplers - Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple.

When you are grappling with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to successfully escape, you must make beat the grapple DCs of each opponent, rolling a check for each one.

Spells ( * indicates used spells)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand*, Refuge*

Spell Effects
Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used)
Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used)
Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration
Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used)
Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1298 rounds
Spell resistance 25 on Malgant 129 rounds
Imod's Grasping Hand 13 rounds

OOC
sorry about the wall of text, I just wanted to pull all the relevant stuff you would need into 1 place.

Moderate Fortification, AC 29, 128/128 hp Malgant 
Wednesday June 23rd, 2010 6:02:35 PM

oops, I rolled it but didn't note it in my post
Will save 21


Appolo Ac 34 HP95/106  d20+8=19 ; d20+15=19 ; d20+15=22 ;
Wednesday June 23rd, 2010 6:35:02 PM

Appolo shrugs off the Harpies song and readies his bow while activating his Boots of Speed.He fires his short bow twice at the harpie who hit him.

Will save 19 Attack 19 22

Vauhwyt and Mookie  d20+3=22 ; d20+12=23 ; d20+13=17 ;
Wednesday June 23rd, 2010 7:04:27 PM

First, the size of the shelter: it can cover only 12 5x5 squares. That's 3 squares by 4 squares, or 15 ft by 20 feet. After casting TWO, that's 30 ft by 20 feet. The shelter shown on the map is too big!

Harpies that are 5 ft up or on the ground can attack into the shelter with no penalty. The ones who are higher up have zero line of sight?

Second, some saves: Brown Bear save at +3 -- a 22, no problem!

Mookie saves at +12 -- a 23, no problem!

Vauhwyt saves at +13 -- a 17, exactly what she needs! LOL! ... later ... oh, when you add in her Avenger +2 vs mental attack, she makes it with a 19. Still no biggie.

Third actions~

Bear moves to the western edge of the shelter but still 5 ft back from the edge. He might be offering soft cover to someone deeper in. Mookie tells him to GUARD!

Vauhwyt casts Alter Self, making Mookie a monkey. Then she steps west five feet, pulls out a Shrunken Wagon and drops it. It can now provide some hard cover toward the river side.

Mookie in monkey form takes out a wand and taps Vauhwyt with Protection from Evil.

=====

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

Spells in effect:
- Ext Greater Magic Weapon (16 hrs) (on Mal's sword), Greater Magic Weapon (4 hrs) (on V's armor spikes)
- False Life (4 hrs) on V, shared with Mookie (good for 17 hp)
- Alter Self on Mookie (2 hours)
- Protection from Evil on Vauhwyt (10 rounds)
- Detect Scrying (16 hrs)
- Magic Vestment from Mal (4 hrs)

HP 118 of 101
AC26

CLW wand: 35 charges left.
Pro Evil wand: 44 charges left.
Tan Bag of Tricks: 1 of 10 this week used.


Valanthe AC 32/ 25 vs intangible HP 156/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm  d20+9=22 ;
Wednesday June 23rd, 2010 7:54:30 PM

Valanthe stands her ground, unaffected by the singing. She moves forward still. Wanting to be closer to the front of the shelter for when the harpies come into range (moving forward 4 squares to AE. Full round move). She's had various magical weapons, items, and trinkets in her travels. Some of which would be very useful here. Unfortunately she has none of them on her now. Her hand grips the straps of her shield tightly. A life and death situation and she was helpless.

"The gods surely have a twisted sense of humor"

ooc: Will Save 22. Using a full round action for a double move.

Appolo Ac 34 HP95/106 
Wednesday June 23rd, 2010 8:05:54 PM

Appolo looks over at Val"Hey Vall where that bow you used to have.Could be usefull now."

Whysper (AC 23 - HP 52+20/52)  d20+14=33 ; d20+20=30 ; d20+4=8 ; d20+20=24 ; d20+20=30 ;
Wednesday June 23rd, 2010 10:43:34 PM

OOC: Will Save: 33, 35 if it's considered enchantment

Whysper can clearly hear the words sung by the harpy, but they have no effect on the half-elf. She glances around at her colleagues to see if they have been affected in any way.

Whysper tries to think of any particular way these creatures may be harmed, but nothing springs to mind Nature check: 8. She places the dagger in her left hand back in her pocket, and pulls out a wand of Protection from Evil which she immediately uses on herself. UMD: 30. No problems. She will also keep her senses alert for both the enemy, and to her allies Listen: 24, Spot: 30

===
Spells in effect: Protection from Evil (10rnds), Fly (29rnds)

Vorelle [AC 26; HP 91/102]  d20+5=12 ; d20+5=11 ;
Wednesday June 23rd, 2010 11:28:01 PM

Vorelle moves toward the harpies, enraptured.

(Will save 12. Used Hero Point to re-roll, and got an 11.)



Appolo Ac 34 HP95/106 
Thursday June 24th, 2010 1:04:40 AM

Appolo sees Vorelle wondering toward the Harpies"Hey some one get Vorelle.I think she's under thier influence."

Whysper (AC 23 - HP 52+20/52) 
Thursday June 24th, 2010 4:20:20 AM

"I'll get her. You guys take care of those... things! Whysper calls back.

Ashira  d20+9=22 ;
Thursday June 24th, 2010 9:11:26 AM

Ashira shrugs off the harpies song (Will=22). Noticing the flight of Vorelle, she heads out to drag her back to the shelter. (double move if needed).

OOC: Sorry about the missed post...I missed your post amongst the other posts.

Moderate Fortification, AC 29, 128/128 hp Malgant 
Thursday June 24th, 2010 4:12:27 PM

" She will be fine once the Harpy starts drowning and stops singing."
OOC
you have a +2 for your wisdom Vorelle, not +1 like your sheet says. Perhaps you raised it and didn't make the change. You still fail the save but I thought you might want to know 8).
The harpies fly via wings right? So grappling her should drop her into the water. I will also silence her once I make the pin check. Thus leaving only 7 more harpies to affect us.

Wagon with dead horses. (coDm Glenn)  d20+22=29 ; d8=3 ; d20+22=38 ; d8=6 ; d20+17=37 ; d20+17=22 ; d8=1 ; d8=8 ; d20+22=41 ; d8=4 ; d20+22=34 ; d8=1 ; d20+20=30 ; d20+20=23 ; d20+15=17 ; d20+10=12 ;
Thursday June 24th, 2010 4:22:39 PM

Unseen, but compelled by the song Aztyr walks forward towards the singing harpy #1, reaching the edge of the river. Aztyr only Highlight to display spoiler: {at AB14. You get another save when entering the water.}

Unmoved by the song, Malgant prays to Imod to reach out and grapple the singing harpy. A disembodied hand appears and encloses about the Harpy holding it fast, but without harm. (ooc: the hand holds but does not harm creatures it grapples. While grappled the harpy would have to win a STR check to move at half speed. The floating Interposing hand could impede a creature up to 2000lb, so a floating Grasping head could hold fast creature up to 2000lb. I assume it holds it where it is. Other than the type of attack or target the caster can't move the hand about at will)

Shrugging off the song, Appolo clicks his heels and rapidly fires his bow at Harpy#5 hitting once (ooc: please roll damage)

Vauhwyt and her crew manage to ignore the song, as the liontaur pulls a wagon out of her pack for cover. Meanwhile a A mookie monkey on her back uses a wand.
(ooc: Sorry about shelter size, my mistake. Caught by my own map scale. Shelter provides cover the same way a hallway would. IE treat the side view the same way as you would a top down view. {see diagram at below map}. It would be quite effect if they there directly above you. )

Unaffected by the singing, Valanthe moves forward ready to attack. Appolo ask about her old bow. (ooc: due to making the shelter too large last round, I shortens your move to stay under the shelder. If you wanted to be out front then assume you are.)

Disregarding the song, Whysper draws and uses a wand on herself as she keeps alert.

Finding the song irresistible, Vorelle moves towards the singing Harpy. Seeing this, Appolo shouts a warring and Whysper offers to get her. (ooc: Vorelle when you enter the water you get a second Will save against the effect.)

Shrugging off the tune, Ashire chases after Vorelle. (ooc: Need a touch attack and strength check to drag her back. )

****************************

Harpy #1 is grappled and held in place by the large hand, but it can still sing it song.
"Come to us oh pretty ones
livers are tasty to our young

Oh pretty things, you want to come
we line our nest of bones when done."


Harpy#2 flies closer and fires it bow at Malgant (hit ac 29, dam 9) the arrow just hit the great minotaur.

Harpy#3 closes and aims a arrow for the bear (hit ac 38, dam 12) the black arrows hit the beast.

Harpy#4 draws it longsword as it dives down to attack Ashira, stopping 5ft up to attack (hit ac 37 {nat 20 crit 22 ??} dam 3+10crit?) the sword bits but how deep is yet to be determin. (*** Need Ashira's AC, hp and link to character sheet in post header *****)

Harpy#5 flying closer starts to sing in counter point to her sister. Everyone, but Vauhwyt and Whysper make another will save DC 17 or be captivated {see bottom of post}
"Come to us my pretty ones
To feed our daughters three.

Come pretty ones to our nest
Where we will strip your flesh"


Harpy#6 gliding closer fires its bow at Appolo (hit ac 41, dam 10) the black arrow easly finds it mark hitting him.

Harpy#7 closes and fires a black arrow at Valanthe (hit ac 34, dam 7) hitting her solidly.

Harpy#8 hovering fires four times at Appolo (hit ac 30, 23, 17, 12) amazingly they all miss the luck human rogue.

Blackbird Harpy AC 22
H1 - Grappled by large hand
H2
H3
H4
H5 dam +??(Appolo)
H6
H7
H8

(Note: Fixed the map letter scale to match the grid. The map scale is 10ft per square!!! And the ^### next to the harpies is their altitude.) River Battle Map

(ooc: All creatures withing 300-feet spread must succeed on a DC17 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter.)


Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60)  d20+11=20 ; d20+11=27 ; d20+8=12 ;
Thursday June 24th, 2010 5:58:13 PM

As Aztyr reaches the edge of the water, her first paw gets wet and she comes out from under the spell of the Harpy. She also shrugs off the second Harpie's song recognizing it for what it is. She sees that the harpies are too spread out for her nortmal spell choice, and she mimmics the action of drawing a bow and points it at Harpy #3. (Cast Melf's Acid Arrow)

Attack roll 12 (assuming a miss)

[b]"Malgant, you and Val decide which one's first, I'm coming over to make you both fly, I just need a closer target, If you can get next to Vorelle it'll be easier to cast on you.
Whysper, get your butt into the air and kill some of them, I know that fly spell ain't worn off yet."

She yells that out, knowing even though they can't see her, they can prolly hear her shout.

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (12of 13 rounds ng)

Spells in effect on others:

Fly, on Whysper (28 rounds duration)

Moderate Fortification, AC 29(+1dodge for haste), 128/128 hp Malgant  d20+27=38 ; d20+11=17 ; d20+17=23 ; 2d6+4=12 ; 2d6=10 ;
Thursday June 24th, 2010 7:24:36 PM

grapple check 38
Will save 17
Assuming that is successful Malgant's Hand pins the harpy and silences it.
"Val first and then me. Val we should be able to deal with these easily on our own, split up and do some damage. Whysper, the grappled one is open to all sorts of rogue tricks and should be easy meat for you. Aztyr I doubt they will ever group up for you so fly Appolo too."
With a thought Malgant invokes the power of his armor, granting himself Haste this round. Using that burst of speed he rushes at the Harpy attacking Ashira and Vorelle.
( 10' squares are needed for the scale of this battle, but wreak havok on my ability to use reach. With Haste I should be able to move 40' and attack the harpy by reaching over Ashira. If you rule I can't then I don't. Instead I use haste, move to AD13 and cast Protection from Evil on myself. Either way I'll end up in AD13)
Attack hits AC 25 for 14 weapon damage +10 holy damage( added 2 to weapon hit and damage. Forgot the GMW)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand*, Refuge*

Spell Effects
Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used)
Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used)
Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration
Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used)
Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1297 rounds
Spell resistance 25 on Malgant 128 rounds
Imod's Grasping Hand 12 rounds
1 of 10 Haste 'charges' used for today

Whysper (AC 23 (25 Haste, 27 Protection from Evil) - HP 52+20/52)  d20+20=32 ;
Thursday June 24th, 2010 7:35:52 PM

Whysper activates her Boots of haste, and takes off after Vorelle. Base movement now 60ft, so given Vorelle walked off last round, I should catch her in this round .

The young half-elf entends her wand and casts Protection from Evil on Vorelle UMD: 32 - No problem.

"I'm on it, Mal" she calls back, noting which Harpy is held fast.

===
Spells in effect: Protection from Evil (9rnds), Fly (28rnds), Haste 1/10 charges used.

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60)  2d4=3 ;
Thursday June 24th, 2010 7:38:59 PM

OOC: realized Melf's is a touch and I might have hit.

Damage is 3 acid. continues for 3 rounds (2d4 each round)

Vorelle [AC 26; HP 91/102]  d20+5=13 ; d20+5=17 ; d20+5=9 ; d20+5=6 ;
Thursday June 24th, 2010 10:23:48 PM

As her boots sink into the shallows of the river, Vorelle pauses for a moment, shakes her head, and seems to snap out of whatever trance she was in.

(Initial Will save 13; used Hero point to re-roll and got a 17)

Unfortunately, the second Harpy's song is harder to resist, and Vorelle once again heads into the water.

(Will save 9; used a Hero point to re-roll and got a 6. Yay!)

DM Question: Is Vorelle allowed to hold her breath? Does that count as "taking an action?"

Whysper (AC 23 (25 Haste, 27 Protection from Evil) - HP 52+20/52) 
Thursday June 24th, 2010 10:31:06 PM

OOC: Vorelle, note the Protection from Evil spell cast on you this round. Should take effect next round I guess: The barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect.

Valanthe AC 32/ 25 vs intangible HP 149/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm 
Thursday June 24th, 2010 10:48:55 PM

Val doesn't react as the arrow finds a weak spot in her armor and grazes her flesh. She does move down behind her massive shield. Something she should have done in the first place. "Oh I don't think finding a target will be a problem."

ooc: giving up her attacks to use her town shield for total cover

Appolo Ac 34 HP95/106  d20=11 ; d20=18 ; d20=20 ; d8=2 ; d8=2 ; d8=1 ; d8=8 ;
Friday June 25th, 2010 2:22:34 AM

OOC ROLLS A Mistake

Appolo Ac 34 HP85/106  d20+8=11 ; d20+8=28 ; d20+14=15 ; d20+14=29 ; d20+14=30 ; d8=6 ; d8=5 ; d8=1 ; d8=4 ;
Friday June 25th, 2010 2:28:25 AM

Appolo with great effort fights off the second harpies song."Azryr Vaughwyt.We need some wind strong wind.Strong enough to ground those things."He then fire 3 times at the harpie he wounded previously.

Will Saves 11 Hero Point 28 Natural 20 Damage previous round 6 Damage this round 5 1 4

Moderate Fortification, AC 29(+1dodge for haste), 119/128 hp Malgant 
Friday June 25th, 2010 4:02:04 AM

damage taken
I missed it before


Vauhwyt and Mookie  d20+15=19 ; d20+12=22 ; d20+3=6 ; d20+3=4 ; d20+12=26 ; d100=36 ; d20+15=16 ;
Friday June 25th, 2010 7:40:41 AM

OOC: Still not clear why Vauhwyt does not have to save vs Harpie #5. What about Bear and Mookie? Do they have to save? Just in case, here are saves: Vauhwyt no prob with a 19, Mookie 22 no prob. Bear 6 has failed if it needs to save. If he needs a second save on reaching water, it is a nat 1! But his swim check, at +12, is a 26, so he'll swim no prob.

Seems to me anyone who reaches the water will try to swim, not walk under the surface, right?

=====

Vauhwyt moves back to AI12 for fuller cover. She casts Expeditious Retreat. Arcane Spell Fail 36 is no prob. Mookie taps himself with the wand of pro evil. UMD 16 fails. No activation for Mookie this round.

=====

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

Spells in effect:
- Ext Greater Magic Weapon (16 hrs) (on Mal's sword), Greater Magic Weapon (4 hrs) (on V's armor spikes)
- False Life (4 hrs) on V, shared with Mookie (good for 17 hp)
- Alter Self on Mookie (2 hours)
- Protection from Evil on Vauhwyt (9 rounds)
- Expeditious Retreat on Vauhwyt (120 rounds)
- Detect Scrying (16 hrs)
- Magic Vestment from Mal (4 hrs)

HP 118 of 101
AC26

CLW wand: 35 charges left.
Pro Evil wand: 44 charges left.
Tan Bag of Tricks: 1 of 10 this week used.

Vauhwyt and Mookie 
Friday June 25th, 2010 7:43:12 AM

Appolo calls for wind, and Mookie caws, laughing, "Sure, the Boss is a loudmouth and a blowhard, but even she can't knock things out of the air!"

[OOC: Sorry. I was hoping the shelter would work better, and Vauhwyt does not have good ranged ability. Her best bet is to cast Exp Retreat and Jump and then launch herself at them when they come lower.]

Wagon with dead horses. (coDm Glenn) 
Friday June 25th, 2010 10:35:40 AM

(ooc: Vauhwyt, the Protection for Evil: the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect.

The harpy song is a mind effecting enchantment (charm), so PE blocks it. )



Moderate Fortification, AC 29(+1dodge for haste), 119/128 hp Malgant 
Friday June 25th, 2010 5:14:18 PM

OOC
I see your point. But if Vauhwyt and other protected by their SHORT protection from evil spells don't make their saves, how will you know if they are affected(charmed) when the protection from evil wears off? If we kill these harpies in less than 10 rounds with almost no ranged attacks on our side I'll be quite surprised.

Ashira AC28, HP107/120---Harpy Bate  d20+17=27 ; d8+7=9 ; d20+12=30 ; d20+12=13 ; d8+7=11 ; d20+7=8 ; d20+17=23 ; d6+4=8 ; d20+8=26 ; d20+8=15 ; d6+4=7 ; d20-2=17 ; d20-2=4 ; d20+9=15 ;
Friday June 25th, 2010 5:21:22 PM

Seconds away from launching a scorching attack on the harpy that landed in front of her, Ashira succumbs to the second harpy's song and begins wandering off toward her (sorry, I'm a little pressed for time) (Will-15).

OOC: Ignore other rolls. They were the attacks that never happened. ;)

Wagon with dead horses. (coDm Glenn)  d20+2=21 ; d20+14=20 ; d20+20=25 ; d20+20=28 ; d20+15=22 ; d20+10=21 ; d20+22=28 ; d8=7 ; d20+12=21 ; d20+17=35 ; d20+1=7 ; d20+17=30 ; d8=3 ; d20+20=35 ; d20+20=37 ; d20+15=19 ; d20+10=18 ; d8=1 ; d8=4 ; d20+22=30 ; d8=3 ;
Friday June 25th, 2010 9:16:10 PM

With the threat of drowning ahead of her, Aztyr breaks the Harpies hold on her mind and she resist the second's harpy's song. The invisible sorcerer send an acid arrow out missing the harpy (touch ac 16).

Malgant's magic hand closes completely about the grappled harpy pinning it and silencing it. Hasting himself, the holy protector rushes up and cast protection from evil upon himself. (ooc: I assume you only have reach 10ft? Note Medium size creatures are only taking up one quarter of the 10ft squares and you can chose to stop over two squares side or a corner.)

Clicking her boots Whysper moves after Vorelle and touches her with a wand of PE. Vorelle mind insistently is clear of the charming song effect.

Vorelle stops at where she, now free temporarily of the harpy's song. (ooc: Not need to use hero points with the PE in effect. Yes you can hold breath, if you enter the water, and tread/swim).

Valanthe duck behind her tower shield taking full cover from the archers. (ooc: Need a Will save from you. Also, tower shield protects you from a 180deg arc, which does cover all the harpies right now.)

With great effort Appolo resist the second harpy song and fires three arrows at his foes and two of them hit. (ooc third arrow attack should have been at a +9, but it still hit.)

