Surprising Scrying (DM SteveK) Friday October 8th, 2010 1:16:02 PM
Nobody is really surprised that Firn'gaer's Greater Scry spell is altered and becomes a two-way conversation between the Children of Chaos and (from Rash's hasty guess and whisper to the others) the embodiment of the Sargrass Plains. There wasn't one before, Rash is convinced, but didn't... yes... on the last stop through OddHolme, Vayine had told the CoC that the Bloodpack had awakened the infant Sargrass from its cocoon and helped it sever its ties to a northern Power called Ga'al.
Vayine and even the grouchy Murdock stand slack-jaws at the radiant power coming from Sargrass. The more common people of the refugees have fallen on thier faces in fear and awe.
Questions come to the curiously unformed humanoid with eyes like suns, and the Power answers. "I feel your respect, so no problem. And yes" the being answers the question in Rash's thoughts, "I am Sargrass. And all the mortals you knew of as the Bloodpack are alive, healthy, and fine. I made sure the ones who wanted to take a break from the life of a champion are able to do so in obscurity, and have cloaked them from divinations. The ones who wanted to stay together have teamed with some other heroes on the Continent of Yrth and now work within Cinnamon Valley."
The blazing eyes look at the red-haired dark elf and the head cocks as if confused and a little upset. "There is a problem? I don't like problems. Tishe' has accepted to be my Witch. I give her power and in exchange she is one of my mortal hands. If there is a mortal problem with that, I can take care of the mortal...?" The question is left hanging for Xenia to decide if there is still a problem...
"But the demon you are looking for. Yes, this is the reason I'm talking to you, the Children of the Crones. You who have so recently been with the power of the Chaos Bell. The Sargrass pauses, and again, the heroes can hear its thoughts just like its words. "How much to tell them? Let's keep it simple, but enough for them to understand. Yeah... The eyes are warm like the sun on a hot day, and the voice like the tall, tall Grasses rustling in the wind. "The Sargrass is going through a metamophosis, and I have flooded the land with rushing Woldsblood except for one area; the place where OddHolme stands. There, a Marilith, imbued with the Marks of Chaos, keeps my crysalis around the Sargrass from being complete."
"If I set you safely to OddHolme, you can slay me this demon, and the waves of Woldsblood will be able to flood the town for me to protect and rebirth the Plains as the Cocoon cradled and bore me."
"Would you do this deed?"
Kazak Stonewall.) (Hp 229) Friday October 8th, 2010 9:55:30 PM
Looking up at the image of the being of the Sargrass .....the dwarf takes in his words ......
Turning about to face the others ..... "Well its dat Demon we're afta ......we hafta settle dat score wit it .... so if dis helps us get dat Demon girl .....i say we should do it ....but lets all have our say about it " ... growls Kazak
Turning back to the Sargrass being ..... "Glad your taking care of da Bboodpack ....dey is a brave bunch .... good folk ..."......pausing a moment Kazak adds........ " so what are ya plans for da Sargrass ?? .... how will it change ?? how will you build it ?? and treat its folks ??" rattles off the dwarven warrior
Rash Friday October 8th, 2010 10:41:38 PM
Rash listens to Kazak and then also responds, "We have been scrying for the demon without success since we knew it came into our plane of existence. I guess your work and the Woldsblood has shielded it from our magic. Yes I am willing to go and end this threat to the good people but I would ask a boon of you if we survive the encounter."
Rash drops to one knee, "I am a cleric who reveres all of the Powers in the Wold. I am in awe that I am meeting a new one. One recently born or thrust into self awareness. I would ask for your wisdom and knowledge. I would know of your goals for the Sargrass and the rest of the Wold. I want to learn about you and add you to my prayers and worship. Will you grant me this boon?"
Torgon AC: 32 HP : 180 Saturday October 9th, 2010 8:14:54 AM
Torgon waits for the entity to answer Rash, and then responds after taking a knee to the divine power. "I don't want all that. I'm a simple Minotaur. Killing the Demon is good for me. And to that end, anything you know about the powers she has gained because of the powers of chaos would be a great benefit in helping us rid you of your marilith annoyance".