Vauhwyt and Mookie are unaffected by the second harpy's song, but the bear starts walking forward towards harpy #5. The liontaur moves back and cast magic upon herself. Mookie tries to uses the PE wand upon himself, but fails.

(ooc: Malgant question: if the battle is still going on in when the Prot Evil expires and the same harpies ares still singing then I'll have the PC make their saves then. Not going to worry about it now.)

Ashira finds the harpy's song too much to resist and starts waking towards the foe. Entering the water she starts to swim (Make a second save for the threat of drowning, And swim checks if you fail.)

****************************

Harpy #1 goes "Eek..." as the magic hand pins it. It can only try to break free (grapple check: 20) but fails.

Harpy#2 hovers and continues to fires it bow at Malgant (hit ac 25, 28, 22, 21 ) all of them miss.

Harpy#3 closes and fires a arrow at Whisper (hit ac 28, dam 13) the black arrows hit solidly.

Harpy#4 sings its longsword at whisper (hit ac 35, 21, 7 dam 5) one the first swing hit do a little damage.

Harpy#5 seeing it has two victims continues to sing.

"Come to us oh pretty ones
livers are tasty to our young

Oh pretty things, you want to come
we line our nest of bones when done."


Harpy#6 hovers and fires four times at Appolo (hit ac 35, 37, 19, 18 dam 7, 10) two of the black fethers arrows hit. The rogue

Harpy#7 choses to sing with it target Valanthe hiding behind her tower shield. (Everyone without Protection from Evil needs to make another Will save vs DC 17 or be captivated by the harpies. See below)

Harpy#8 closes and fires a single arrow at Appolo (hit ac 30) missing the rogue again.

Blackbird Harpy AC 22, touch 16
H1 - Grappled & Pinned by large hand
H2
H3
H4
H5 dam +6+5+1=12
H6
H7
H8

Bear & Ashira charmed by harpy #5

(Note: Fixed the map letter scale to match the grid. The map scale is 10ft per square!!! And the ^### next to the harpies is their altitude.) River Battle Map

(ooc: All creatures withing 300-feet spread must succeed on a DC17 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter.

PCs protected by PE from harpy's song: r2, Vauhwyt, Whysper, r3 Vorelle, Malgant.

DM addendum: The water is a life threating area, and will invoke a second save. Any charmed creature entering the area will try and swim as best they can towards the harpies. )


Valanthe AC 32/ 25 vs intangible HP 149/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm  d20+9=13 ; d20+9=13 ;
Friday June 25th, 2010 11:12:16 PM

OOC: Valanthe failed both will saves. I mistakenly thought that if you made a save vs 1 you were fine for 24hrs. Oh well. If I make it to the river there is no way I'm swimming. Not in my gear. Speaking of drowning Ashira can't drown.

Ashira AC28, HP107/120  d20+9=21 ; d20+17=18 ; d20+12=32 ; d20+12=30 ; 2d8+14=16 ; d20+7=25 ; d20+7=14 ; d8+7=14 ; d20+17=34 ; d20+17=36 ; 2d8+14=26 ; d20+8=19 ; d20-2=-1 ;
Friday June 25th, 2010 11:46:53 PM

Her boots touch the water and the coolness of the lake's water snaps her out of her trance (Will=21). Growling in anger, she spins (5ft. step to AB15) and launches an attack on the Harpy that previously attacked her (H4). Swords spinning and slicing, she cuts into the fowl beast with a terrible vengeance.

Full attack:
AC18 (miss)
AC32/30 (crit?? for 16 IF crit)
AC25/14 for 14
AC34/36 for 26 (if crit)
AC19 (miss?)
AC-1 (miss)
Total damage: 56 assuming crits.

OOC: It's true, Ashira can breath under water. If you rule that she does not get the will save for entering the water, it's ok by me.

OOC...darn...just re-read you note about the 10 foot square on the map. Sigh...oh well, then only 1 attack this round and it misses.

Vorelle [AC 26; HP 91/102]  d20+18=34 ; d20+18=26 ; d20+13=27 ; d20+8=23 ; d8+1=3 ; d8+1=3 ; d8+1=5 ; d8+1=6 ;
Saturday June 26th, 2010 12:12:53 AM

Temporarily immune from the harpies' songs, Vorelle steps back out of melee range and attempts to perforate one of the creatures.

[5-foot step and fire at Harpy #2. Hit AC 34 for 3 damage; AC 26 for 3 damage; AC 27 for 5 damage; AC 23 for 6 damage. 17 damage total to H2.]

Whysper (AC 23 (25 Haste, 27 Protection from Evil) - HP 52+2/52)  d100=31 ; d20+15=32 ; d4=3 ; d6=2 ; 6d6=24 ; d20+10=15 ; d4=2 ; d6=2 ;
Saturday June 26th, 2010 1:24:38 AM

Whysper cringes as the arrow from one harpy finds her flesh, as the blade from another hits. She activates her ring, and momentarily blinks from the material plane, only to appear shortly thereafter.

She takes advantage of the opportunity and strikes out at the harpy in front of her with her dagger aflame, before quickly blinking out again.

20% miss chance for blinking, 31=ok
Hit AC34 = 32 + 2 for attacking as an invisible creature. Harpy H4 doesn't get Dex bonus to AC
Damage = 29 (3=adamantine dagger,2=flaming,24=rogue sneak attack)

Hit AC17 = 15 + 2 for attacking as an invisible creature. Harpy H4 doesn't get Dex bonus to AC
Damage = 4 (2=adamantine dagger,2=flaming)


===
Spells in effect: Protection from Evil (8rnds), Fly (27rnds), Blink (6rnds), Haste 1/10 charges used.

Moderate Fortification, AC 29(+1dodge for haste), 119/128 hp Malgant 
Saturday June 26th, 2010 8:06:18 AM

OOC
Everyone seems to have a different opinion of what Haste does. Let me clear the air here.
I am claiming a +1 bonus
Whysper is claiming a +2
Appolo looks like he has a +4 which none of his AC adds up from his character sheet
This is what haste does....
Haste
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.

Multiple haste effects don't stack. Haste dispels and counters slow.
Material Component

A shaving of licorice root.

Please note the bolded area. Haste gives 1(one) ac bonus and it is a dodge modifier so it stacks with everything.

Whysper (AC 23 (24 Haste, 26 Protection from Evil) - HP 52+2/52) 
Saturday June 26th, 2010 10:56:05 AM

OOC: Thanks Mal. I agree with your interpretation/listing. Not sure where I got +2 from, but have updated my header accordingly with the +1. Checked the attacks from the last round, and doesn't seem to have affected anything for me.

Vauhwyt and Mookie  d100=36 ; d20+15=18 ; d20=6 ; d20+11=16 ;
Saturday June 26th, 2010 10:58:44 AM

OOC: What David said! Thanks!

Vauhwyt casts a Jump spell: 36 = no prob.

Mookie tries again to use that wand: another failure!

"This thing is brroke, Boss!" says the familiar.

"I'll give you broke!" says Vauhwyt.

Finally, she gives up her cover to climb/hop up to the roof of the shelter. Jump (unmodified d20 roll +64) 70, Climb 16. She ends her move at AI12, elevation 10.

=====

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

Spells in effect:
- Ext Greater Magic Weapon (16 hrs) (on Mal's sword), Greater Magic Weapon (4 hrs) (on V's armor spikes)
- False Life (4 hrs) on V, shared with Mookie (good for 17 hp)
- Alter Self on Mookie (2 hours)
- Protection from Evil on Vauhwyt (8 rounds)
- Expeditious Retreat on Vauhwyt (119 rounds)
- Jump on Vauhwyt (120 rounds)
- Detect Scrying (16 hrs)
- Magic Vestment from Mal (4 hrs)

HP 118 of 101
AC26

CLW wand: 35 charges left.
Pro Evil wand: 44 charges left.
Tan Bag of Tricks: 1 of 10 this week used.

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60)  d20+11=20 ;
Saturday June 26th, 2010 4:39:53 PM

Aztyr shrugs off the next harpies attempt to lure her towards it. She racks her brain for a few moments and decides that preventing herself from falling prey to those effects again will be the best action for right now.
She makes a quick action with her hands and a soft under he breath chant and she feels the protection settle over her. (Cast Protection from Evil)
After casting she makes a move towards Malgant and the others. (still invisable)

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (11 of 13 rounds)
Protection from Evil (130 of 130 rounds)

Spells in effect on others:

Fly, on Whysper (27 rounds duration)


Moderate Fortification, AC 29(+1 dodge for haste), 119/128 hp Malgant  d20+19=25 ; d20+19=22 ; d20+14=15 ; d20+9=27 ; d20+13=19 ; 2d6+6=12 ; 2d6=4 ; 2d6+6=9 ; 2d6=6 ; 2d6+6=10 ; 2d6=7 ; d20+27=33 ; d4+10=13 ;
Saturday June 26th, 2010 7:07:09 PM

Malgant refreshes the haste from his armor and steps 5' to his left, bringing him within reach of the harpy attacking Whysper. The Protector executes a full series of attacks and is rewarded by the haste augmenting them with speed and accuracy. (Attacks hit AC 25 for 12 damage +4 holy damage, AC 22 for 9 damage +6 holy damage, AC 15 misses, AC 27 for 10 damage + 7 holy damage, and his horns hit AC 19 miss, Total 31 damage + 17 holy damage to H4) As he attacks he positions himself to block any blows thrown at Whysper (declare Whysper as my Interpose target this round)
The Imod's hand spell chooses to inflict damage on it's pinned victim this round. ( Grapple check 33 damage 13 nonlethal [i think])
Spells( * indicates a used spell)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand*, Refuge*

Spell Effects
Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1296 rounds
Spell resistance 25 on Malgant 127 rounds
Imod's Grasping Hand 11 rounds
Protection from Evil 129 round duration
2 of 10 Haste 'charges' used for today


Moderate Fortification, AC 29(+1 dodge for haste), 119/128 hp Malgant 
Sunday June 27th, 2010 8:59:04 AM

Malgant would end in AD 13 and 14 straddling the line. sorry I forgot to put that in my post.

Appolo Ac 34 HP68/106  d20+8=17 ; d20+15=21 ; d20+15=22 ; d20+9=28 ; d8=3 ; d8=8 ; d8=4 ;
Monday June 28th, 2010 12:07:54 PM

Appolo continues to shake off the effect of the magic and fire his bow at the Harpie he is engaged with.

Will 17 Attack 21 22 28 Damage 3 8 4=15

OOC the extra ac comes from Appolo's improved Dex.He's exceedingly quick.I just can't change that page in the link.To reflect that.It was his wish to geatly improve his Physical attributes.

Wagon with dead horses. (coDm Glenn)  d20=19 ; d20+20=34 ; d20+20=32 ; d20+15=33 ; d20+10=23 ; d8=3 ; d8=3 ; d8=5 ; d20+16=24 ; d20+16=23 ; d20+11=17 ; d20+6=23 ; d20+17=31 ; d20+12=32 ; d20+7=8 ; d8=5 ; d8=4 ; d20+20=23 ; d20+20=28 ; d20+15=32 ; d20+10=16 ; d20+20=28 ; d20+20=21 ; d20+15=19 ; d20+10=27 ;
Monday June 28th, 2010 3:42:16 PM

Listening to the sweet Harpy music, Valanthe starts to walk towards them and into the water disappearing beneath the water. Once under water she can no longer hear the song, but continues towards it source for one more move before the effects wear off.

Getting wet Ashira snaps out of it, she closes to attack the harpy#4, but misses.

Now immune to the tune, Vorelle shifts and pincushions the harpy#2 with four arrows.

Stung by the arrow, Whysper begins to blink and attack the harpy stabbing it twice deeply.

Exiting the cover, Vauhwyt uses her magic to jump onto the roof. Meanwhile Monkey/Mookie's is playing with its dysfunctional wand. The bear swims out towards the harpy.

Clearing her mind of the song's effect, Aztyr uses her magic to protect herself while still invisible.

Shifting, Malgant attacks the hovering harpy with a holy vengeance striking 3 of 5 times wounding the flying creature severely.

Resisting the songs, Appolo fires his bow again at the Harpy#5 two of the three arrows hit

(OOC: Thanks David, for straightening everyone out on haste.)

****************************

Harpy #1 Pinned by magic hand struggles in vane to break free (grapple: 33 vs DC 41?).

Harpy#2 fires more arrows at Malgant (hit ac 34, 32, 33, 23 dam 9, 9, 11 ) three of the four hit the large Minotaur.

Harpy#3 continues to fire at despite her cover, Whisper (hit ac 24, 23, 17, 23 ) all four arrow miss.

Harpy#4 Still fighting in Melee with Whisper swings (hit ac 31, 32, 8 dam 7, 6) two of the three blows land on the Malgant takes the first (7pt) and Whisper takes the rest (6pt). (ooc: Malgant's Interpose ability how does it work, is that the first attack or the first attack that hits?)

Harpy#5 continues to Sing to the captives bear and Valanthe
"Come to us my pretty ones
To feed our daughters three.

Come pretty ones to our nest
Where we will strip your flesh"


Harpy#6 Aiming for Appolo lest lose four arrows (hit ac 23, 28, 32, 16) again all four miss.

Harpy#7 Singing to Valanthe continues her tune.
"Come to us oh pretty ones
livers are tasty to our young

Oh pretty things, you want to come
we line our nest of bones when done."


Harpy#8 also targeting Appolo fires her volley (hit ac 28, 21, 19, 27) missing the quick rough as the ground sprouts more arrows around him.

Blackbird Harpy AC 22, touch 16
H1 - Grappled & Pinned by large hand
H2 -- dam 3+3+5+6=17
H3
H4 dam 29+4+16+15+17=81
H5 dam 12+8+4=24
H6
H7
H8

Harpy#5 Charmed: Bear & Ashira, Valanthe
Harpy#7 Charmed: Valanthe

(Note: The map scale is 10ft per square!!! And the ^### next to the harpies is their altitude.) River Battle Map

(ooc: All creatures withing 300-feet spread must succeed on a DC17 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter.

PCs protected by PE from harpy's song: r2, Vauhwyt, Whysper, r3 Vorelle, Malgant.

DM addendum: The water is a life threatening area, and will invoke a second save. Any charmed creature entering the area will try and swim as best they can towards the harpies. )


Moderate Fortification, AC 29(+1 dodge for haste), 83 /128 hp Malgant  d20+19=21 ; d20+19=29 ; d20+14=29 ; d20+9=11 ; d20+13=29 ; 2d6+6=12 ; 2d6=9 ; 2d6+6=12 ; 2d6=6 ; d8+3=10 ; d20+27=35 ; d4+10=12 ;
Monday June 28th, 2010 4:40:59 PM

Interpose is a Protector ability allowing the Protector to choose what attack to block on a designated target within 5'. Yes I would take the hardest hit on Whysper.
Interpose: Once per round, the protector can take upon himself any one visible attack that would have affected an ally or object within five feet. The protector can interpose himself in front of a sword blow, an arrow, and even a magic missile, but not in front of an invisible attacker or a mage casting a hold or charm spell -- the attack must be obvious. The power is ineffective against area attacks, like fireballs. The protector must declare who he is protecting when it is his turn. The attack (or save) is not rerolled, but the protector may avoid the attack if he has a better AC or saving throw than the target who would have otherwise been affected.

Malgant again refreshes the Haste on himself from his armor, steps 5' closer( fully into AD 14 now), and once more lays into the Harpy.(Attacks hit AC 21 miss. AC 29 for 12 damage + 9 holy, AC 29 for 12 damage +6 holy, AC 11 miss, and his Horn gore for AC 29 for 10 damage Total 34 damage + 15 holy damage). He again tries to Interpose himself between Whysper and any incoming attacks.
The Imod's Hand again squeezes the Harpy ( Grapple check 35 for 12 damage)

Spells( * indicates a used spell)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand*, Refuge*

Spell Effects
Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1295 rounds
Spell resistance 25 on Malgant 126 rounds
Imod's Grasping Hand 10 rounds
Protection from Evil 128 round duration
3 of 10 Haste 'charges' used for today

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Monday June 28th, 2010 4:50:13 PM

Aztyr takes another brief look around and moves a step closer again to enable her to reach out and touch Malgant. As she reaches out, she says "Malgant, I'm making you fly now, I'll get Val and Vorelle soon." (cast Fly 130 rounds)

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (10 of 13 rounds)
Protection from Evil (129 of 130 rounds)

Spells in effect on others:

Fly, on Whysper (27 rounds duration)
Fly, on Malgant (130 rounds duration)

Vauhwyt and Mookie  d100=28 ; d20+5=23 ;
Monday June 28th, 2010 7:37:41 PM


Vauhwyt casts Enlarge Self on herself (arcane spell fail 28 = OK). Mookie tries again with the wand (All he needs is a 5 or better!) 23! At last!

"There, I got it, Boss," he says.

=====

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

Spells in effect:
- Ext Greater Magic Weapon (16 hrs) (on Mal's sword), Greater Magic Weapon (4 hrs) (on V's armor spikes)
- False Life (4 hrs) on V, shared with Mookie (good for 17 hp)
- Alter Self on Mookie (2 hours)
- Protection from Evil on Vauhwyt (7 rounds)
- Protection from Evil on Mookie (10 rounds)
- Enlarge Person on Vauhwyt (120 rounds)
- Expeditious Retreat on Vauhwyt (118 rounds)
- Jump on Vauhwyt (119 rounds)
- Detect Scrying (16 hrs)
- Magic Vestment from Mal (4 hrs)

HP 118 of 101
AC24

CLW wand: 35 charges left.
Pro Evil wand: 43 charges left.
Tan Bag of Tricks: 1 of 10 this week used.

Moderate Fortification, AC 29(+1 dodge for haste), 83 /128 hp Malgant 
Monday June 28th, 2010 7:54:38 PM

OOC
Val is in Mithril plate, which is still medium armor which still reduces movement by 10'. Is she running to the Harpies? Otherwise I don't think she will be in the water yet. Her 1 round move from 3 to 4 would be a quad move.

Whysper (AC 23 (25 Protection from Evil) - HP 52+2/52)  d100=14 ; d20+20=21 ; d100=56
Monday June 28th, 2010 9:21:46 PM

DM: I'm not sure if the following was taken into account when attacks were made against Whysper: While Blinking, Physical attacks against you have a 50% miss chance. I'll wait for a ruling from you before I take the 6hp damage.

Assuming Harpy 4 is still alive from Mal's attack...
20% miss chance for blinking, 14=miss!
Whysper lashes out with her dagger once again, but vanishes from the material realm before the blade makes contact.

Assuming Harpy 4 is dead from Mal's attack...
Whysper moves forward, and taps Val with her wand (UMD: 21 - success) granting Protection from Evil.

===
Spells in effect: Protection from Evil (7rnds), Fly (26rnds), Blink (5rnds), Haste 1/10 charges used.

(ooc: yep I forgot about the blink 52% hit. DM Glenn)


Ashira AC28, HP107/120  d20+17=31 ; d8+7=12 ; d20+12=25 ; d8+7=15 ; d20+7=20 ; d8+7=12 ; d20+17=22 ; d6+4=9 ; d20+8=28 ; d20+8=11 ; d6+4=6 ; d20-2=17 ; d20-2=5 ; d6+4=5 ;
Monday June 28th, 2010 11:59:52 PM

Assuming Harpy 4 is still alive from Mal's attack...
The ranger is finally able to take her frustrations out on the harpy in front of her. She lashes out with blow upon blow until she is literally panting from the exertion. "Take that you...you harpy!" she calls out.

AC31 for 12
AC25 for 15
AC20 for 12
AC22 for 9
AC28/11 for 6
AC17/5 for 5

Assuming Harpy 4 is dead from Mal's attack...
Fishing in her backpack, Ashira takes out a potion and drinks it down. She begins to tingle as the magic takes effect and her feet begin to lift ever so slightly off the ground.

Valanthe AC 32/ 25 vs intangible HP 149/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm 
Tuesday June 29th, 2010 10:43:25 AM

OOC: Valanthe is in full plate armor. Before I can post, is she in the water or did Aztyr ward her from the song?