Peerimus AC 25 HP 146/146 and Yorrick AC 41 HP 160/160 Sunday October 10th, 2010 3:27:01 PM
Peerimus did not like simple. Simple usually left out detail. Detail usually was important. Being a pest to a newly born Power however, probably not the wisest of things to do. Simple might just have to suffice. However, Peerimus decides to pursue at least one of the details. "As it has been said, we will accept your transport to OddHome to destroy the demon. We will need a day of preparation first. I do have a concern about the death of the demon and the flooding of OddHome with Woldsblood. How much time will we have to vacate the area before the Woldsblood consumes it and will our magic allow us to escape?"
The other prudent questions have been asked, though given the Simple route the Power is taking, Peerimus does not expect much information. Hopefully it won't hurt to ask.
To Rash's request, Peerimus steps back to allow her a more personal contact,. It would be he imagines very much the same for the cleric as it was when he met Father and Mother the first time.
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (4) Barkskin, Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: (2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: (2) Animal Growth, (2) CCW, Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death
5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
Firn'gaer Sunday October 10th, 2010 5:13:00 PM
Firn'gaer does not like the idea of being surrounded by a sea of Woldsblood. But he trust that the Sawgrass spirit will not unleash the sea once the deed is done without giving them time to evacuate OddHome.
Firn'gaer sets his mind to preparations and what he will need to ready for when they arrive for this fated battle against the power of Chaos.
He chuckles slightly under his breath. The irony is not lost on him. Being a chosen of this power that it is now that they must do battle against the same power that once flowed through each of them.
Xenia (AC31, HP109/109) Sunday October 10th, 2010 9:21:15 PM
Flashes. Tiny emotional vignettes of her own separation from Wynn and the Crimson Shields play through Xenia's soul. "Yeah, I do think there's a problem still." The dark girl faces down the vast searing power of the burning Sargrass Plains with frank openness. "I don't think it's a problem that can't be easily solved though. I can probs help you out with this too. Mortals got, you know, feelings, you see. We care about each other. Tishe and her family in Hook City, they care about each other. Being far apart and not knowing how each other are doing can make us mortals, you know, worried. I'm gonna see the Weavers soon enough, and maybe Tishe someday too. I know the area where she is. It's ... it's where my Guy is from. I can ease their minds a bit about how each other is doing. But it might be even better if it was to come from you. What you can do is do just like you're doing with us. Just show up. Tell the Weavers that Tishe is alright. She's under your pertection. Maybe tell Tishe her fambly is alright too. Just appear and talk."
"It's a simple thing. Right? And for, you know, mortals, it means a lot. Being a Power, a land, and new and all, I didn't know if you knew this or not. But feelings in mortals can be a powerful thing. Feelings can inspire devotion as strong as any shield. When feelings get swaying one way or another they can change lands and such. I mean, with all respect to your vastness and all, understanding feelings and how they work can probs be pretty useful to you too, you know?"
The Plot (and Woldsblood) Thickens (DM SteveK) Monday October 11th, 2010 2:31:05 PM
Sargrass, the Power, visibly considers the acceptances and questions by the heroes. He seems to think, but this time, the leaking of its inner thoughts is cut off and not broadcast to the assembled Children of Chaos. The the eyes like twin suns comes to rest once more on the Children of Chaos.
"It is right that service is rewarded. Even though you were tracking down this demon anyways, since I asked, I will reward your serivce. Once you have destroyed the Chaos Demon, I will talk with you about 'mortal emotions' and I will tell you about Sargrass; the land, the life. As my Manfri say; Talki fresal, dondit liki."
"The powers of Chaos within the demon are altering possibilities and mixing realities. Like Alexandria's ring that shift her between two planes of existance, the Chaos powers are warping all reality about the demon. Actions you think of as sure will become only possibilities; spells miscast, strikes sent awry, and movement confused. Expect it all."
"Fear not, for I will hold the Woldblood away from the town until you have destroyed the demon and are ready to return to this spot. When the taint of the Chaos Power is gone, I will be able to sense all and create a Gate to bring you out of my land."
"But you must go now. I sense forces gathering that I cannot stop. Like when Ga'al held my coccoon to control the Woldsblood, the Chaos Demon has already started a ritual to wrest the control of Woldsblood from my commands. It will be complete in less than one hour."