Appolo Ac 34 HP68/106  d20+8=16 ; d20+8=25 ; d20+15=25 ; d20+15=32 ; d20+15=32 ; d20+9=22 ; d8=6 ; d8=4 ; d8=2 ;
Tuesday June 29th, 2010 1:06:35 PM

Appolo agaian shakes of the efect of the Harpies song and continues to fire at his target.He'll keep shooting at the same Harpie until it is dead or moves out of range.

Will save 16 used second hero point 25 Attack 25,32 22 Damage 6 4 2=12

Wagon with dead horses. (coDm Glenn)  d20=10 ; d20+20=30 ; d20+20=23 ; d20+15=29 ; d20+10=11 ; d8=2 ; d8=1 ; d20+20=24 ; d20+20=21 ; d20+15=24 ; d20+10=16 ; d20+20=30 ; d20+20=34 ; d20+15=33 ; d20+10=27 ; d8=7 ; d20+20=32 ; d20+20=26 ; d20+15=31 ; d20+10=18 ; d8=2 ; d8=5 ; d8=1 ; d20+20=31 ; d20+20=31 ; d20+15=22 ; d20+10=24 ; d8=3 ; d8=6 ; d8=1 ; d100=41 ; d100=37 ; d100=45 ;
Tuesday June 29th, 2010 2:56:58 PM

Still hasting himself, Malagant shift closer and attacks the Harpy in reach hitting three out of five times. The harpy falls from the sky dead! (ooc: Grasping Hand "...The hand holds but does not harm creatures it grapples.")

The invisible Aztyr moves next to Malgant and gives him the power of flight.

Using her magic Vauhwyt becomes huge and Mookie finaly gets the wand to work.

With the harpy#4 dead Whysper move after Val and taps her with the protection from evil wand.

(ooc: Val's extra round of movement came from missing the save in the third round, which didn't get rolled until the fourth round.)

Standing in the water, Valanthe is free of the song's effect if only temporarily.

Appolo fires more arrows at the harpy hitting three out of three times. (ooc: No Will save was needed last round. You only need one save each time a new harpy starts to sing. So, keep your hero point.)

****************************

Harpy #1 Pinned by magic hand struggles in vane to break free (grapple: 24 vs DC 41) failed.

Harpy#2 fires more arrows at Malgant (hit ac 30, 23, 29, 11 dam 8, 7) two hit.

Harpy#3 continues to fire arrows at Whisper (hit ac 24, 21, 24, 16) all four miss the blinking rouge

Harpy#4 is dead

Harpy#5 continues to Sing to the captives bear
"Come to us oh pretty ones
livers are tasty to our young

Oh pretty things, you want to come
we line our nest of bones when done."


Harpy#6 Aiming for Appolo lest lose four arrows (hit ac 30, 34, 33, 27 dam 13) only one arrow hits home.

Harpy#7 seeing Valanthe is free of her charm, drops the song and fires arrows at Whisper for freeing the other (hit ac 32, 26, 31, 18 dam 8, 11, 7, miss% 41, 37, 45) all four arrows miss, three due to the blink. The Harpy sneers at her foe

Harpy#8 seeing the liontaur enlarge herself fires her arrows at Vauhwyt (hit ac 31, 31, 22, 24 dam 9, 12, 7) three of the black arrows sting the spell caster.

Blackbird Harpy AC 22, touch 16
H1 - Grappled & Pinned by large hand
H2 - dam 17
H3
H4 dam 81+34+15=130 (dead)
H5 dam 24
H6
H7
H8

Harpy#5 Charmed: Bear & (PE)Ashira, (PE)Valanthe
Harpy#7 Charmed: (PE)Valanthe

PCs protected by PE from harpy's song: r2, Vauhwyt, Whysper, r3 Vorelle, Malgant, r4 Aztyr, r5 Mookie, Valanthe

(Note: The map scale is 10ft per square!!! And the ^### next to the harpies is their altitude.) River Battle Map

(ooc: All creatures withing 300-feet spread must succeed on a DC17 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter.

DM addendum: The water is a life threatening area, and will invoke a second save. Any charmed creature entering the area will try and swim as best they can towards the harpies. )


Ashira AC28, HP107/120, Fly, Invisible 
Tuesday June 29th, 2010 3:56:32 PM

Smiling, Ashira activates her Ring of Partner Invisibility and winks out of sight. She then travels forward 40 feet (AB19) and then up 10 feet (since movement is 1/2 when increasing elevation). That leaves her 90 feet below the critter. Now invisible, the ranger grips her swords in anticipation of the pain that is coming this harpies way very soon!!

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Tuesday June 29th, 2010 4:44:08 PM

Aztyr yells out, "Val, move towards Malgant, I'll get you with a spell when you get in range."
Aztyr moves a step towards Val, hoping she gets in range.

If in range : She'll cast fly on Valanthe, giving her 130 rounds of flying.

If not in range before turn ends, she'll cast Summon Monster VI, summoning a BRALANI.
(stats on bottom of Aztyr's character sheet, will post here if spell is cast)

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (9 of 13 rounds)
Protection from Evil (128 of 130 rounds)

Spells in effect on others:

Fly, on Whysper (26 rounds duration)
Fly, on Malgant (129 rounds duration)

Will update spells used next round.

Vorelle [AC 26; HP 91/102]  d20+18=36 ; d20+18=23 ; d20+13=18 ; d20+8=12 ; d8+1=5 ; d8+1=8 ;
Tuesday June 29th, 2010 6:52:17 PM

[Sorry I missed yesterday; I plum forgot!]

Vorelle continues her assault on Harpy 2.

[Hit AC 36 for 5; Hit AC 23 for 8]

Vauhwyt and Mookie  d20+11=15 ; d4=2 ; d4=4 ; d100=62 ;
Tuesday June 29th, 2010 8:08:14 PM


"Ugh, this is frustrating," says Vauhwyt. She has prepped herself for a flying leap that could take out a harpie. And she could leap a superhuman 70 to 80 feet forward and reach 30 or 40 feet up with a single bound. But that does her no good since the harpies are staying well beyond even her magically jumpable reach. And why should they, when they can hit her with three or more arrows a round.

The liontaur considers becoming ethereal, climbing through the Realm of Shadow to a harpie, materializing and grappling it all in a flash ... but really, she is not sure that would even work.

"Meh," she says, annoyed. So she simply casts Acid Arrow on Harpie number 8. Her ranged touch attack hits touch AC 15. If that hits, the harpie takes 6 hp damage this round.

Arcane spell fail on the casting: 62 = ok

Then Vauwhyt moves back (same square, but under the shelter) and sulks. Mookie is quiet for a change, but he puts away the wand of pro evil and takes out the wand of CLW.

=====

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

Spells in effect:
- Ext Greater Magic Weapon (16 hrs) (on Mal's sword), Greater Magic Weapon (4 hrs) (on V's armor spikes)
- False Life (4 hrs) on Mookie only (good for 17 hp)
- Alter Self on Mookie (2 hours)
- Protection from Evil on Vauhwyt (6 rounds)
- Protection from Evil on Mookie (9 rounds)
- Enlarge Person on Vauhwyt (119 rounds)
- Expeditious Retreat on Vauhwyt (117 rounds)
- Jump on Vauhwyt (118 rounds)
- Detect Scrying (16 hrs)
- Magic Vestment from Mal (4 hrs)

Vauhwyt: HP 90 of 101, AC24 / 25 vs evil
Mookie: HP 67 of 50, AC15 / 17 vs evil

CLW wand: 35 charges left.
Pro Evil wand: 43 charges left.
Tan Bag of Tricks: 1 of 10 this week used.


Moderate Fortification, AC 29, 75+13 /128 hp Malgant 
Tuesday June 29th, 2010 8:43:37 PM

OOC
That is undeniably the most useless 7th level spell ever. It grapples, but cannot do anything a grappler can do. It floats so when I pin a flyers wings it just holds them there. Totally...combat... ineffective.... spell from a combat god's domain. Sorry, 1st time using this spell. I expected more from a 7th level spell is all.
2 rounds of movement in anything but light armor could not possibly make 80', but the threat of drowning is passed so moving on...
AC 29 is not a hit on Malgant due to the +1 dodge bonus afforded by haste, 8 damage taken.
Sorry for misspellings and mistypes. I had Glaucoma surgery today and have 1 eye contracted and 1 eye dilated. If you have ever had reverse dilation of an eye*( contraction is my unofficial term for it) you know what that feels like. Add having the other eye dilated( that eye was operated on last week) and it is double the fun. For this effect try spinning until you are ready to pass out and then read email.....fun times.
IC
Malgant flies up 20' from the ground and heads for one of the remaining Harpies(H3). ( move to Z12 climbing as I go) He also calls upon Imod's power to grant him strength.( Cast Divine Power). His muscles bulge as he flies toward the harpy.
The hand still holds the Harpy
no Haste used this round.
Question... Does haste increase movement bestowed by a Fly spell?

Spells( * indicates a used spell)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power*, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand*, Refuge*

Spell Effects
Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1294 rounds
Spell resistance 25 on Malgant 125 rounds
Imod's Grasping Hand 9 rounds
Protection from Evil 127 round duration
Divine power 13 round duration +6 enhancement to stremgth + 13 temporary hit points, fighter BAB
3 of 10 Haste 'charges' used for today

Valanthe AC 32/ 25 vs intangible HP 149/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm 
Tuesday June 29th, 2010 10:36:02 PM

Valanthe turns away from the water and makes her way back out. She knew that the harpies song was compelling but words failed to describe how overwhelming it really was. Valanthe would have walked until she drowned just because of the music. Now hopefully she can get some payback. Valanthe runs toward Malgant, hoping to feel the enchantment of flight.

ooc: moving to AC 15. using a full round for move but only going 2 squares. I figure her armor in water is slow going.

Whysper (AC 23 (25 Protection from Evil, 26 Haste) - HP 48/52) 
Tuesday June 29th, 2010 10:59:35 PM

Mal: This might be what you were looking for: All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet. So yes, you can move further with haste & fly

Activating her Boots again, Whysper makes a move for Harpy6, her blinking between realms slowing her down. Along the way she will put her Wand in her pocket, and pull out a different wand - Cure Moderate Wounds.

Flying = 60ft + 30ft Haste x 0.75 Blinking = 67ft = 30ft South and 15ft Up. Move to AA19 and be 15ft in the air

===
Spells in effect: Protection from Evil (6rnds), Fly (25rnds), Blink (4rnds), Haste 2/10 charges used.

Appolo Ac 34 HP55/106  d20+15=20 ; d20+15=24 ; d20+15=34 ; d8=2 ; d8=6 ;
Wednesday June 30th, 2010 3:59:41 PM

Appolo continues to fire at his target.Hitting twice.

Attack 20 24 34 Damage 2 6=8

Wagon with dead horses. (coDm Glenn)  d20=5 ; d20+20=25 ; d20+20=37 ; d20+15=32 ; d20+10=25 ; d8=5 ; d8=5 ; d20+20=35 ; d20+20=29 ; d20+15=23 ; d20+10=23 ; d8=3 ; d8=8 ; d20+20=29 ; d20+20=32 ; d20+15=31 ; d20+10=12 ; d100=30 ; d100=26 ; d100=74 ; d8=6 ; d20+22=25 ; d20+20=31 ; d20+20=28 ; d20+15=20 ; d20+10=22 ; d8=1 ; d8=8 ;
Wednesday June 30th, 2010 4:03:03 PM

Ashira vanishes from sight.

The invisible Aztyr yells out to Val and prepairs to cast flying on her.

Continuing to fire arrows, Vorelle hits Harpy#2 twice.

Considering her options, Vauhwyt sends a magic arrow of acid narrowly missing the harpy target. (touch ac 16). Monkey Mookie swaps wands.

Flying towards the Harpy#3, Malgant prays to Imod as his muscles bulge.
(ooc: It has effectively captured and neutralized a foe in two rounds. Not bad. Haste & Fly, Yes they stack effectively fly speed is 90ft, but no running/fly. Eyes surgery and dilated!, quick how many fingers am I holding up???? Highlight to display spoiler: {four})

Valanthe runs towards Aztyr's voice near were Malgant was Aztyr easily tags her with the fly spell.

Still blinking, Whysper flies for harpy6

Two of Appolo's arrows hit harpy5

****************************

Harpy #1 is still Pinned by magic hand.
Harpy#2 fires more arrows at Malgant (hit ac 25, 37, 32, 25 dam 11, 11) two arrows hit their mark.
Harpy#3 seeing Malgant come at her, she fires arrows at him (hit ac 35, 29, 23, 23 dam 9, 14) two more of the black feathered arrows hit the Minotaur.

Harpy#5 continues to Sing to the captives bear leading it across the river.
"Come to us oh pretty ones
livers are tasty to our young

Oh pretty things, you want to come
we line our nest of bones when done."


Harpy#6 fires her arrows at Whisper as the rouge blinks in and out of focuses (hit ac 29, 32, 31, 12, miss50%: 30, 26, 74 dam 6) only one of the four arrows hit.
Harpy#7 flies at Valanthe and fires one arrow at her (hit ac 25) and it misses.
Harpy#8 fires at Vauhwyt again (hit ac 31, 28, 20, 22 dam 7, 14) two arrows hit the magic welding liontaur.

Blackbird Harpy AC 22, touch 16
H1 - Grappled & Pinned by large hand
H2 - dam 17+5+8=30
H3
H4 dam 130 (dead)
H5 dam 24+8=32
H6
H7
H8

Harpy#5 Charmed: Bear & (PE)Ashira, (PE)Valanthe

PCs protected by PE from harpy's song: r2, Vauhwyt, Whysper, r3 Vorelle, Malgant, r4 Aztyr, r5 Mookie, Valanthe

(Note: The map scale is 10ft per square!!! And the ^### next to the harpies is their altitude.) River Battle Map

(ooc: All creatures withing 300-feet spread must succeed on a DC17 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter.

DM addendum: The water is a life threatening area, and will invoke a second save. Any charmed creature entering the area will try and swim as best they can towards the harpies. )


Moderate Fortification, AC 32, 69 /154 hp Malgant 
Wednesday June 30th, 2010 5:40:34 PM

" Val head South, I'll go North." Malgant manages to spit out through gritted teeth as four more arrows pierce his hide. He continues moving for the Harpy(H3) and completes another prayer to Imod, the one that makes him big.( Cast Righteous Might) Malgant swells to Huge size and becomes even stronger. He feels Imod's holy power course through his body, toughening it both inside and out. He moves forward as far as the flight spell allows him( 40' due to Medium armor to U,V 11/12, I use a 15x15 square now) He can almost reach the Harpy.
The Hand of Imod still holds the Harpy still.
OOC
No Hatse used this round, damage taken, new hp due to con added new AC shown and I now have 10 points of Damage reduction vs evil...party on

Spells( * indicates a used spell)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power*, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might*, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand*, Refuge*

Spell Effects
-Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
-Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
-Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1293 rounds
-Spell resistance 25 on Malgant 124 rounds
-Imod's Grasping Hand 8 rounds
-Protection from Evil 126 round duration
-Divine power 12 round duration +6 enhancement to stremgth + 13 temporary hit points, fighter BAB
-Righteous Might duration 13 round duration doubles height/reach, +8 size to Strength, + 4 size to Constitution, + 4 to natural armor, + 10 DR vs evil
-3 of 10 Haste 'charges' used for today

new to hit bonuses for divine power/righteous might combo
+26/+21/+16 for 3d6 +13 + 2d6 holy plus Haste bonus to hit if Hasted

Vorelle [AC 26; HP 91/102]  d20+18=34 ; d20+18=20 ; d20+13=33 ; d20+13=15 ; d20+8=26 ; d8+1=6 ; d8+1=2 ; d8+1=3 ;
Wednesday June 30th, 2010 6:01:49 PM

I shoot at her; she shoots at Malgant. Not too bright, is she?

Vorelle looses four more arrows at H2.

[Hit AC 34 for 6 damage; hit AC 33 for 2 damage (crit not confirmed); hit AC 26 for 3 damage. Total damage 11. I'm doing worse every round. :( ]

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Wednesday June 30th, 2010 6:43:28 PM

Aztyr, seeing that most everyone is now engaged in shooting or stabbing or at least moving towards Harpies to do one of the previous mentioned actions, decides that rather than trying to attack a Harpy with a spell directly, smiles and begins casting a spell.
While Aztyr may be invisibile, her spell effects are most assuredly not. In the area in front of her, a small glowing orb suddenly grows to a large glowing oval, through which steps a Greyish skinned man, dressed like a desert nomad. At his waist is a scimitar, and in his hands is a composite longbow, with a quiver over one shoulder.
Aztyr speaks as soon as he appears."Sir, would you be so kind as to attack the harpies, that are currently attacking my friends and myself. Thank you."
Aztyr moves towards small shelter that Vauhwyt created.
"Vauhwyt, I'm headed your way to get you flying as well. Anything you can do to get closer will help"

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (8 of 13 rounds)
Protection from Evil (127 of 130 rounds)

Spells in effect on others:

Fly, on Whysper (25 rounds duration)
Fly, on Malgant (128 rounds duration)
Fly on Valanthe (129 rounds duration)

_____________ Summoned Creature ________________

BRALANI

Medium Outsider (Chaotic, Eladrin, Extraplanar,
Good)

Hit Dice: 6d8+18 (45 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: +1 holy scimitar +11 melee (1d6+4/18--20) or +1 holy
composite longbow (+4 Str bonus) +11 ranged (1d8+5/×3) or slam
+10 melee (1d6+4)
Full Attack: +1 holy scimitar +11/+6 melee (1d6+4/18--20) or +1
holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3)
or slam +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold
iron or evil, darkvision 60 ft., immunity to electricity and
petrification, low-light vision, resistance to cold 10 and fire 10,
spell resistance 17, tongues
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills: Concentration +12, Diplomacy +4, Escape Artist +13,
Handle Animal +11, Hide +13, Jump +10, Listen +13, Move
Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13,
Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Olympian Glades of Arborea
Organization: Solitary, pair, or squad (3--5)
Challenge Rating: 6
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 7--12 HD



Combat

Bralanis prefer the scimitar and bow, the weapons
of the desert nomads they most closely resemble.

A bralani's natural weapons, as well as any
weapons it wields, are treated as chaoticaligned
and good-aligned for the purpose of
overcoming damage reduction.

Spell-Like Abilities:

At will--
blur, charm person (DC 13), gust of wind
(DC 14), mirror image, wind wall;
2/day--lightning bolt (DC15), cure serious wounds (DC 15).


Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani
can attack with a scouring blast of wind, dealing 3d6 points of
damage in a 20-foot line (Reflex DC 16 half ). The save DC is
Constitution-based.

Alternate Form (Su): A bralani can shift between its humanoid
and whirlwind forms as a standard action. In humanoid form,
it cannot fly or use its whirlwind blast, but it can use its spell-like
abilities and its weapons. In whirlwind form, it can fly, make slam
attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new
one. A change in form cannot be dispelled, nor does the bralani
revert to any particular form when killed. A true seeing spell, however,
reveals both forms simultaneously.



Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60)  d20+11=31 ; d20+11=27 ; 3d8+15=24 ; d20+6=18 ;
Wednesday June 30th, 2010 7:26:43 PM

Sorry, forgot to do attacks for summoned.

The Bralani grabs an arrow and lets loose with the first arrow at Harpy #5. (crit, confirm crit 24 damage)


Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60)  d6=4 ; d6=1 ;
Wednesday June 30th, 2010 7:29:12 PM

Damn.. I'm stupid... forgot to add holy damage 5 damage

Vauhwyt and Mookie 
Wednesday June 30th, 2010 7:57:25 PM

Question for the DM: Last round Vauhwyt moved under the roof. So she has total cover vs Harpy 8, right? So it can't fire at me?

Thanks!