The Scrying image changes, the borders of the circle becoming more distinct, and suddenly a wind, hot and grassy, blows out from the image of Sargrass. Firn'gaer is quickly able to identify that they Scry spell is gone, and this is now a Gate. "Choose now. Will you come?"
Xenia (AC31, HP109/109) Monday October 11th, 2010 3:28:50 PM
"One hour? Then we'd better go now." The dark rogue pulls her cloak around her black robed figure. "Whatcha wait till now to say that for, huh? Talkee frezal don't likee. Lets go."
Rash Monday October 11th, 2010 4:18:19 PM
Rash stands and draws her sword and sets her shield to dancing next to her. She looks to the others and says, "I would say to buff up but last time we did this, we lost half of our spells. I don't know if we should be before we go." She turns to the Sargrass Power and asks, "Will the gate effect our spells if we cast them now? It sounds like a tough enviroment there to cast in."
Domain give Rash automatic freedom of movement as per spell indicates domain spell
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*, Divine Power, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport*, Righteous Might, Spell Resistance, True Seeing x 2, Flame Strike, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law, Discern location, Spell Immunity Greater, Monster summoning 8 Ninth: Power Word Kill* Miracle, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Durgan Stonewall (AC 38; HP 284/284) Monday October 11th, 2010 7:00:15 PM
"Huh." Durgan grunts. "Looks like we found the demon eh? Let's get to business then." Durgan pats his helmet to make sure it is secure, and gets a nice good grip on his axe and shield. "Allright then. Let's go take care of sumthin ugly."
Torgon AC: 34 HP : 186 Monday October 11th, 2010 9:09:47 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp.
Torgon casts stoneskin upon himself, and then pulls his quicken rod. He then waits for The Sargrass to answer Rash's question. "I can go now, or I can buff up for a round or two. We definitely shouldn't take a whole lot of time throwing spells that may be for naught. Up to you all."
Kazak Stonewall.) (Hp 229) Monday October 11th, 2010 10:34:52 PM
"Thanks for da help " growls Kazak as the Sargrass being image fades ......
Checking his gear ..... " iz just got dis here potion againist dem evil demons ....and me sword " .. grins the dwarf
"Ima ready Druid ..... just set da tactics .....and we'll jump thru dat gate ... " as Kazak sidles up next to his brother .... "demon smashing time ... eh bro "
Sargrass Reply (DM SteveK) Tuesday October 12th, 2010 2:20:58 PM
Sargrass replies. "The Great Migration is ended. There is no disharmony between the land you are in and me. Your spells cast now will not be stripped from you by going through my Gate."
Xenia (AC31, HP109/109) Tuesday October 12th, 2010 3:30:59 PM
"Couldn't hurt to be pertecting yourself," the rogue opines. She activates both rings and her boots, first lifting up off of the ground. Next, turning into a flickering blur. And then, disappearing entirely.
+++++++++++++++++++++++++++
Active Effects: Fly, Invisibility, Blinking
Expended: Boots 1/3
Torgon AC: 34 HP : 186 Tuesday October 12th, 2010 9:22:55 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection
Torgon casts Protection from Energy-fire, and says "Let me know how quickly until we are going. Most of my spells do not last as long as your spells, and rounds may matter to me."
Peerimus AC 25 HP 146/146 and Yorrick AC 41 HP 160/160 Tuesday October 12th, 2010 10:13:29 PM
Peerimus chuckles as the thought of Father ssitting on a high branch and watching what is about to happens dances through his mind unbidden. "I will likely become a prime target." Peerimus then casts Shapechage, but maintains his human form. "We have less than an hour, but I believe we should equip ourselves as best as we can. Be ready in a minute or less if you are able." The now Huge bear moves to stand directly before Torgon. "Yorrick will be your point Torgon. Kazak and Durgan your flanks." Peerimus stands just to the Minotaurs right .
"We move in, form a wall and push forward. Rash and I will heal as we can and Firngear will control our field of battle. Do not spread to thin."
With those final words Peerimus is ready
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth
Rash d3=3 ; Tuesday October 12th, 2010 11:42:28 PM
Rash casts True Seeing, Shield of Faith, Tongues (from scroll) Monster Summoning 8 (will summon 3 huge air elementals a round before we go) and then cast shield of Law on us and the air elementals.