Whysper (AC 23 (25 Protection from Evil, 26 Haste) - HP 50/52)  d20+20=35 ; 2d8+3=8 ;
Wednesday June 30th, 2010 8:36:43 PM

Whysper grimaces as another arrow finds it mark, slicing her forearm. She uses her Boots yet again to help her gain some altitude, whilst using her wand to help heal her wounds ( UMD: 35 Success. Healed 8 damage. Net 2 gain with the 6dmg taken last rnd )

Movement: 60ft + 30ft Haste x 0.75 Blinking = 67ft = approx 35ft up. Note that as I rounded down last round, I have rounded up this round. The sum of the two rounds should be 50ft up

===
Spells in effect: Protection from Evil (5rnds), Fly (24rnds), Blink (3rnds), Haste 3/10 charges used.

Valanthe AC 32/ 25 vs intangible HP 149/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm, Protection From Evil, Flight 
Wednesday June 30th, 2010 10:43:13 PM

"Finally I can get in this fight." Valanthe says aloud. She raises into the air, glad to be able to finally get at the harpies. What she never expected that her armor would weigh her down in the air as much as it did. Still the harpies couldn't hide anymore.

"You can't hide any longer. Run while you still can." Valanthe says to the Harpies, taunting them.

ooc: full round move to raise up 40'

Ashira AC30, HP107/120, Fly, Invisible, Barkskin 
Thursday July 1st, 2010 12:17:17 AM

The ranger casts a spell (Barkskin) and continues to climb 30 more feet toward her target (again at 1/2 speed because of climbing in elevation). Her skin magically hardened, she inwardly gloats about the pain she's about to inflict.

Vauhwyt and Mookie 
Thursday July 1st, 2010 11:07:01 AM

Moves up to 140 feet to where she hears Aztyr.

Appolo Ac 34 HP55/106  d20+15=35 ; d20+15=19 ; d20+15=16 ; d20+15=17 ; d8=2 ;
Thursday July 1st, 2010 12:28:37 PM

Appolo continues to fire at #5.He fires 3 times hitting just once.

Attack 35 Critical hit.Not comfirmed Damage 2

Wagon with dead horses. (coDm Glenn)  d20=13 ; d20+22=26 ; d20+20=31 ; d20+20=35 ; d20+15=30 ; d20+10=20 ; d8=3 ; d8=3 ; d8=4 ; d20+20=22 ; d20+20=36 ; d20+15=21 ; d20+10=15 ; d100=80 ; d8=6 ; d20+22=36 ; d8=1 ; d20+22=38 ; d8=4 ;
Thursday July 1st, 2010 12:33:31 PM

Becoming huge, Malgant flies towards the harpy as he coordinates with Val.

Firing another volley of arrow, Vorelle hits with with all three of them.

Still Invisible, Aztyr begins casting a long and complicated spell. As she proceeds a creature starts to form. While casting the spell she shifts towards the shelter. (ooc: all summon monster spells have a casting time of 1 round, with the summoned creature appearing at the beginning of the next round, in which it can act)

(ooc: Oops, I missed Vauhwyt's move action for last round. Yes the arrow missed due to total cover.)

Hit by another arrow, Whysper hastily flies up while healing herself with a wand.

Rising into the air, Valanthe taunts the harpies as she ascends.

Invisibly closing in on her foe, Ashira cast a protective spell.

Vauhwyt moves towards Aztyr's voice. (ooc: Oops, I missed Vauhwyt's move action for last round. Yes the arrow missed due to total cover.)

Applo fires another volley hitting once.

****************************

Harpy #1 is still Pinned by magic hand.
Harpy#2 being hit by more arrows from Volelle, turns and aims for her (hit ac 31, 35, 30, 20 dam 9, 9, 10) three of the four missiles hit.
Harpy#3 facing a huge angry looking minotaur, fires one last arrow before drawing her long sword as she shift forward 5ft. Single arrow at Malgant (hit ac 26) misses. (if Mal has 15ft reach he would get an AoO as she fired the bow)

Harpy#5 continues to Sing to the captives bear leading it across the river.
"Come to us oh pretty ones
livers are tasty to our young

Oh pretty things, you want to come
we line our nest of bones when done."


Harpy#6 fires another volley of arrows at the blinking Whisper (hit ac 22, 36, 21, 15 Miss% 80 dam 12) one more arrow gets though the rouge's defense.
Harpy#7 fires one more arrow at Valanthe (hit ac 36 dam 7) then draws it sword as it flies towards it prey.
Harpy#8 flies closer to Applo and fires an arrow at him (hit ac 38 dam 10) hitting the human.

*** Beginning of next round: ***

Aztyr completes her spell as the Greyish skinned man, dressed as a desert nomad appears. Aztyr directs him to attack the harpies with which he complies firing an arrow and hitting his target with deadly accuracy. (ooc: Note that was his action for round #8 (this current round) other than a move or free action. Also, please have BRALANI make a Will saving through verses Harpy#5 song. See note on summon casting time above.)


Blackbird Harpy AC 22, touch 16
H1 - Grappled & Pinned by large hand
H2 - dam 30+6+2+3=41
H3
H4 dam 130 (dead)
H5 dam 32+2 +29Bralami = 63
H6
H7
H8

Harpy#5 Charmed: Bear & (PE)Ashira, (PE)Valanthe

PCs protected by PE from harpy's song: r2, Vauhwyt, Whysper, r3 Vorelle, Malgant, r4 Aztyr, r5 Mookie, Valanthe

(Note: The map scale is 10ft per square!!! And the ^### next to the harpies is their altitude.) River Battle Map

(ooc: All creatures withing 300-feet spread must succeed on a DC17 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter.

DM addendum: The water is a life threatening area, and will invoke a second save. Any charmed creature entering the area will try and swim as best they can towards the harpies. )


Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60)  d20+7=27 ;
Thursday July 1st, 2010 3:16:52 PM

The Bralani easily makes the will save. (nat 20)
Aztyr reaches out to Vauhwyt and and once again casts Fly. She smiles even though she's still invisible as she thinks about being the dedicated transport maker, at least there was help in the teleport department.

She yells out, "I got a whole herd incomming in just a few moments"

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (8 of 13 rounds)
Protection from Evil (127 of 130 rounds)

Spells in effect on others:

Fly, on Whysper (25 rounds duration)
Fly, on Malgant (128 rounds duration)
Fly on Valanthe (129 rounds duration)

_____________ Summoned Creature ________________

BRALANI

Medium Outsider (Chaotic, Eladrin, Extraplanar,
Good)

Hit Dice: 6d8+18 (45 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: +1 holy scimitar +11 melee (1d6+4/18--20) or +1 holy
composite longbow (+4 Str bonus) +11 ranged (1d8+5/×3) or slam
+10 melee (1d6+4)
Full Attack: +1 holy scimitar +11/+6 melee (1d6+4/18--20) or +1
holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3)
or slam +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold
iron or evil, darkvision 60 ft., immunity to electricity and
petrification, low-light vision, resistance to cold 10 and fire 10,
spell resistance 17, tongues
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills: Concentration +12, Diplomacy +4, Escape Artist +13,
Handle Animal +11, Hide +13, Jump +10, Listen +13, Move
Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13,
Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Olympian Glades of Arborea
Organization: Solitary, pair, or squad (3--5)
Challenge Rating: 6
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 7--12 HD

Combat

Bralanis prefer the scimitar and bow, the weapons
of the desert nomads they most closely resemble.

A bralani's natural weapons, as well as any
weapons it wields, are treated as chaoticaligned
and good-aligned for the purpose of
overcoming damage reduction.

Spell-Like Abilities:

At will--
blur, charm person (DC 13), gust of wind
(DC 14), mirror image, wind wall;
2/day--lightning bolt (DC15), cure serious wounds (DC 15).

Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani
can attack with a scouring blast of wind, dealing 3d6 points of
damage in a 20-foot line (Reflex DC 16 half ). The save DC is
Constitution-based.

Alternate Form (Su): A bralani can shift between its humanoid
and whirlwind forms as a standard action. In humanoid form,
it cannot fly or use its whirlwind blast, but it can use its spell-like
abilities and its weapons. In whirlwind form, it can fly, make slam
attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new
one. A change in form cannot be dispelled, nor does the bralani
revert to any particular form when killed. A true seeing spell, however,
reveals both forms simultaneously.


Moderate Fortification, AC 32(+1 dodge for Haste), 69 /154 hp Malgant  d20+26=42 ; 3d6+13=20 ; 2d6=9 ; d20+27=43 ; d20+27=28 ; d20+22=24 ; d20+17=34 ; d20+17=20 ; d20+20=23 ; 3d6+13=21 ; 3d6=8 ; d6=3 ; d6=2 ; 3d6+13=25 ; d6=1 ; d6=2 ; 3d6+13=21 ; d6=2 ; d6=4 ; 2d6+10=16 ;
Thursday July 1st, 2010 5:03:59 PM

Malgant does indeed have 15' reach now. AoO hits AC 42 for 20 damage + 9 holy damage.
" At least you understand that running would only prolong this."
Malgant floats another 5' towards the Harpy and unleashes the frustration that taking all of these arrows has brought on. He triggers his armor speeding his attacks even more.( Attack 1 hits AC 43 for 21 damage + 5 holy damage, attack 2 hits AC 27 miss( natural 1), attack 3 hits AC 24 for 25 damage + 3 Holy damage, attack 4 hits AC 34 failed to confirm critical for 21 damage + 6 holy damage His horn gore hits AC 23 for 16 damage. Total 83 damage + 14 holy damage)
OOC
Couple of stray rolls in there. Also realized my bonus was 1 too low around the time I got to my Horn gore, but that +1 wouldn't have changed anything.

Spells( * indicates a used spell)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power*, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might*, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand*, Refuge*

Spell Effects
-Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
-Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
-Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1292 rounds
-Spell resistance 25 on Malgant 123 rounds
-Imod's Grasping Hand 7 rounds
-Protection from Evil 125 round duration
-Divine power 11 round duration +6 enhancement to stremgth + 13 temporary hit points, fighter BAB
-Righteous Might duration 12 round duration doubles height/reach, +8 size to Strength, + 4 size to Constitution, + 4 to natural armor, + 10 DR vs evil
-4 of 10 Haste 'charges' used for today

new to hit bonuses for divine power/righteous might combo
+26/+21/+16 for 3d6 +13 + 2d6 holy plus Haste bonus to hit if Hasted


Whysper (AC 23 (25 Protection from Evil) - HP 43/52)  d20+20=30 ; 2d8+3=5 ;
Thursday July 1st, 2010 10:56:59 PM

Gaining this much height is causing Whysper to be too much of a target to these creatures. Looking over her shoulder, she can see one of the harpies has moved in much closer. She elects to continue her ascent, closing in on the harpy above her. She uses her wand to heal herself again (UMD: 30 - success), but for whatever reason, it's effects do not feel as strong. 2D8 + 3 = 5? Seriously?!?

Movement: 60ft x 0.75 Blinking = 45ft = 22.5ft up.

===
Spells in effect: Protection from Evil (4rnds), Fly (23rnds), Blink (2rnds), Haste 3/10 charges used.

Vorelle [AC 26; HP 63/102]  d20+18=29 ; d20+18=30 ; d20+13=22 ; d20+8=25 ; d8+1=2 ; d8+1=7 ; d8+1=6 ; d8+1=9 ;
Thursday July 1st, 2010 11:30:25 PM

Vorelle keeps firing at Harpy 2.

[Hit AC 29 for 2; hit AC 30 for 7; hit AC 22 for 6; hit AC 25 for 9. Total 24, although I don't remember whether a 22 hits. Total 18 if it doesn't.]

Ashira AC30, HP120/120, Fly, Invisible, Barkskin  2d8+12=18 ;
Friday July 2nd, 2010 12:30:47 AM

Ready for things to heat up, the ranger casts another spell and feels the healing power of nature as her wounds close up. Then she climbs another 30 feet toward her prey, knowing that next round she will be close enough to perform a full strike.

Vauhwyt and Mookie 
Friday July 2nd, 2010 12:35:56 AM

To Whysper: You should roll your cures 1d8 at a time, because the Wold has a house rule that you reroll all 1s rolled in cures. You need to reroll that cure spell!

Valanthe AC 32/ 25 vs intangible HP 142/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm, Protection From Evil, Flight 
Friday July 2nd, 2010 12:44:40 AM

"I don't think you have enough arrows to take me down. My armor is quite thick." Valanthe says with a smile. She continutes to rise up a little more to put her on equal footing with the harpy. Ever since the strange machine hardened her into a killing machine she's been waiting for this moment. Where she can truly put her skills against a foe that wished her dead. It would only be a few more seconds but those seconds felt like an eternity. Val glared at the harpy. Her eyes hard and unforgiving. Totally devoid of fear. Her smile grew and she began banging her warhammer against her tower shield.

Whysper (AC 23 (25 Protection from Evil) - HP 51/52)  d8=1 ; d8=4 ; d8=6 ;
Friday July 2nd, 2010 1:54:32 AM

Thanks Vauhwyt.. Rerolling the 1's from the healing ... and rerolling again ... 4 .... 6. Net difference between 2 and 10 is an 8 gain

Appolo Ac 34 HP55/106  d20+15=32 ; d20+15=35 ; d20+15=35 ; d20+15=29 ; d20+15=23 ; d8=8 ;
Friday July 2nd, 2010 3:11:32 AM

Appolo keeps firing at #5.Firing 3 more times without utteringa sound as he continues to bleed from his wounds.

Attack 32 35 35 Two Crits both confirmed. 8 +{8x2}+{8x2)=40

Moderate Fortification, AC 32(+1 dodge for Haste), 69 /154 hp Malgant 
Friday July 2nd, 2010 5:07:48 AM

OOC
Bows crit range is x3 Appolo and you roll damage for each attack, not get lucky on your first roll and multiply it over all of your attacks. 1 Hit, 1 damage roll, next hit, new damage roll.
Also your to hit with a bow degrades just like your melee attack. first is at full attack bonus, then at -5 then at -10.
Are you still hasted from your boots? How many rounds of haste have you used today? Notes like this keep the DM from pulling their hair out.

Vauhwyt and Mookie  d20+13=24 ; d20+13=29 ; d3=3 ; d20+26=35 ; 2d6+9=15 ;
Friday July 2nd, 2010 7:16:42 AM


"Thanks, my unseen friend," Vauhwyt says to Aztyr as she gets a fly spell. It still annoys her though. She spent two rounds casting expeditious retreat and jump, and for what? Oh well. She has to rethink her strategy vs fliers. Maybe carry around a scroll or two of Fly.

SO anyway, there is a target in sight, and maybe in reach. With Flying, she can charge up to 120 feet (a double move ending in a charge). However, she ascends at half speed. That's 60 feet up. Harpy 7 is 50 feet up. And as an enlarged (huge) quadruped, Vauwhyt has a reach of ten feet. So really she only has to get 40 feet up in order to reach the Harpy. So can Vauhwyt move 30 feet west and 40 feet up? Well wowsy wow wow, maybe my high school education was not in vain, because that sounds a lot like a 3-4-5 right triangle to me! So I am pretty confident that YES, Vauhwyt can charge Harpy 7 this round.

"Charging!" she announces, mostly to Mookie, who spends his round getting into and hiding in Vauwhyt's belt pouch.

So let's get to it! Vauhwyt is charging, so she gets a +2 on her attack. Her touch attack is a light weapon, so she can use weapon finesse and gain her dex bonus instead of her str bonus. Her BAB is +8, her dex bonus is +5, her size mod is -2, and her charge bonus is +2. Her touch attack is at +13.

Her touch attack hits touch AC 24 (oops! Double clicked the roller in my enthusiasm; disregard the 29 please). If that hits, Vauhwyt has to make a grapple check vs the Harpy's Grapple DC. Her grapple check is her first one ever with her newly lucky armor spikes. They grant her a +1d3 luck bonus to attack and damage with every round of combat (roll once/round). This round, the armor spikes are +3, sweet!

Vauhwyt's grapple check is +8 BAB +3 Str +8 size +1 feat +3 enhancement +3 luck armor spikes ...

A +26 grappling. Her grapple check is a 35. The Harpy's Grapple DC is 10 + Str Modifier + Size Mod + BAB + Feats. Somehow I doubt that that will sum to 35.

If Vauhwyt beats the Harpy's Grapple DC, then she initiates the grapple and inflicts grapple damage. Thanks to her armor spikes and size, that's 2d6+9, or 15 damage. And the Harpy is grappled.

By the way, Vauwhyt's own Grapple DC is 10+8+3+8+1 = 30.

A note on AC: Because she charged, Vauhwyt's AC vs the harpy she is grappling is 22, or 23 vs evil. Versus anyone else, she loses her dex bonus to AC because she is grappling. Thus her AC is 17, or 18 vs evil.

Oh, and although a creature attacking into a grapple with a melee weapon can pick a target accurately, shooting into a grapple incurs a chance to hit a target you did not intend to hit. Just sayin.' :-)

=====

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

Spells in effect:
- Ext Greater Magic Weapon (16 hrs) (on Mal's sword), Greater Magic Weapon (4 hrs) (on V's armor spikes)
- False Life (4 hrs) on Mookie only (good for 17 hp)
- Alter Self on Mookie (2 hours)
- Protection from Evil on Vauhwyt (4 rounds)
- Protection from Evil on Mookie (7 rounds)
- Enlarge Person on Vauhwyt (117 rounds)
- Jump on Vauhwyt (116 rounds)
- Expeditious Retreat on Vauhwyt (115 rounds)
- Detect Scrying (16 hrs)
- Magic Vestment from Mal (4 hrs)

Vauhwyt: HP 90 of 101, AC22 / 23 vs evil, or 17/18 see above
Mookie: HP 67 of 50, AC15 / 17 vs evil (hiding in belt pouch)

CLW wand: 35 charges left.
Pro Evil wand: 43 charges left.
Tan Bag of Tricks: 1 of 10 this week used.

Wagon with dead horses. (coDm Glenn)  d20+22=30 ; d20+22=32 ; d100=79 ; d8=5 ; d20+14=24 ;
Friday July 2nd, 2010 2:55:05 PM

Saving from the song BRALANI made his attacks. While Aztyr still Invisible touches Vauhwyt with a Fly spell.

Hitting the Harpy as it fires the last arrow, Malgant shifts closer and attacks many times killing the Harpy with efficiently. The Harpy falls into the river.

Whysper continuing her ascent, still trying to heal her wounds as she does. (ooc: yes, reroll 1s for Wold cures.)

Vorelle keeps up her attack on Harpy 2 hitting all four times.

Casting healing magic, Ashira climbs another 30 feet higher even with Harpy#6.

Taunting the Harpy, Valanthe draws up even with the Harpy.

Returning fire, Appolo nails the singing Harpy causing it to fall from the sky and crash into the river below. (ooc: yep what David/Malgant said roll crits X times and add it together.)

Now flying, Vauhwyt charges Harpy7 and grapples her impelling her with some of the armor spikes. The huge liontaur snatches Val's pray from in front of the elf warrior. Mookie hides in a pouch.

****************************

With three Harpies dead and two grappled, the harpy leader (#8) screeches out "Save your selves my sisters thees groundlings are too strong this time!"

Harpy #1 is still Pinned by magic hand.
Harpy#2 sneering starts to fly back across the river and fires one arrow at Malgant (hit ac 30) missing him.

Harpy#5 dies from too many arrows. The effects of the song linger for another round.

Harpy#6 Growling, fires another volley of arrows at the blinking Whisper (hit ac 32 miss% 79 dam 11) hitting the rogue before flying away. (ooc: Ashira you get a AoO for when the harpy attacks with the bow.)
Harpy#7 suddenly grappled by Vauhwyt, the Harpy tries to break free (grapple: 26 vs DC30) but can't
Harpy#8 fuming, quits the attack and flies across the river in a full move.



The Harpy#7 grappled by Vauhwyt calls out, "Sister's save me!, I cannot break free from this overgrown liontaur!"

The leader #8 pauses looking back, before calling out "A trade, let my sisters free and grant us safe pages for three groundlings we have!"


Blackbird Harpy AC 22, touch 16, Grapple +16 DC26
H1 Grappled & Pinned by large hand
H2 dam 41+24=65
H3 dam 29+26+28+27+16=126 (dead)
H4 dam 130 (dead)
H5 dam 63+40 = 103 (dead)
H6
H7 dam 15 Grappled by Vauhwyt.
H8

Harpy#5 Charmed: Bear & (PE)Ashira, (PE)Valanthe

PCs protected by PE from harpy's song: r2, Vauhwyt, Whysper, r3 Vorelle, Malgant, r4 Aztyr, r5 Mookie, Valanthe

(Note: The map scale is 10ft per square!!! And the ^### next to the harpies is their altitude.) River Battle Map

(ooc: All creatures withing 300-feet spread must succeed on a DC17 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter.

DM addendum: The water is a life threatening area, and will invoke a second save. Any charmed creature entering the area will try and swim as best they can towards the harpies. )


Vauhwyt and Mookie  d20+26=28 ; d20+21=38 ;
Friday July 2nd, 2010 4:20:24 PM


Vauhwyt tries to pin his Harpy without inflicting damage: Grapple check 28 is a natural 2, ad she fails to pin. She tries again with her second attack, at -5. This time she gets a 38, which should be fine. Having pinned the harpy, she does not let her speak or sing.

The liontaur shouts: "We'll take that deal! Lead us to your captives! We'll fly with you, if it is not far, and then exchange prisoners. Two harpies for all your captives and slaves! Deal?"

OOC to DM and Val -- Sorry friends! I was thinking Harpy 8 but I had a braino and typed Harpy 7. Oh well.

Moderate Fortification, AC 32(+1 dodge for Haste), 69 /154 hp Malgant  13d6=39 ;
Friday July 2nd, 2010 4:24:29 PM

Malgant considers the evil creatures terms and comes to a conclusion." I don't negotiate with people that eat people. You feather your nest with the bones of those you lure to you. Reap the whirlwind! Aztyr follow my lead and fire for effect. Archers get the one on my right (indicating H2)." His decision made Malgant points at the harpy leader and the harpy next to it and a ring of whirling blades engulfs the pair ( cast Blade Barrier, ring form at my level is 30'Radius which should hit both Harpies, They are 10' apart so I reduce the radius to catch them both inside the wall. Reflex save for no damage, choose either to be inside the wall or outside if you save. Save DC 20 Damage 39. Malgant also flies another 40 feet upward and 40 feet northwest to end in Q7 (Haste still in effect).
Spells( * indicates a used spell)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power*, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might*, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier*, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand*, Refuge*

Spell Effects
-Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
-Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
-Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1291 rounds
-Spell resistance 25 on Malgant 122 rounds
-Imod's Grasping Hand 6 rounds
-Protection from Evil 124 round duration
-Divine power 10 round duration +6 enhancement to stremgth + 13 temporary hit points, fighter BAB
-Righteous Might duration 11 round duration doubles height/reach, +8 size to Strength, + 4 size to Constitution, + 4 to natural armor, + 10 DR vs evil
-5 of 10 Haste 'charges' used for today

new to hit bonuses for divine power/righteous might combo
+26/+21/+16 for 3d6 +13 + 2d6 holy plus Haste bonus to hit if Hasted

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60)  d20+11=22 ; d8+5=12 ; 2d6=3 ; d20+6=24 ; d8+5=11 ; 2d6=8 ; 10d6=38 ;
Friday July 2nd, 2010 7:51:38 PM

Aztyr tells the Bralani to shoot H2, while she does something else.
(att 1 AC22, Dam 12 + 3 holy, att 2 AC24 Dam 11 + 8 holy)
While the gray man shoots again, Aztyr looks at the harpy thats so chatty and flings a spell be centered between H8 and H6 at the 100 ft elivation. (centered between them)
The spell, just happens to be her most favorite spell, FIREBALL. It should do what Malgant wanted from her.....
She decides to yell out, "Bombs away!!"

Cast Fireball, Damage 38 Save DC 22

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (7 of 13 rounds)
Protection from Evil (126 of 130 rounds)
Summoned Bralani (11 of 13 rounds)

Spells in effect on others:

Fly, on Whysper (24 rounds duration)
Fly, on Malgant (127 rounds duration)
Fly on Valanthe (128 rounds duration)
Fly on Vauhwyt (129 rounds duration)

_____________ Summoned Creature ________________

BRALANI

Medium Outsider (Chaotic, Eladrin, Extraplanar,
Good)

Hit Dice: 6d8+18 (45 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: +1 holy scimitar +11 melee (1d6+4/18--20) or +1 holy
composite longbow (+4 Str bonus) +11 ranged (1d8+5/×3) or slam
+10 melee (1d6+4)
Full Attack: +1 holy scimitar +11/+6 melee (1d6+4/18--20) or +1
holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3)
or slam +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold
iron or evil, darkvision 60 ft., immunity to electricity and
petrification, low-light vision, resistance to cold 10 and fire 10,
spell resistance 17, tongues
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills: Concentration +12, Diplomacy +4, Escape Artist +13,
Handle Animal +11, Hide +13, Jump +10, Listen +13, Move
Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13,
Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Olympian Glades of Arborea
Organization: Solitary, pair, or squad (3--5)
Challenge Rating: 6
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 7--12 HD

Combat

Bralanis prefer the scimitar and bow, the weapons
of the desert nomads they most closely resemble.

A bralani's natural weapons, as well as any
weapons it wields, are treated as chaoticaligned
and good-aligned for the purpose of
overcoming damage reduction.

Spell-Like Abilities:

At will--
blur, charm person (DC 13), gust of wind
(DC 14), mirror image, wind wall;
2/day--lightning bolt (DC15), cure serious wounds (DC 15).

Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani
can attack with a scouring blast of wind, dealing 3d6 points of
damage in a 20-foot line (Reflex DC 16 half ). The save DC is
Constitution-based.

Alternate Form (Su): A bralani can shift between its humanoid
and whirlwind forms as a standard action. In humanoid form,
it cannot fly or use its whirlwind blast, but it can use its spell-like
abilities and its weapons. In whirlwind form, it can fly, make slam
attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new
one. A change in form cannot be dispelled, nor does the bralani
revert to any particular form when killed. A true seeing spell, however,
reveals both forms simultaneously.

Whysper (AC 23 (25 Protection from Evil) - HP 40/52)  d100=44 ; d20+17=24 ; d4=2 ; d6=1 ; 6d6=16 ; d20+12=29 ; d4=1 ; d6=3 ; d100=14 ;
Friday July 2nd, 2010 9:28:58 PM

Whysper mutters a few unmentionable words, unhappy by Malgant's decision to continue the battle. She turns and heads towards the harpy grappled by Vauwhyt and attacks the creature

20% miss chance for blinking, 44=ok
Hit AC24 attacking as an invisible creature. Harpy doesn't get Dex bonus to AC
Damage = 19 (2=adamantine dagger,1=flaming,16=rogue sneak attack)

20% miss chance for blinking, 14=miss!
Ignore the below attack:
Hit AC29 attacking as an invisible creature. Harpy doesn't get Dex bonus to AC
Damage = 4 (1=adamantine dagger,3=flaming)


Move to AA17, descend to 50ft

===
Spells in effect: Protection from Evil (3rnds), Fly (22rnds), Blink (1rnds), Haste 3/10 charges used.

Vauhwyt and Mookie 
Friday July 2nd, 2010 10:02:04 PM

To Whysper: Don't worry about that second attack missing ... you can only make one attack anyway after you move more than 5 ft in the round.

Vauhwyt says to Whysper, "I'll hold it while you kill it, then I'll grab its soul as it leaves its body. Once I have the soul, I can try to make it tell us where its lair is."

Ashira AC30, HP120/120, Fly, Barkskin  d20+21=28 ; d8+7=12 ;
Saturday July 3rd, 2010 11:21:29 AM

Slamming her longsword into the harpy in front of her, the now visible Ashira smiles. (AC28 for 12) That grin turns to a frown as the critter fleas. "Oooooh no you don't...not until we get what we want..." the ranger growls as she follows in hot pursuit of the harpy (U20).

Valanthe AC 32/ 25 vs intangible HP 142/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm, Protection From Evil, Flight 
Sunday July 4th, 2010 1:02:24 PM

Valanthe surges and rises higher into the air. (Using the run action to fly straight up another 50') "I know these harpies are pure evil but by refusing their offer we have killed three innocent people. Their blood is on our hands." Valanthe says loudly. She totally disagrees with the decision to keep fighting but will back up her teammates. Malgant's refusal to think of innocent lives before bloodlust shocked her. It was uncharacteristic of him. Which makes her wonder if something was going on she wasn't aware of.

Whysper (AC 23 (25 Protection from Evil) - HP 40/52) 
Monday July 5th, 2010 3:27:47 AM

"They're not dead yet, Val. Provided none of these cursed creatures escape us!" Whysper calls back.

Valanthe AC 32/ 25 vs intangible HP 142/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm, Protection From Evil, Flight 
Monday July 5th, 2010 6:44:22 AM

"How do you propose we find these people? If by chance we prevent any of them from flying away it's not like we know where these people are being held." Valanthe replies.

Vauhwyt and Mookie 
Monday July 5th, 2010 9:35:38 AM

Vauhwyt says (to the extent that it is possible to say this in combat ... I'm imagining gamers sitting around a table, and they could certainly have a conversation like this) -- "I'm a grim. My paws and hands and body are ghost-touch weapons. I can see spirits. The moment that this one I'm grappling dies, I'll grab its soul and hold on tight. Then I'll Intimidate it with my Question Spirit class ability and we'll find out where the prisoners are held. That way we can go find them toot sweet!"

Moderate Fortification, AC 32(+1 dodge for Haste), 69 /154 hp Malgant 
Monday July 5th, 2010 2:03:28 PM

" Or, not to be mundane about it, they came from the forest across the river. Mookie is a VIP in the forest. It would be easy for someone as smart as him to find them by taking a short flight and 'asking around'. This isn't bloodlust, this is solving future problems before they happen. When it's bloodlust you'll know it."

Vauhwyt and Mookie 
Monday July 5th, 2010 2:16:00 PM

"Yeah! I'm a VIP! You heard him!" Mookie caws and preens. "Vastly Integral Player!"

"More like Void In Peoria," mutters Vauhwyt.

Valanthe AC 32/ 25 vs intangible HP 142/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm, Protection From Evil, Flight 
Monday July 5th, 2010 2:26:20 PM

OOC: Valanthe never said bloodlust. That was part of her thoughts.

Vorelle [AC 26; HP 63/102]  d20+16=18 ; d20+16=29 ; d20+11=12 ; d20+6=24 ; d8+1=3 ; d8+1=3 ;
Monday July 5th, 2010 4:11:51 PM

Vorelle is somewhat startled that they are not making the exchange. It would be bad to have to let these creatures live, true, but saving human lives is important. "I'm not sure..." she says--but her companions are doing damage now, and the best way to save the people is to end the fight.

Harpy #2 is flying out of range, but Vorelle can still try.

[Hit AC 29 for 3; hit AC 24 for 3. I did factor in the range increment penalty.]

Wagon with dead horses. (coDm Glenn)  d20+12=23 ; d20+12=20 ; d20+12=23 ; d20+12=28 ; d20+14=23 ;
Monday July 5th, 2010 5:32:24 PM

Hearing the Harpy's offer, Vauhwyt pin the harpy she is grappling as she calls accepting the deal.

However, Malgant code of honor prevents him from dealing with the creatures. Yelling out orders he evokes a whirlwind of blades upon two of the harpies. Harpy#6 (Reflex: 23) and Harpy#8 (Reflex: 20) squawks as they dances to the outside of the sudden wall of blades a few black feathers float in the are from one of them.

Aztyr directs Bralani to attack as she hits the two harpies with a fireball. The Outsider hits Harpy#2 with two deadly arrows wounding it severely. Both Harpy#6 (Reflex: 23) and Harpy#8 (Reflex: 28) take a glancing blow of the blast.

Muttering, Whysper closes on Vauwhyt's harpy hitting it once with a painful blow.

Having stabbed the harpy as it used it bow, Ashira's joy turns two anger as he harpy flees. The flying Elf follows in pursuit.

Rising into the air, Valanthe matches the harpy's altitude some 100ft above the ground while she complains about the risk to three innocents by Malgant's actions.

Whysper calls back that they are not dead yet. Valanthe wonders how to locate them. Vauhwyt offers one method as Malgant suggest using Mookie which feeds the bird's ego.

Startled by the rejection of the exchange, Vorelle hits Harpy#2 with two arrows. While the arrows cause light wounds it still causes the harpy to collapse and fall to its death from the sky.

****************************

Harpy #1 is still Pinned by magic hand.
Harpy#2 falls from the sky from Vorelle arrow

Harpy#6 Having to fly around the blade barrier moves as quickly as it can for the safety of the forest. (fly 80ft x2 run = 160ft).
Harpy#7 grappled by Vauhwyt tries to break free (grapple:23 vs DC30) but again fails.
Harpy#8 joins its sister in fleeing across the river (fly 80ft x 4 run = 320ft) it has 800ft before it reaches the safety of the blackbird forest. Angrily it calls out "I shall have vengeance for my sisters!" (ooc: off map edge by 170ft. ~450ft from Aztyr for reference. Note the river is 1320ft across.)

Blackbird Harpy AC 22, touch 16, Grapple +16 DC26
H1 Grappled & Pinned by large hand
H2 dam 65+15+19+3+3=105 (dead)
H3 dam 126 (dead)
H4 dam 130 (dead)
H5 dam 103 (dead)
H6 dam +19+12=31
H7 dam 15+19=34 Grappled & Pinned by Vauhwyt.
H8 dam +19=19 (running +2 to hit)

PCs protected by PE from harpy's song: r2, Vauhwyt, Whysper, r3 Vorelle, Malgant, r4 Aztyr, r5 Mookie, Valanthe

(Note: The map scale is 10ft per square!!! And the ^### next to the harpies is their altitude.) River Battle Map



Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60)  10d6=36 ; d20+11=30 ; d8+5=13 ; 2d6=7 ; d20+6=11 ;
Monday July 5th, 2010 6:39:54 PM

Aztyr lloks at the Harpy way out over the river and thinks four words...... *Ain't far enough bird* and unleashes another fireball. She says to the Bralani "Shoot that one over these will you?"
She directs the Bralani to shoot at Harpy #6
Att 1 : ac 30, damage 13 + 7 holy
Att 2 miss

Cast Fireball, Damage 36 Save DC 22

"Whysper, you got Haste, chase after the harpy with the fireballs lighting it up, it'll be out of range soon. Need you to keep after it."

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (6 of 13 rounds)
Protection from Evil (125 of 130 rounds)
Summoned Bralani (10 of 13 rounds)

Spells in effect on others:

Fly, on Whysper (23 rounds duration)
Fly, on Malgant (126 rounds duration)
Fly on Valanthe (127 rounds duration)
Fly on Vauhwyt (128 rounds duration)

_____________ Summoned Creature ________________

BRALANI

Medium Outsider (Chaotic, Eladrin, Extraplanar,
Good)

Hit Dice: 6d8+18 (45 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: +1 holy scimitar +11 melee (1d6+4/18--20) or +1 holy
composite longbow (+4 Str bonus) +11 ranged (1d8+5/×3) or slam
+10 melee (1d6+4)
Full Attack: +1 holy scimitar +11/+6 melee (1d6+4/18--20) or +1
holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3)
or slam +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold
iron or evil, darkvision 60 ft., immunity to electricity and
petrification, low-light vision, resistance to cold 10 and fire 10,
spell resistance 17, tongues
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills: Concentration +12, Diplomacy +4, Escape Artist +13,
Handle Animal +11, Hide +13, Jump +10, Listen +13, Move
Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13,
Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Olympian Glades of Arborea
Organization: Solitary, pair, or squad (3--5)
Challenge Rating: 6
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 7--12 HD

Combat

Bralanis prefer the scimitar and bow, the weapons
of the desert nomads they most closely resemble.

A bralani's natural weapons, as well as any
weapons it wields, are treated as chaoticaligned
and good-aligned for the purpose of
overcoming damage reduction.

Spell-Like Abilities:

At will--
blur, charm person (DC 13), gust of wind
(DC 14), mirror image, wind wall;
2/day--lightning bolt (DC15), cure serious wounds (DC 15).

Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani
can attack with a scouring blast of wind, dealing 3d6 points of
damage in a 20-foot line (Reflex DC 16 half ). The save DC is
Constitution-based.

Alternate Form (Su): A bralani can shift between its humanoid
and whirlwind forms as a standard action. In humanoid form,
it cannot fly or use its whirlwind blast, but it can use its spell-like
abilities and its weapons. In whirlwind form, it can fly, make slam
attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new
one. A change in form cannot be dispelled, nor does the bralani
revert to any particular form when killed. A true seeing spell, however,
reveals both forms simultaneously.


Moderate Fortification, AC 32(+1 dodge for Haste), 69 /154 hp Malgant 
Monday July 5th, 2010 7:09:30 PM

Without regard for the number of arrows filling his hide or the amount of blood loss he has already suffered Malgant streaks after the harpy. Continuing to fly hasted he moves just as fast as the fleeing leader ( quad move for 80'x4 320' leaving the map at B20 and having 11 squares left to travel, so I "should" be 60' behind the harpy)
" I'm on the leader. Send help if you can, but none of these harpies are to be allowed to leave. The outsider and any of you lightly armored people should be able to catch up with me. "
The hand holds it victim in place.

Spells( * indicates a used spell)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power*, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might*, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier*, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand*, Refuge*

Spell Effects
-Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
-Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
-Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1290 rounds
-Spell resistance 25 on Malgant 121 rounds
-Imod's Grasping Hand 5 rounds
-Protection from Evil 123 round duration
-Divine power 9 round duration +6 enhancement to stremgth + 13 temporary hit points, fighter BAB
-Righteous Might duration 10 round duration doubles height/reach, +8 size to Strength, + 4 size to Constitution, + 4 to natural armor, + 10 DR vs evil
-6 of 10 Haste 'charges' used for today

new to hit bonuses for divine power/righteous might combo
+27/+22/+17 for 3d6 +13 + 2d6 holy plus Haste bonus to hit if Hasted


Whysper (AC 23 (25 Protection from Evil) - HP 40/52)  d100=64 ; d20+15=34 ; d20+15=22 ; d4=4 ; d6=2 ; 6d6=24 ; d100=47 ; d20+10=13 ; d4=4 ; d6=6 ;
Monday July 5th, 2010 11:33:17 PM

Whysper activates her ring again and lashes out at the harpy, still grappling with Vauhwyt. Her blade seems to bite deep.

20% miss chance for blinking, 64=ok
Hit. Possible Crit. AC22 attacking as an invisible creature. Harpy doesn't get Dex bonus to AC. Not sure if it gets penalties for grappling...
Damage = 30 (4=adamantine dagger,2=flaming,24=rogue sneak attack) + 6 if Crit

20% miss chance for blinking, 47=ok
Hit AC13 attacking as an invisible creature. Harpy doesn't get Dex bonus to AC. Not sure if it gets penalties for grappling...
Damage = 10 (4=adamantine dagger,6=flaming)

"It would only take a wrong turn, or a change of wind for me to be stuck out over this river when this fly spell wears off, it already has a huge lead on me, and who knows how many of these things might be waiting for me on the other side anyway!" she calls out.

===
Spells in effect: Protection from Evil (2rnds), Fly (21rnds), Blink (7rnds), Haste 3/10 charges used.


Valanthe AC 32/ 25 vs intangible HP 142/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm, Protection From Evil, Flight 
Tuesday July 6th, 2010 6:51:25 AM

"Be careful if you give chase. The Harpies natural enviorment is the sky. They are fast, swift, and aren't propelled by magic. They know these lands much better than we do and could be heading for reinforcements. Don't fly into a trap." Valanthe calls out. She wants to give chase herself but is knowhere near fast enough. Not in her heavy armor.

Vauhwyt and Mookie 
Tuesday July 6th, 2010 7:01:18 AM

Vauhwyt maintains her grapple and readies an action: She will grapple the harpy's spirit as soon as it dies. "Keep hitting it," she says.

Vorelle [AC 26; HP 63/102] 
Tuesday July 6th, 2010 10:18:17 AM

Of the remaining harpies, two are grappled, one is out of bowshot range, and the other is on the far side of a whirling barrier of blades. Vorelle sprints to the south, trying to get a better angle.

[Run to AC-24]

Appolo Ac 34 HP55/106  d20+15=31 ; d20+15=28 ; d20+9=18 ; d8=7 ; d8=4 ;
Tuesday July 6th, 2010 1:47:16 PM

Appolo shifts targets and fires at #6.Completelyignoring the conversation.He hits twice.

Attack 31 28 Damage 7 4+11

Wagon with dead horses. (coDm Glenn)  d20+12=16 ; d20+16=24 ;
Tuesday July 6th, 2010 2:56:03 PM

Calling for the Outsider to attack the near one, Aztyr fireballs the far Harpy again. Harpy#8 (reflex: 16) this times takes the full blast, but is still going. One of the Outsider's arrows catch the near Harpy#6 severely wounding it.

With arrows still sticking out of him, Malgant streaks after the lead harpy#8 while calling for the others to catch up. Try as he might the huge Minotaur can only match half the Harpy's speed. (ooc: While haste does add to fly speed, the fly spell doesn't allow x4 running, like natural flier can. Fly Spell & Fly Abilities 90Fly x 2 = 180ft 40ft off map 230ft to H6 or 450ft to H8 )

Whysper attacks the Vauhwyt's grappled harpy hitting it twice, once critically. The rogue debates about flying too far over the water. (ooc: when hitting a foe with flank or dex bonus denied all attacks would qualify for sneak attack.)

Cautioning about giving chase, Valanthe is worried about a trap.

Keeping the harpy pinned, Vauhwyt is ready to take its spirit.

Vorelle moves south trying to keep the harpy in sight.

Appolo fires twice at the closer of the two free Harpys#6 hitting twice.

While Ashira can't keep up with the fleeing harpies she did get an opportunity attack on Harpy#6 as it maneuvered around the wall of blades. (need AoO rolled for round 9).

(Note: Max range for any missile weapon is up to ten times it range increments at -2 per increment. So a Longbow range 100ft can shoot up to 100ft at 0 to hit, 200 at -2, 300 at -4, 400 at -6, 500 at -8, 600 at -10, 700 at -12, 800 at -14, 900 at -16, 1000 at -18 to hit.)

****************************

Harpy #1 is still Pinned by magic hand.

Harpy#6 flies hard for the forest (fly 80 x 4run = 320. 800ft to forest, 520ft from shore (AA on map). 100ft altitude. )
Harpy#7 grappled by Vauhwyt tries to break free (grapple:24 vs DC30) but again fails.
Harpy#8 Still fleeing across the river (fly 80ft x 4 run = 320ft) it has 480ft before it reaches the safety of the blackbird forest. It starts to laugh evilly "Pay you shall all pay." (ooc: off map edge by 490ft. ~770ft from shore line (AA on map). 100Ft Altitude.)

(Info: the river is 1320ft across.)

Blackbird Harpy AC 22, touch 16, Grapple +16 DC26, Grappled AC16
H1 Grappled & Pinned by large hand
H2 dam 105 (dead)
H3 dam 126 (dead)
H4 dam 130 (dead)
H5 dam 103 (dead)
H6 dam 31+20+11=62 (running +2 to hit)
H7 dam 34+26+10=70 Grappled & Pinned by Vauhwyt.
H8 dam 19+ 36=55 (running +2 to hit)

PCs protected by PE from harpy's song: r2, Vauhwyt, Whysper, r3 Vorelle, Malgant, r4 Aztyr, r5 Mookie, Valanthe

(Note: The map scale is 10ft per square!!! And the ^### next to the harpies is their altitude.) River Battle Map



Moderate Fortification, AC 32(+1 dodge for Haste), 69 /154 hp Malgant 
Tuesday July 6th, 2010 4:35:57 PM

" You'll make us pay for what exactly, you haughty wench? For being tough enough to resist your evil song and put paid to your entire flock? For not negotiating with you so that you could move a few miles away and continue to waylay travelers once we freed the ones you have already taken? You are evil. Evil makes it's own downfall. You attacked us thinking we would be easy prey like those before us. If you stop to kill your prisoners to make us 'pay' as you put it I will catch you and end you. You saw what I did to your sisters when I got within reach of them. I am gravely wounded and far from support. Face me now, honorably, on your terms on your playing field, the air. Maybe you will have enough luck to finish me before I am able to finish you. Or run like the coward you have so far shown yourself to be. Leave the prisoners out of this. You made a mistake when you pitted your sisters against us. Now either pay the piper or run to fight another day. Let the prisoners go to be caught another day."
As Malgant speaks he blazes on, burning the haste from his armor at a rate that alarms him just to try and keep sight of the Harpy. He should try and heal himself but moving this fast takes all of his will to accomplish. When Imod's battle strength flees his body he will be easy prey for the Harpy. She may not know that though. Best to negotiate from a position of strength while he can. (double move again, burning another 'charge' of haste off the armor).
The hand continues to hold it's prisoner still.
Spell Effects
-Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
-Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
-Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1289 rounds
-Spell resistance 25 on Malgant 120 rounds
-Imod's Grasping Hand 4 rounds
-Protection from Evil 122 round duration
-Divine power 8 round duration +6 enhancement to stremgth + 13 temporary hit points, fighter BAB
-Righteous Might duration 9 round duration doubles height/reach, +8 size to Strength, + 4 size to Constitution, + 4 to natural armor, + 10 DR vs evil
-7 of 10 Haste 'charges' used for today

new to hit bonuses for divine power/righteous might combo
+27/+22/+17 for 3d6 +13 + 2d6 holy plus Haste bonus to hit if Hasted


Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Tuesday July 6th, 2010 7:05:20 PM

As the Harpy still flees, Aztyr shouts to the Barlani to chase down and kill the fleeing Harpy( the further one). The Bralani nods and shifts into a whirling mass air and speeds off at full speed, 400 feet. (speed 100', manuver ability = perfect)

Aztyr looks around and decides to cast fly upon herself. not being encumbered with any armor, she also moves as far as she can chasing the harpy (60' doubled? right?)

She also shouts towards Whysper, but everyone can or at least most everyone can hear it also.
"When the spell ends Whysper, you float down to the ground just like a feather fall,"

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (5 of 13 rounds)
Protection from Evil (124 of 130 rounds)
Summoned Bralani (9 of 13 rounds)
Fly (130 of 130 rounds)

Spells in effect on others:

Fly, on Whysper (22 rounds duration)
Fly, on Malgant (125 rounds duration)
Fly on Valanthe (126 rounds duration)
Fly on Vauhwyt (127 rounds duration)

_____________ Summoned Creature ________________

BRALANI

Medium Outsider (Chaotic, Eladrin, Extraplanar,
Good)

Hit Dice: 6d8+18 (45 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: +1 holy scimitar +11 melee (1d6+4/18--20) or +1 holy
composite longbow (+4 Str bonus) +11 ranged (1d8+5/×3) or slam
+10 melee (1d6+4)
Full Attack: +1 holy scimitar +11/+6 melee (1d6+4/18--20) or +1
holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3)
or slam +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold
iron or evil, darkvision 60 ft., immunity to electricity and
petrification, low-light vision, resistance to cold 10 and fire 10,
spell resistance 17, tongues
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills: Concentration +12, Diplomacy +4, Escape Artist +13,
Handle Animal +11, Hide +13, Jump +10, Listen +13, Move
Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13,
Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Olympian Glades of Arborea
Organization: Solitary, pair, or squad (3--5)
Challenge Rating: 6
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 7--12 HD

Combat

Bralanis prefer the scimitar and bow, the weapons
of the desert nomads they most closely resemble.

A bralani's natural weapons, as well as any
weapons it wields, are treated as chaoticaligned
and good-aligned for the purpose of
overcoming damage reduction.

Spell-Like Abilities:

At will--
blur, charm person (DC 13), gust of wind
(DC 14), mirror image, wind wall;
2/day--lightning bolt (DC15), cure serious wounds (DC 15).

Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani
can attack with a scouring blast of wind, dealing 3d6 points of
damage in a 20-foot line (Reflex DC 16 half ). The save DC is
Constitution-based.

Alternate Form (Su): A bralani can shift between its humanoid
and whirlwind forms as a standard action. In humanoid form,
it cannot fly or use its whirlwind blast, but it can use its spell-like
abilities and its weapons. In whirlwind form, it can fly, make slam
attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new
one. A change in form cannot be dispelled, nor does the bralani
revert to any particular form when killed. A true seeing spell, however,
reveals both forms simultaneously.

Vauhwyt and Mookie 
Tuesday July 6th, 2010 7:07:00 PM

Vauhwyt maintains her readiness.

"Good job, Whysper! Now finish it off!"

OOC: Yup, all Whysper's attacks are sneak attacks, blink or no! Attacking into a grapple is suh-weet! We make a good duo.

Whysper (AC 23 (25 Protection from Evil) - HP 40/52)  d20+15=31 ; d4=2 ; d6=5 ; 6d6=19 ; d20+10=14 ; d4=1 ; d6=1 ;
Tuesday July 6th, 2010 9:07:58 PM

Thanks DM. Also, not sure if the Harpy has damage reduction or not, but in the last round Whysper did 46dmg - I think only 36 was recorded.

The young rogue has no qualms striking against a subdued oponent. The creatures body is going limp, and Whysper lashes out once more, easing back on her blade so as not to damage Vauhwyt with any follow-through.

Hit AC31 for 26dmg
Hit AC14 for 2dmg

===
Spells in effect: Protection from Evil (1rnds), Fly (20rnds), Haste 3/10 charges used.


Vorelle [AC 26; HP 63/102]  d20+8=16 ; d20+3=13 ; d20-2=2 ;
Tuesday July 6th, 2010 10:36:13 PM

At this range, hitting the harpies will be difficult, but Vorelle tries. She dops the Rapid Shot, though, in favor of better accuracy.

It avails her nothing, however, as all her shots fall short of their mark.

Ashira AC30, HP120/120, Fly, Barkskin  d20+19=24 ; d8+7=13 ; d20+21=35 ; d8+7=9 ;
Tuesday July 6th, 2010 11:06:44 PM

The ranger takes her swipe at the fleeing harpy (AC24 for 13) and then charges the harpy held by Vauhwyt, slamming her longword into its side (AC35 for 9...nice).

OOC: Didn't know about the charge on Fly spell or being able to "run" for flying critters. You learn something new every day. :)

Appolo Ac 34 HP55/106  d20+15=16 ; d20+15=26 ; d20+9=17 ; d8=5 ;
Wednesday July 7th, 2010 1:23:39 AM

Appolo fires at Harpy #8 as she flees hitting once.Appolo continues to bleed and fire his bow in slince.

Attack 26 Damage 5

Wagon with dead horses. (coDm Glenn)  d100=16 d20=16
Wednesday July 7th, 2010 1:53:27 PM

Unable to keep up, and just trying to keep the Harpy in sight, Malgant taunts the creature offering honorable combat. The harpy only laughs manically, "What would keep your friends from slaying me too! I think not. But since you care so much about my captives, I will let you watch them die! Revenge will be sweeter then." The harpy don't slow down. (Malgant 140ft double/fly. 930ft to forest, 390ft from shore (AA on map). 60ft altitude. )

Casting fly upon herself, Aztyr floats into the air and starts to cross the river. (ooc: yes 60' move double 120/round)
Barlani becomes a whirlwind chasing after the lead Harpy easily climbing to match the harppies (400ft run/fly. 920ft to forest, 400ft from shore (AA on map). 100ft altitude. )

Vauhwyt calls for Whysper to finish the grappled harpy off. Whysper and Ashira attacks quickly finish off the harpy. The Liontaur feels the Harpy slump in her paws, and can now take her readied action.

Vorelle's arrow misses the fleeing harpy, but Appolo scores a hit with one.

****************************

Harpy #1 is still Pinned by magic hand.

Harpy#6 continues to flee as fast as it can (320ft run/fly. 480ft to forest, 840ft from shore (AA on map). 100ft altitude. )

Harpy#8 also continues to fly in retreat (320ft run/fly. 160ft to forest, 1160ft from shore (AA on map). 100ft altitude. )

Harpy#7 grappled by Vauhwyt dies from the attacks.

(Info: the river is 1320ft across.)

Blackbird Harpy AC 22, touch 16, Grapple +16 DC26, Grappled AC16
H1 Grappled & Pinned by large hand
H2 dam 105 (dead)
H3 dam 126 (dead)
H4 dam 130 (dead)
H5 dam 103 (dead)
H6 dam 62+13=75 (running +2 to hit)
H7 dam 100+ Grappled & Pinned by Vauhwyt. (dead)
H8 dam 55+5=60 (running +2 to hit)

PCs protected by PE from harpy's song: r2, Vauhwyt, Whysper, r3 Vorelle, Malgant, r4 Aztyr, r5 Mookie, Valanthe

(Note: The map scale is 10ft per square!!! And the ^### next to the harpies is their altitude.) River Battle Map


Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60)  d100=75 ;
Wednesday July 7th, 2010 2:46:44 PM

As the fleeing continues Aztyr thinks of a new trick and a new twist to this fight.

The Bralani continues his chase at full speed, and moves another 400 feet.

Aztyr yells back towards the beach, "Kill that Harpy that Malgant entrapped, I doubt that the hand will last much longer"

After she yells back at the others, she spots a point above the forest (100 feet above the forest in front of the fleeing harpies) and reaches deep inside and squeezes herself through a warp in space and teleports to the spot. (succeeded in misteleport roll. rolled under the 76 I needed to cause a bad thing to happen)

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (4 of 13 rounds)
Protection from Evil (123 of 130 rounds)
Summoned Bralani (8 of 13 rounds)
Fly (129 of 130 rounds)

Spells in effect on others:

Fly, on Whysper (21 rounds duration)
Fly, on Malgant (124 rounds duration)
Fly on Valanthe (125 rounds duration)
Fly on Vauhwyt (126 rounds duration)

_____________ Summoned Creature ________________

BRALANI

Medium Outsider (Chaotic, Eladrin, Extraplanar,
Good)

Hit Dice: 6d8+18 (45 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: +1 holy scimitar +11 melee (1d6+4/18--20) or +1 holy
composite longbow (+4 Str bonus) +11 ranged (1d8+5/×3) or slam
+10 melee (1d6+4)
Full Attack: +1 holy scimitar +11/+6 melee (1d6+4/18--20) or +1
holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3)
or slam +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold
iron or evil, darkvision 60 ft., immunity to electricity and
petrification, low-light vision, resistance to cold 10 and fire 10,
spell resistance 17, tongues
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills: Concentration +12, Diplomacy +4, Escape Artist +13,
Handle Animal +11, Hide +13, Jump +10, Listen +13, Move
Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13,
Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Olympian Glades of Arborea
Organization: Solitary, pair, or squad (3--5)
Challenge Rating: 6
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 7--12 HD

Combat

Bralanis prefer the scimitar and bow, the weapons
of the desert nomads they most closely resemble.

A bralani's natural weapons, as well as any
weapons it wields, are treated as chaoticaligned
and good-aligned for the purpose of
overcoming damage reduction.

Spell-Like Abilities:

At will--
blur, charm person (DC 13), gust of wind
(DC 14), mirror image, wind wall;
2/day--lightning bolt (DC15), cure serious wounds (DC 15).

Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani
can attack with a scouring blast of wind, dealing 3d6 points of
damage in a 20-foot line (Reflex DC 16 half ). The save DC is
Constitution-based.

Alternate Form (Su): A bralani can shift between its humanoid
and whirlwind forms as a standard action. In humanoid form,
it cannot fly or use its whirlwind blast, but it can use its spell-like
abilities and its weapons. In whirlwind form, it can fly, make slam
attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new
one. A change in form cannot be dispelled, nor does the bralani
revert to any particular form when killed. A true seeing spell, however,
reveals both forms simultaneously.

Valanthe AC 32/ 25 vs intangible HP 142/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm, Protection From Evil, Flight 
Wednesday July 7th, 2010 2:58:53 PM

Valanthe begins to slowly descend back to the ground. She hasn't flown before so she doesn't want to find out what happens when the magic ends. Plus its a long way down. She may survive but it would really hurt. The battle was over, wether some people wanted to admit it or not. They still did not work together very well. The outright refusal after the harpies said they had hostages was a bad tactical decision. She thought it would be best to stall the harpies to give the casters time to possibly trap the harpies with magic.

Moderate Fortification, AC 32(+1 dodge for Haste), 69 /154 hp Malgant 
Wednesday July 7th, 2010 4:53:02 PM

Malgant can do nothing more than fly on after the harpy, hoping to keep enough pressure on it to keep it from stopping to kill the hostages.( another charge of haste used, another double move for 140') Glancing back over his shoulder he sees the first harpy to sing still uninjured in his grasping hand and Val floating back to earth. What the heck were they doing? letting the harpies go would only mean a long search to find them after they started killing again. Now the hand was about to expire and those not still giving chase were acting like the battle was over. Growling, the Minotaur started pulling the painful arrows from his hide as he chased down the last two harpies. He hoped Aztyr's summoned friend who had just streaked past him was able to slow them down some so that he could catch up.
The Imod's hand continues to hold its prisoner.

Spell Effects
-Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
-Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
-Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1288 rounds
-Spell resistance 25 on Malgant 119 rounds
-Imod's Grasping Hand 3 rounds
-Protection from Evil 121 round duration
-Divine power 7 round duration +6 enhancement to stremgth + 13 temporary hit points, fighter BAB
-Righteous Might duration 8 round duration doubles height/reach, +8 size to Strength, + 4 size to Constitution, + 4 to natural armor, + 10 DR vs evil
-8 of 10 Haste 'charges' used for today
-Fly, on Malgant 124 rounds duration

new to hit bonuses for divine power/righteous might combo
+27/+22/+17 for 3d6 +13 + 2d6 holy plus Haste bonus to hit if Hasted


Ashira AC30, HP120/120, Fly, Barkskin 
Wednesday July 7th, 2010 8:50:18 PM

Finished with her target, Ashira looks over at Vauhwyt. "Well, should I go over and kill that one in the hand? What do ya think?"

Vauhwyt and Mookie  d20+11=30 ; d20+11=21 ; d3=3 ; d20+26=33 ; d20+21=24 ; d20+21=22 ;
Wednesday July 7th, 2010 9:18:18 PM

Vauhwyt feels the life leave the harpy's body, and as a Grim of Gargul, she knows the instant it ceases to become a creature and instead becomes a corpse. At that moment, she can see the soul depart, and she grabs at it!

The corpse falls to the ground, and to all the Wold, it appears as if Vauhwyt is wrestling some intangible foe.

All her weapons, including her natural weapons and her hands, are ghost touch weapons. Her touch attack is at +11. She hits a touch AC 30. [Oops! In my enthusiasm, I double clicked. Ignore the 21, please.)

That grabs the soul! Now she must grapple it. Vauhwyt's lucky armor spikes grant her a +3 bonus this round. Her grapple check is +8 BAB +3 Str +8 size +1 feat +3 enhancement +3 luck armor spikes, for a +26. Her grapple check is a 33 ... that does the trick. And with her second attack, she tries to pin it: at +21, a result is a 24, that is, a natural 3, and all grapples attacks fail on a natural 3. Well, no matter; she has grappled the soul, and it likely cannot break free. Next round she can pin it, and then get down to the business of intimidation and questioning.

By the way, Vauwhyt's own Grapple DC is 10+8+3+8+1 = 30.

AC: AC vs the harpy spirit she is grappling is 24, or 25 vs evil. Versus anyone else, she loses her dex bonus to AC because she is grappling. Thus her AC is 19, or 20 vs evil.

=====

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

Spells in effect:
- Ext Greater Magic Weapon (16 hrs) (on Mal's sword), Greater Magic Weapon (4 hrs) (on V's armor spikes)
- False Life (4 hrs) on Mookie only (good for 17 hp)
- Alter Self on Mookie (2 hours)
- Protection from Evil on Vauhwyt (4 rounds)
- Protection from Evil on Mookie (7 rounds)
- Enlarge Person on Vauhwyt (117 rounds)
- Jump on Vauhwyt (116 rounds)
- Expeditious Retreat on Vauhwyt (115 rounds)
- Detect Scrying (16 hrs)
- Magic Vestment from Mal (4 hrs)

Vauhwyt: HP 90 of 101, AC22 / 23 vs evil, or 17/18 see above
Mookie: HP 67 of 50, AC15 / 17 vs evil (hiding in belt pouch)

CLW wand: 35 charges left.
Pro Evil wand: 43 charges left.
Tan Bag of Tricks: 1 of 10 this week used.

Vauhwyt and Mookie 
Wednesday July 7th, 2010 9:19:17 PM


To Ashira: Yup, I've got this one. We don't need two. Go on ahead and kill that one, asap.

Go on, Whysper, you too. It is grappled, so sneak attack it!

Vorelle [AC 26; HP 63/102] 
Wednesday July 7th, 2010 10:18:47 PM

Vorelle makes an exasperated sound. "I can't shoot into a grapple!" she says. And she can't get to the grappled Harpy, suspended at it is above the rushing river.

Not knowing what else to do, she sheathes her bow and pulls out her healer's kit. She has a feeling somebody is going to need it.

Whysper (AC 23 (24 Haste) - HP 40/52) 
Wednesday July 7th, 2010 10:46:34 PM

Whysper uses another charge of haste, and flies as fast as she can in the direction of the harpy held fast by the invisible hand. double move, haste She feels her protection spell wear off.

===
Spells in effect: Fly (19rnds), Haste 4/10 charges used.

Appolo Ac 34 HP55/106 Boots of Speed.  d20+15=19 ; d20+15=16 ; d20+15=18 ;
Thursday July 8th, 2010 12:37:58 AM

Appolo fires at fleeing Harpy #8 and then sprints after it."I'm on it big guy right behind you."He misses his target 3 times.

Ashira AC30, HP120/120, Fly, Barkskin 
Thursday July 8th, 2010 12:10:05 PM

The ranger flies as quickly as possible toward the harpy in the hand, ready to dispatch justice.

OOC: I am now super confused as to how far you can travel with a Fly spell so please move me as far as possible.

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Thursday July 8th, 2010 1:27:18 PM

OOC: Fly spell gives 60' movement, modified by your armor movement penalty. Adding Haste to it adds another 30 feet. You can at most double your speed as a run.
is that a help?

Also when a fly spell ends, you float to the groud as if under a feather fall spell. So if you cancel it, or it is dispelled, you have that effect, it is not a follow up spell.

Nellie 
Thursday July 8th, 2010 1:43:52 PM

I get the Fly speed and I get the Haste, but spell description on Fly specifically states that you cannot Run. I'm unsure whether you could do a double move or not because that is not spelled out. So the way I read it there is no way we could catch up to the fleeing harpies. Thus the confusion. ;)

(ooc: Yes, you can make a double move using fly speed with a fly spell. -dm Glenn.)

Wagon with dead horses. (coDm Glenn)  d20-5=-4 ;
Thursday July 8th, 2010 2:10:55 PM

Still invisible Aztyr using her magic teleports ahead of and above fleeing harpies (~220ft up). Bralani continues to chase the harpies, slowly gaining on them ~80ft/round, but they have a good 760ft lead on him.

Not trusting the fly magic, Valanthe returns to the ground.

Still falling behind the Harpies by 180ft/round, Malgant continues to tail them.

With the death of the grappled Harpy, Vauhwyt uses her grim abilities to grab hold of the soul letting the lifeless body drop. Struggle as it might the harpy soul is as stuck as it the body was before.

Unsure about attacking the grappled harpy in the magic hand, Vorelle puts her bow away and prepairs to tend wounds.

Getting the hang of flying Whysper moves to take on the helpless harpy grappled by the hand, reaching it in a full move.

Appolo fires a few arrows at the harpy leader, but they miss due to the extreme range.

The ranger flies quickly for the Harpy still in hand, Ashira covers half the distance there, and could charge next round. (ooc: Ashira's max fly speed for double move is 80ft. The fly spell last 13min in which you can go about 2 miles total incumbered with armor. Your still in the first 1min of the spell.)

****************************

Harpy #1 is still Pinned by magic hand and nearly helpless.

Harpy#6 continues to flee as fast as it can (320ft run/fly. 160ft to forest, 1160ft from shore (AA on map). 100ft altitude. )

Harpy#8 makes it into the upper cover of the forest, unaware Aztyr is somewhere above. It tries to hide as he flees (hide DC 5 for Aztyr to spot, DC54 for Bralan & DC81 for Mal) (320ft run/fly. ~60 into the forest. Let it run for about 60ft into the forest cutting is flight short by 100ft. Still at 100ft altitude. Tree tops at 120ft)

Harpy#7 spirit is grabbed and grappled by Vauhwyt.

(Info: the river is 1320ft across. Forest is about 120ft to the tree tops. Can't run or run/fly in the forest, but it does provide Concealment/soft cover vs range.)

Blackbird Harpy AC 22, touch 16, Grapple +16 DC26, Grappled AC16

H1 Grappled & Pinned by large hand AC16
H6 dam 75 (running +2 to hit)
H8 dam 60 (running +2 to hit)

Aztyr is about 120ft above the Harpy Leader, Bralam is 580ft away, Mal is 850ft away, everyone else about 1480ft away.

Harpy#6 is 220ft away & 120ft below Aztyr. 360ft from Bralam, 630ft from Mal and 1160ft from everyone else.

OOC: Off map but still on combat rounds.

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60)  d20+2=15 ; d20+8=28 ; d20+8=11 ; d6+26=30 ; d6+26=31 ; 52d6=169 ; 10d6=35 ;
Thursday July 8th, 2010 3:23:57 PM

Aztyr spots the harpy easily. She points a finger at the Harpy and casts a spell. For her it's a new spell and she's not exactly sure what's gonna happen when she uses it.
She feels the energies build up inside her, they then travel travel down her are and and it releases in the form of a green beam from her pointed finger.

(Harpy gets no armor, because it's a touch spell. Harpy also gets no Dex bonus because she's invisible. It also is still at -2 ac because it was fleeing. So basicly, I need to roll over a 1 to hit it because I'm at +8 for ranged touch.)

OOC: ok this is complicated so I'll explain.

Rolled to hit with ranged touch, crit threat for the natural 20, confirmed threat with the 11.

Harpy gets a Ref save of 23.

Crit damage failed save = 169 damage
Crit damage made save = 35 damage

The Bralani continues to chase after the harpies by moving 400'

Aztyr loses altitude to just above the tree tops after casting.

(ignore the d6+26 rolls, had a brain fart while rolling.)

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (3 of 13 rounds)
Protection from Evil (122 of 130 rounds)
Summoned Bralani (7 of 13 rounds)
Fly (128 of 130 rounds)

Spells in effect on others:

Fly, on Whysper (20 rounds duration)
Fly, on Malgant (123 rounds duration)
Fly on Valanthe (124 rounds duration)
Fly on Vauhwyt (125 rounds duration)

_____________ Summoned Creature ________________

BRALANI

Medium Outsider (Chaotic, Eladrin, Extraplanar,
Good)

Hit Dice: 6d8+18 (45 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: +1 holy scimitar +11 melee (1d6+4/18--20) or +1 holy
composite longbow (+4 Str bonus) +11 ranged (1d8+5/×3) or slam
+10 melee (1d6+4)
Full Attack: +1 holy scimitar +11/+6 melee (1d6+4/18--20) or +1
holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3)
or slam +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold
iron or evil, darkvision 60 ft., immunity to electricity and
petrification, low-light vision, resistance to cold 10 and fire 10,
spell resistance 17, tongues
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills: Concentration +12, Diplomacy +4, Escape Artist +13,
Handle Animal +11, Hide +13, Jump +10, Listen +13, Move
Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13,
Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Olympian Glades of Arborea
Organization: Solitary, pair, or squad (3--5)
Challenge Rating: 6
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 7--12 HD

Combat

Bralanis prefer the scimitar and bow, the weapons
of the desert nomads they most closely resemble.

A bralani's natural weapons, as well as any
weapons it wields, are treated as chaoticaligned
and good-aligned for the purpose of
overcoming damage reduction.

Spell-Like Abilities:

At will--
blur, charm person (DC 13), gust of wind
(DC 14), mirror image, wind wall;
2/day--lightning bolt (DC15), cure serious wounds (DC 15).

Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani
can attack with a scouring blast of wind, dealing 3d6 points of
damage in a 20-foot line (Reflex DC 16 half ). The save DC is
Constitution-based.

Alternate Form (Su): A bralani can shift between its humanoid
and whirlwind forms as a standard action. In humanoid form,
it cannot fly or use its whirlwind blast, but it can use its spell-like
abilities and its weapons. In whirlwind form, it can fly, make slam
attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new
one. A change in form cannot be dispelled, nor does the bralani
revert to any particular form when killed. A true seeing spell, however,
reveals both forms simultaneously.

Vauhwyt and Mookie 
Thursday July 8th, 2010 5:25:54 PM

To Aztyr: LOL! Good one!

Moderate Fortification, AC 32(+1 dodge for Haste), 69 /154 hp Malgant 
Thursday July 8th, 2010 6:42:19 PM

Aztyr, Disitigrate offers a FORTITUDE save not a reflex save...thank god since these are very dexterous foes.


Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Thursday July 8th, 2010 6:56:20 PM

I was thinking fort but wrote ref.... still having brain farts

Moderate Fortification, AC 32(+1 dodge for Haste), 69 /154 hp Malgant 
Thursday July 8th, 2010 7:07:54 PM

Malgant despairs as the Harpy flies into the trees. ( DC 81... really, like even a god can make that? LOL). He continues on at full speed though, hoping to be able to find the Harpy once he is in the trees rather than looking through them. To his astonishment he sees a green beam appear from nowhere. Is that a disitigrate spell? Aztyr can cast that he knows but Aztyr was behind him.... unless she teleported. The Protector is unable to see the business end of the beam, but hopes that there is an angry harpy on the other end. This was an unexpected spot of good news. (double move with another charge of Haste which is 140' not 180'...medium armor)
The Imod's hand continues to hold the Harpy.

Spell Effects
-Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
-Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
-Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1287 rounds
-Spell resistance 25 on Malgant 118 rounds
-Imod's Grasping Hand 2 rounds
-Protection from Evil 120 round duration
-Divine power 6 round duration +6 enhancement to stremgth + 13 temporary hit points, fighter BAB
-Righteous Might duration 7 round duration doubles height/reach, +8 size to Strength, + 4 size to Constitution, + 4 to natural armor, + 10 DR vs evil
-9 of 10 Haste 'charges' used for today
-Fly, on Malgant 123 rounds duration

new to hit bonuses for divine power/righteous might combo
+27/+22/+17 for 3d6 +13 + 2d6 holy plus Haste bonus to hit if Hasted


Vauhwyt and Mookie  d20+26=45 ; d3=1 ;
Thursday July 8th, 2010 7:26:59 PM

Vauhwyt tries to pin the harpy's soul: a 45 grapple check if the luck bonus remains at +3 ... nope, it is just +1 this round, so that's a 43. Still no problemo, of course. She keeps its mouth shut for now.

That's it for this round.

Vauhwyt's grapple DC if the harpy tries to escape: DC30.

Whysper (AC 23 (24 Haste) - HP 40/52)  d20+15=29 ; d4=2 ; d6=6 ; 6d6=23 ; d20+10=11 ;
Thursday July 8th, 2010 9:08:11 PM

Whypser smiles to herself as she attacks another seemingly helpless target.

Attacking Harpy #1
Hit AC29 for 31
Second Attack - natural 1 - Miss

===
Spells in effect: Fly (18rnds), Haste 4/10 charges used.


Wagon with dead horses. (coDm Glenn)  d20+9=14 ; d20-5=2 ;
Friday July 9th, 2010 12:47:34 PM

Seeing the harpy leader through the trees, Aztyr points her finger as she cast the powerful destructive magic for the first time. The beam of raw green power shoots from her finger and strikes the Harpy leader dead center. The Harpy screeches in agony as the green energy begins to spread from the point of impact forming a void in the creature's flesh. The screams continue as disintegration continues to consume the harpy as it travels unabated down the torso to the legs, and up the chest to the shoulders, wings, arms and head. In a moment, all that is left of the Evil Harpy Leader is a fine black dust and the echo of it's death shriek. It's armor and weapons rain down to the forest floor. (Fort: 14) Aztyr drops to just above the treetops.

(ooc: Cool! Crit on the first use. I though for sure that harpy would get away. Now only one fleeing harpy left. I'm going to have to award a Hero Point to Aztyr.)

The whirlwind/Bralani continues to close on the remaining harpy. Followed by Malgant.

Vauhwyt pins the unseen spirit of the dead harpy.

Whysper begins to attack the nearly helpless harpy in Imod's hand.



****************************

Harpy #1 is still Pinned by magic hand and nearly helpless as Whysper attacks it.

Harpy#6 seeing/hearing its leader/sister die of a green beam from nowhere. She dives for the cover of the black woods dropping to just above the ground she weaves in between the tree trunks trying to loose/hide from her seen and unseen foes. (Hide +15skill&armor-20move = 2. Spot DC17 for Aztyr, DC30 for Bralam) (double fly & dive 320ft. 160ft into the forest, 1,480ft from shore (AA on map). 5ft altitude. )

Harpy#8 dies painfully as it is disintegrated.

(Info: the river is 1320ft across. Forest is about 120ft to the tree tops. Can't run or run/fly in the forest, but it does provide Concealment/soft cover vs range.)

Blackbird Harpy AC 22, touch 16, Grapple +16 DC26, Grappled AC16

H1 dam 31 Grappled & Pinned by large hand AC12
H6 dam 75

OOC: Off map but still on combat rounds.

Harpy#6 is 100ft away & 120ft below Aztyr. 280ft from Bralam, 810ft from Mal and 1,480ft from everyone else.

OOC: Off map but still on combat rounds.

Vauhwyt and Mookie  d20+26=40 ;
Friday July 9th, 2010 12:59:45 PM

Vauhwyt tries to move the grapple: Grapple check 40 = no problem. She starts dragging the soul through the air across the river.

OOC: She'll keep doing this until she crosses, then she'll land and drag it on the ground. Her current plan is to meet up with her friends and then sit down for a chat.

Appolo Ac 34 HP55/106 Boots of Speed. 
Friday July 9th, 2010 1:24:29 PM

Unable to pursue across the river Appolo stops to rest."I suppose the river prevents no flying charactors from pursuing.So it's up to Malgant and Azryr.} Appolo heads over to the wagon and takes a rest.He is bleeding from multiple wounds and painfully pulls the arrows out of himself,while bandaging his wounds as best he can.

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60)  d20+2=15 ; d20+2=3 ; d20+13=33 ; 6d6=23 ; 10d6=24 ;
Friday July 9th, 2010 2:22:52 PM

Not being able to spot the Harpy(15), but she decides to try and listen to get a general location for the fleeing harpy instead.(3) Aztyr will hold her action then, waiting for the Bralani to act, since it seems that he still has a good idea of where it is.
The Bralani moves 100 feet , 80 feet from the Harpy, he then unleashes a lightning bolt at it. (damage 23, Con based save for half, DC 19)(check the Discription below)
When the Bralani unleashes the lightning bolt, Aztyr should be able to see the area when the Harpy is located by the flare of the spell as hits the harpy. (just needs to be within 20 feet, not a targeted spell)
As she sees the track of the lightning bolt, she unleashes another spell of her own. She uses the spell power reserve, for the spell, of what would normally be a higher level spell.(sacrificing a level 4 spell to cast a level 3 spell)
She drops a fire ball in the general area of where the lightning bolt hit the Harpy. (fireball has a 20' radius)(Dam 24 ref save for half DC 28)
She then moves in the direction the harpy is. (60 feet)

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (2 of 13 rounds)
Protection from Evil (121 of 130 rounds)
Summoned Bralani (6 of 13 rounds)
Fly (127 of 130 rounds)

Spells in effect on others:

Fly, on Whysper (19 rounds duration)
Fly, on Malgant (122 rounds duration)
Fly on Valanthe (123 rounds duration)
Fly on Vauhwyt (124 rounds duration)

_____________ Summoned Creature ________________

BRALANI

Medium Outsider (Chaotic, Eladrin, Extraplanar,
Good)

Hit Dice: 6d8+18 (45 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: +1 holy scimitar +11 melee (1d6+4/18--20) or +1 holy
composite longbow (+4 Str bonus) +11 ranged (1d8+5/×3) or slam
+10 melee (1d6+4)
Full Attack: +1 holy scimitar +11/+6 melee (1d6+4/18--20) or +1
holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3)
or slam +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold
iron or evil, darkvision 60 ft., immunity to electricity and
petrification, low-light vision, resistance to cold 10 and fire 10,
spell resistance 17, tongues
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills: Concentration +12, Diplomacy +4, Escape Artist +13,
Handle Animal +11, Hide +13, Jump +10, Listen +13, Move
Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13,
Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Olympian Glades of Arborea
Organization: Solitary, pair, or squad (3--5)
Challenge Rating: 6
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 7--12 HD

Combat

Bralanis prefer the scimitar and bow, the weapons
of the desert nomads they most closely resemble.

A bralani's natural weapons, as well as any
weapons it wields, are treated as chaotic aligned
and good-aligned for the purpose of
overcoming damage reduction.

Spell-Like Abilities:

At will--
blur, charm person (DC 13), gust of wind
(DC 14), mirror image, wind wall;
2/day--lightning bolt (DC15), cure serious wounds (DC 15).

Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani
can attack with a scouring blast of wind, dealing 3d6 points of
damage in a 20-foot line (Reflex DC 16 half ). The save DC is
Constitution-based.

Alternate Form (Su): A bralani can shift between its humanoid
and whirlwind forms as a standard action. In humanoid form,
it cannot fly or use its whirlwind blast, but it can use its spell-like
abilities and its weapons. In whirlwind form, it can fly, make slam
attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new
one. A change in form cannot be dispelled, nor does the bralani
revert to any particular form when killed. A true seeing spell, however,
reveals both forms simultaneously.


Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Friday July 9th, 2010 2:27:01 PM

Think I messed it up.... big time, prolly no spells cat, but the Bralani will instead move right next to the Harpy then shout out where it is and aztyr will move directly over head where the Bralani moved to, since she can see him.

Sorry for the post above, just wipe it out if you will.

Will use the spot/listen/Bralani spot roll there

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (2 of 13 rounds)
Protection from Evil (121 of 130 rounds)
Summoned Bralani (6 of 13 rounds)
Fly (127 of 130 rounds)

Spells in effect on others:

Fly, on Whysper (19 rounds duration)
Fly, on Malgant (122 rounds duration)
Fly on Valanthe (123 rounds duration)
Fly on Vauhwyt (124 rounds duration)

_____________ Summoned Creature ________________

BRALANI

Medium Outsider (Chaotic, Eladrin, Extraplanar,
Good)

Hit Dice: 6d8+18 (45 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: +1 holy scimitar +11 melee (1d6+4/18--20) or +1 holy
composite longbow (+4 Str bonus) +11 ranged (1d8+5/×3) or slam
+10 melee (1d6+4)
Full Attack: +1 holy scimitar +11/+6 melee (1d6+4/18--20) or +1
holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/×3)
or slam +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold
iron or evil, darkvision 60 ft., immunity to electricity and
petrification, low-light vision, resistance to cold 10 and fire 10,
spell resistance 17, tongues
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills: Concentration +12, Diplomacy +4, Escape Artist +13,
Handle Animal +11, Hide +13, Jump +10, Listen +13, Move
Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13,
Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Olympian Glades of Arborea
Organization: Solitary, pair, or squad (3--5)
Challenge Rating: 6
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 7--12 HD

Combat

Bralanis prefer the scimitar and bow, the weapons
of the desert nomads they most closely resemble.

A bralani's natural weapons, as well as any
weapons it wields, are treated as chaoticaligned
and good-aligned for the purpose of
overcoming damage reduction.

Spell-Like Abilities:

At will--
blur, charm person (DC 13), gust of wind
(DC 14), mirror image, wind wall;
2/day--lightning bolt (DC15), cure serious wounds (DC 15).

Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani
can attack with a scouring blast of wind, dealing 3d6 points of
damage in a 20-foot line (Reflex DC 16 half ). The save DC is
Constitution-based.

Alternate Form (Su): A bralani can shift between its humanoid
and whirlwind forms as a standard action. In humanoid form,
it cannot fly or use its whirlwind blast, but it can use its spell-like
abilities and its weapons. In whirlwind form, it can fly, make slam
attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new
one. A change in form cannot be dispelled, nor does the bralani
revert to any particular form when killed. A true seeing spell, however,
reveals both forms simultaneously.


Whysper (AC 23 (24 Haste) - HP 40/52)  d20+15=24 ; d4=1 ; d6=6 ; 6d6=25 ; d20+10=23 ; d4=3 ; d6=4 ;
Friday July 9th, 2010 8:58:10 PM

Whypser grasps her dagger and plunges it into the side of the harpy. She can see it struggle, and hopes that it remains held fast, until she has enough time to finish it off.

Attacking Harpy #1
Hit AC24 for 32
Hit AC23 for 7

===
Spells in effect: Fly (17rnds), Haste 4/10 charges used.

Vauhwyt and Mookie 
Friday July 9th, 2010 9:12:19 PM

WHYSPER! BOTH attacks are sneak attacks!

Whysper (AC 23 (24 Haste) - HP 40/52)  6d6=17 ;
Friday July 9th, 2010 11:15:33 PM

Thanks Vauhwyt! I was under the impression that Rogues only got their first attack as a sneak attack :)

Total Damage from 2nd attack = 24

Vauhwyt and Mookie 
Saturday July 10th, 2010 1:22:56 AM

In some cases that's true, like if you are invisible and you sneak attack and then become visible and then attack a second time. In this case, the victim continues to be denied her dex bonus, so the sneak attacks just keep coming!

Moderate Fortification, AC 32(+1 dodge for Haste), 69 /154 hp Malgant 
Sunday July 11th, 2010 10:38:00 AM

The hand of Imod hold H1 tight.
Malgant continues toward the trees at his best speed, using the hast on his armor to push him faster.

Spells( * indicates a used spell)

0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power*, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might*, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier*, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand*, Refuge*

Spell Effects
-Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
-Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
-Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1286 rounds
-Spell resistance 25 on Malgant 117 rounds
-Imod's Grasping Hand 1 round duration
-Protection from Evil 119 round duration
-Divine power 5 round duration +6 enhancement to stremgth + 13 temporary hit points, fighter BAB
-Righteous Might duration 6 round duration doubles height/reach, +8 size to Strength, + 4 size to Constitution, + 4 to natural armor, + 10 DR vs evil
-10 of 10 Haste 'charges' used for today
-Fly, on Malgant 122 rounds duration

new to hit bonuses for divine power/righteous might combo
+27/+22/+17 for 3d6 +13 + 2d6 holy plus Haste bonus to hit if Hasted


Ashira AC30, HP120/120, Fly, Barkskin  d20+21=31 ; d8+7=13 ;
Monday July 12th, 2010 2:20:19 PM

Swooping (charge) down on the grappled harpy, Ashira intends to help Wysper put this one to an end as well. (AC31 for 13).

ADM David Dead horses, and Harpies  d20+17=26 ; d20+12=28 ; d20+7=9 ; d8+3=8 ; d8+3=7 ;
Monday July 12th, 2010 5:19:24 PM

-Appolo takes time to bleed andbandage himself.
- Vorelle (having not posted but readying her healing kit last round) tends his wounds and helps him bandages them.
-Malgant speeds on. trying and failing to keep up with the Harpies.
-Aztyr moves above the trees trying to follow the verbal call of her summoned ally. The bralani moves up to the harpy and unable to speak effectively while in its whirlwind form does a good job of shaking the foliage around it, making it's location obvious.
-Whysper and Ashira finish off the held Harpy, which dies with a whimper.
-Vauhwyt moves her grapple with the Harpy's soul further out over the river.

The lone remaining harpy, having seen that negotiation is out and that hiding will not be possible with this thrice hated outsider following her draws her blade and falls on the Bralani thinking if she can just kill this one pursuer she might get away to the nest and her young. To her surprise she hits the whirling outsider twice but it seems to take no damage from her attacks ( both reduced to 0 by it's evil DR) She remains 160ft into the forest, 1,480ft from shore (AA on map). 5ft altitude. She is not visible herself from above but the Bralani is marking her location to withing a 15' spread. ( you can see the Bralani and know she is next to it, just not which side she is on.)

(Info: the river is 1320ft across. Forest is about 120ft to the tree tops. Can't run or run/fly in the forest, but it does provide Concealment/soft cover vs range.)

Blackbird Harpy AC 22, touch 16, Grapple +16 DC26, Grappled AC16

H1 dam 31 Grappled & Pinned by large hand AC12
H2 dead
H3 Dead
H4 Dead
H5 Dead
H6 dam 75
H7 dead soul grappled by Vauyhwyt
H8 dead ( disintegrated)

OOC: Off map but still on combat rounds.


Moderate Fortification, AC 32, 69 /154 hp Malgant 
Monday July 12th, 2010 5:28:55 PM

Malgant seeing his opportunity to catch up moves at his best speed without his armor to speed him along anymore. ( Malgant closes to within 740 feet of H6).
The Imod's hand winks out of existance, It's duration expired.

Spells( * indicates a used spell)
0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power*, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might*, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier*, Heal x2

7th level(1+1)
Domain Imod's Grasping Hand*, Refuge*

Spell Effects
-Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
-Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
-Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1285 rounds
-Spell resistance 25 on Malgant 116 rounds
-Protection from Evil 118 round duration
-Divine power 4 round duration +6 enhancement to stremgth + 13 temporary hit points, fighter BAB
-Righteous Might duration 5 round duration doubles height/reach, +8 size to Strength, + 4 size to Constitution, + 4 to natural armor, + 10 DR vs evil
-10 of 10 Haste 'charges' used for today
-Fly, on Malgant 121 rounds duration

new to hit bonuses for divine power/righteous might combo
+27/+22/+17 for 3d6 +13 + 2d6 holy plus Haste bonus to hit if Hasted

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60)  d20+10=18 ; d20+8=18 ; 26d6=76 ; 10d6=35 ;
Monday July 12th, 2010 5:38:03 PM

Aztyr drops down into the trees from above them, coming to a stop about 15 feet above the ground. Below her is the Bralani and the Harpy in mortal combat. The Bralani tries to slam into the harpy, but the agility of the creature causes him to miss.
Aztyr sees the events happening below her and decides it's time to finish this once and for all. She again feels the energies build up and release again, this time it's not so suprising as it flows through her.
The green bean strikes out from her finger and hits the Harpy.

Cast Disintrigrate. Ref save 23
Damage 76 if save failed
Damage 35 if save made

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Greater Invisibility (3 of 13 rounds)
Protection from Evil (12 of 130 rounds)
Summoned Bralani (5 of 13 rounds)
Fly (126 of 130 rounds)

Spells in effect on others:

Fly, on Whysper (18 rounds duration)
Fly, on Malgant (121 rounds duration)
Fly on Valanthe (122 rounds duration)
Fly on Vauhwyt (123 rounds duration)

_____________ Summoned Creature ________________

BRALANI


Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Monday July 12th, 2010 5:58:55 PM

Fort save not Ref save... I'll get it right eventually

Whysper (AC 23 (24 Haste) - HP 40/52) 
Monday July 12th, 2010 9:28:16 PM

With all the harpies within reach now dead, Whysper makes her way back toward the shore to rejoin Vauhwyt and Vorelle Double move, with descent

Ashira AC30, HP120/120, Fly, Barkskin 
Monday July 12th, 2010 10:38:37 PM

Ashira follows Whysper in her decent. Her grin goes from ear to ear. "Oh yeah, that's more like it!!" She begins cleaning her sword as she links up with Vauhwyt. "Hey, how you doing with that soul over there? Didn't they say something about a nest??"

Vorelle [AC 26; HP 63/102]  d20+14=23 ; d20+14=29 ;
Tuesday July 13th, 2010 1:52:28 AM

Vorelle plies her healing skill as needed.

[Heal check 23 (last round); 29 (this round)]

Valanthe AC 32/ 25 vs intangible HP 142/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm, Protection From Evil, Flight 
Tuesday July 13th, 2010 9:14:01 AM

Valanthe leans against something and just waits for it to be over. As far as battles go Valanthe could have taken a nap. Fast moving ariel opponents that attack with arrows is not something she can fight. The one harpy she manage to get close to Vauhwyt crushed to pulp. Valanthe yawns and stretches to try and wake herself up a little.

Appolo Ac 34 HP55/106 Boots of Speed. 
Tuesday July 13th, 2010 3:07:48 PM

When Vorelle helps bandage his wounds Appolo looksat her"Thenks for the help.I always enjoy being attended to bya beautiful young woman."
Looking over to Vlanthe"You should geta bow.They are useful at times."

ADM David Dead horses, and Harpies  d20+9=11 ;
Tuesday July 13th, 2010 6:20:36 PM

Appolo is well tended and his wounds are bandaged with Vorelle's help.
Most of the rest of the group returns to the shore to await the outcome of the fight in the woods.

We will be leaving round to round combat now since it doesn't matter if the Harpy saves or not ( it didn't). The save damage is enough to kill it.
Vauhwyt eventually wrestles the soul to whatever shore she wants and settles down for a chat.
The harpy(H6) fails her save and takes all of the damage from the disintegrate. Her last words are " Our childrennnn...." as her body disappears into nothingness and her gear falls to the ground. Malgant eventually reaches Aztyr's side and heals himself once he knows that the Harpies are all defeated.

OOC
Please post your questioning of the Harpy's soul and what checks it needs to make to resist your questioning.

Moderate Fortification, AC 29, 128/128 hp Malgant 
Tuesday July 13th, 2010 6:25:54 PM

Malgant finally catches up to where Aztyr floats over the gear from the last harpy. He heals his wounds as Imod's battle strength leaves him, restoring his health and curing the many arrow wounds he has sustained.
" Now all we have to do is locate their nest. "

Spells( * indicates a used spell)
0 Level( 6)
Create water x2, detect magic, Mending, Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power*, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might*, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier*, Heal x2*

7th level(1+1)
Domain Imod's Grasping Hand*, Refuge*

Spell Effects
-Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
-Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
-Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1275 rounds
-Spell resistance 25 on Malgant 106 rounds
-Protection from Evil 108 round duration

-10 of 10 Haste 'charges' used for today
-Fly, on Malgant 121 rounds duration

ADM David Dead horses, and Harpies 
Tuesday July 13th, 2010 6:27:00 PM

Everyone take a minute worth of spell durations off while the interrogation and catch up happen.

Whysper (AC 23 (24 Haste) - HP 40/52)  d20+20=25 ; d20+20=28 ;
Tuesday July 13th, 2010 8:40:57 PM

As the interrogation gets underway, Whysper will start thoroughly searching the caravan, and what remains of the harpies. As well as any personal belongings or equipment on them, she's also keen to collect a few harpy feathers.

Search: 25, Spot: 28

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Tuesday July 13th, 2010 8:49:11 PM

Aztyr, shortly after the harpy blows away on the breeze, pops back into view. She looks to the Bralani, as he switches back in to humaniod form.
"Thank you for your assistance. May I have your name, so I can adress you properly when next I become in need of your help."
After learning his name, Aztyr releases him to return back to his home plane.

"Hey Mel, I took a short cut to get over here. Actually I cheated, but that's besides the point. You can grab this one's gear, I'll grab the other one's gear that I vaporized. I remember where I saw it fall. Then I suppose we should get back to the others, they'll be expecting us."
Aztyr flys back to the site where the other harpy was turned to dust and she'll collect the gear off the ground. After that she will zoom across the river to the rest of the group.

Spells Used:

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

Spells in effect :

Mage Armor (cast at 6 am 26 hour duration)
Protection from Evil (110 of 130 rounds)
Fly (116 of 130 rounds)

Spells in effect on others:

Fly, on Whysper (08 rounds duration)
Fly, on Malgant (111 rounds duration)
Fly on Valanthe (112 rounds duration)
Fly on Vauhwyt (113 rounds duration)

Moderate Fortification, AC 29, 128/128 hp Malgant 
Tuesday July 13th, 2010 9:17:07 PM

" Everything was under control when we left, they should be joining US after they clean up the harpy bodies. The two that can't fly can be carried by the others that can. We need to start searching for their nest not wasting fly time commuting back and forth across the river."
Malgant proceeds to cast detect magic and pick up the Harpy's gear.

Spells( * indicates a used spell)
0 Level( 6)
Create water x2, detect magic*, Mending , Purify food and drink x2

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

2nd Level( 5+1)
Domain Bulls strength, Shield Other, Lesser Restoration, Shatter, Zone of Truth, Hold person

3rd Level (5+1)
Domain Magic Vestment*, Magic Vestment x2**, Water Breathing x2, Water Walk

4th level (5+1)
Domain Divine Power*, Divine Power, Freedom of Movement x2, Discern Lies, Sending

5th level (3+1)
Domain Righteous Might*, Righteous Might, Flamestrike, True Seeing

6th level (2+1)
Domain Blade Barrier*, Heal x2*

7th level(1+1)
Domain Imod's Grasping Hand*, Refuge*

Spell Effects
-Magic Vestment on armor to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on shield to make the bonus +3 .... 26 hour duration(lesser rod of extend used) cast at 6 am
-Magic Vestment on Vauhwyt's shield to make the bonus +3 .... 13 hour duration cast at 6 am
-Greater Magic Weapon by Vauhwyt on Malgant's Longsword to make the bonus +3 ... 24 hour duration (rod of lesser extend used) cast at 6 am
-Spell immunity on Val vs Fireball, Lightning bolt and Ice Storm 1275 rounds
-Spell resistance 25 on Malgant 106 rounds
-Protection from Evil 108 round duration

-10 of 10 Haste 'charges' used for today
-Fly, on Malgant 121 rounds duration

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Tuesday July 13th, 2010 9:30:40 PM

"Well, do you have a way of getting thier attention? because unlessI get within shouting distance I don't."
Aztyr stays on this sid of the river instead of flying back aross the river.

Vauhwyt and Mookie  d20+29=47 ;
Tuesday July 13th, 2010 9:57:39 PM

Vauhwyt's Interrogation

First off, Vauwhyt uses her intimidate skill to change the harpy spirit's attitude to friendly. Now, usually one might argue that a mortal cannot really intimidate a dead soul, but if any mortal can, I figure it is a Grim who has the soul pinned and is keeping it from travelling on to its rest.

In any event, to make the soul friendly, Vauhwyt's Intimidate check has to beat the creature's roll of 1d20 + hit dice + wis bonus + mods vs fear. If this were a stock harpy, that would be 1d20+8, but this may not be stock. Anyway, let's roll Vauwhyt's Intimidate check and see what we get.

1d20 + base 12 ranks +2 Chr +8 size +2 bluff synergy +5 Avenger bonus = 1d20 +29 = 47.

Vauhwyt's intention, while it is "friendly," to have a conversation with it, maybe make a deal, and get it to answer some questions. She can be confident that it will answer honestly, because the Grim Question Spirit ability requires it to do so, should it choose to answer.

Vauhwyt's side of the conversation goes something like this:

I am an Avenger, a servant of the Lady of Harsh Justice, and I am also a Grim, a ghostmaster of Gargul. My name is Vauhwyt, and now that you and all your sisters are dead, justice has been served. You feel the pull of the Woldsblood, calling you to the Lands of the Rest. It is hard to resist, and I hold you now so that you may not leave. You are a dead soul, and you will pass into the afterlife and Gargul's judgement, but first you have some choices to make.

First, do you care about your children? Because you can ensure their deaths, or you can grant them long and satisfying lives. If you agree to answer my questions, if you tell me what I require, and if you tell me what I need to know to care for them, then I will swear to you that I will do my best to keep them safe, even raising them as my own wards, and caring for them as if they were my own kinfolk.


If the harpy soul agrees, then Vauhwyt will swear this oath:

This I swear, before Stern Gargul and Vigilant Jancasis, that if this harpy willingly and fully reveals to me all that I ask, holding nothing back, and especially telling me everything I need to know to raise fledgling harpies, holding conversation with me until tomorrow's dawn, if need be, then I will swear to do my best to find the youths of her nest, to care for them as if they were my own kin, to raise them to be good of heart and kind and charitable, to ensure their safety and upbringing and to provide for them for so long as I am able, even should they spurn me or sin grievously against me up to three times each, I will forgive them, and embrace them with love, and should I break this oath, then let the gods that I serve reject me, and deny me their grace, until I have atoned in such a way that the soul of this harpy would accept as just.

In short, Vauhwyt is offering to adopt and raise the fledglings, in exchange for honesty and information.

It may be that the harpy has some other deal or counteroffer. But Vauhwyt will not accept any deal that allows the fledglings to be set free to grow up and be evil.

If the harpy agrees, then Vauhwyt has a lot of questions for the harpy. Questions for the harpy to start with:

Tell all about the people you captured, and about everything you have been doing and where, and to whom, for the last six months or so.

What rumors and news about the Dread, Mount Bone, Warrior Liches, Undead, etc etc.

What rumors and news of refuges out of Aisildur.

What rumors and news of the Tears of the Wood inn.

Note: CAYZLE does not need all this info. It is enough to say that Vauhwyt gets an earful, and the DM can just actually recount the stuff that matters in game.

Then:

How many fledglings? What stage of growth? What are their names? The names of the slain harpies? Info that only you would know about the fledglings. Where are they located? How to feed, shelter, care for them, etc etc.

That's a start.

Valanthe AC 32/ 25 vs intangible HP 142/ 156, Light Fortifacation, Spell Immunity Fireball, Lightning Bolt, Ice Storm, Protection From Evil, Flight 
Tuesday July 13th, 2010 10:17:57 PM

"Malgant won't let you raise the young harpies. He can't risk them staying true to their evil natures. Harpies are predators. Isn't their nature to be hunters? They see people as prey. Malgant wouldn't even delay to allow the casters to prepare spells. We don't even know if any of the harpies got away." Valanthe says.

ooc: from what I can tell the entire group isn't back together so we don't know that the last harpeis were killed.

Vauhwyt and Mookie 
Tuesday July 13th, 2010 10:46:39 PM

In a break in her conversation with the harpy soul, Vauhwyt answers Val. "First off, who died and made Mal the king of us? And second, would he really kill young creatures who could live a good life? Would he rather kill everything that might be evil? Is he so merciless? I don't think so."

OOC: Harpies are not always evil, per the rules. They cold even be good.

To the DM: These harpies ... they wouldn't happen to have black wings, would they? That might explain their presence here in Blackbird Forest.

Vorelle [AC 26; HP 63/102] 
Wednesday July 14th, 2010 1:46:31 AM

There had been a time when Appollo's flirting would seriously unnerve Vorelle. Those days are gone.

"Ah, so that's why you got hurt," she replies, deadpan. "I was wondering there for a minute."

Her healing done, she stands and looks across the river. "Should we try to go over there and help?" she asks.

Vauhwyt and Mookie 
Wednesday July 14th, 2010 7:39:37 AM

OOC: I had intended to get across the river before the spell wore off. Then to do the interrogation. Don;t know if that came through. Sorry.

Vauhwyt and Mookie 
Wednesday July 14th, 2010 8:20:58 AM

I posted like a couple hours worth of action, but if Mal and the others do not come back in a minute or two, please stop and let me know.

Aztyr AC 21 (AC 12/20 w Mage Armor+Shield - HP 120/120) & Jynx (AC 20 - HP 60/60) 
Wednesday July 14th, 2010 2:30:56 PM

ooc: as far as I know, it seems as if Mal and Aztyr plan on staying on the otherside. The harpys were fleeing that way.

Appolo Ac 34 HP55/106 Boots of Speed. 
Wednesday July 14th, 2010 6:32:12 PM

Appolo smiles at Vorelle"Yep that's why.Just to get you to pay attention to me."Appolo looks around"Well if those two don't come back soon.I guess we'll have to cross the river and go after them.We can make a raft out of this wagon and float across if we have to."

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