She will tell the elementals to fly through the gate when the group is ready.
Through the Gate (DM SteveK) Wednesday October 13th, 2010 11:37:04 AM
Peerimus instructs the Children of Chaos to be ready in a minute, and 10 standard spells can be cast in that time (spellcasters start counting durations). The prepatory spells fly, and the group of seven heroes move through the Gate of Sargrass.
The Gate functions as Sargrass has said, a normal transition of being there and then suddenly being here, less like a teleportation spell and more like walking through a courtyard archway. The Children and the three Air Elementals spread out in an immediate defensive perimeter to assess the situation. (DM placed heroes on map. You can now move as you will.)
On the other side, the heat hits the heroes like they stuck thier faces into a large oven. The sun is bright and the light stabs at the eyes. A stiff wind blows about, the rattle of short 'Grasses that cover most of the ground creating a sussurus of sound. The only break in the 'Grasses is a circular spot of sand, about 40 feet in diameter. Behind them, the Blood-red Gate of Sargrass momentarily looks back at the stone-built village of the refugees of OddHolme, and then it closes into a Crimson disc hanging in the air. About a half mile away in every direction, a hundred foot wave of pure Woldsblood is poised, roiling against the invisible bonds before it, unable to come closer to the Gate, the Heroes, or the domed town of OddHolme.
Squinting from the sun's glare, the heroes can see OddHolme to the south. Like most of the more permenant settlements that used to be in the region of the Sargrass, it is completely covered by a dome of toughened 'Grasses and material, woven in a dome that rises into the air. Those who are builder minded can estimate the dome is an oblong that is 1,000 feet wide and 800 feet long, the dome rising almost 80 feet into the air.
Where the dome and 'grasses meet in the nearest wall, a 10 foot tall and 20 foot long dark opening shows a way in...
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Xenia (AC31, HP109/109) Wednesday October 13th, 2010 12:37:59 PM
"Hoo-wee," the invisible rogue whispers from within the midst of the Chaos Guys, "almost forgot how hot it was here."
"I'm gonna rise up and take a look-see around," she announces, before lifting up into the air. Once aloft, Xenia scans the area still clear of the surging Woldsblood with particular attention to the nearby sandy space. From her bag, she takes a scroll in preparation for the encounter with Worm Girl.
+++++++++++++++++++++++++++
Rise 30ft / Take scroll from bag
Spot 44 Listen 40
Position H51/Elevation 35ft
Active Effects: Fly 5m, Invisibility 5m, Blinking, shield of law 2/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Peerimus looks at the opening, "We should send the Air Elemenals in quickly to attack what they find. It will draw the enemy's fire."
Peerimus moves forward 30' in a straight line with Yorrick ding te same. Peerimus cast a Heightened Fire Seed spell upon a single acorn to use shortly
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth, Shield of Law from Rash
Torgon AC: 34 HP : 186 Wednesday October 13th, 2010 9:43:22 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 108 rounds True Seeing, duration 89 rounds
Torgon waits four rounds and puts away his extend rod, and pulls his quicken rod. He then casts Freedom of movement, Magic circle vs evil, Align weapon lawful, pulls and casts a scroll of true seeing. His shield is already floating animated around him.
Upon arrival, he recoils from the oppressive heat. "Wow, this would be annoying for longer than a few minutes. Since we're not seeing any demons, looks like we'll need to go in that building over there right after Peerimus's elementals. Either that or let Firn' Gaer blow open a bigger doorway. It is only grass and mud looking stuff."
Kazak Stonewall Ac 36 Hp 229 Wednesday October 13th, 2010 11:16:47 PM
Walking thru the gate ..... "whoa da heat ..... anybody got some magics against dis heat .... don't wanna get all worn out while weez fighting " .... growls Kazak
Heeding the Druids tactical plan ....the dwarf moves in conjuction with others ...and takes up a position on Torgons left flank ..... " yo bro you take da right side i'll handle da left "
Activating his shield (animated) .....the warrior waits to to use his magics ..... " good thinking Torgon ....most of my stuff is short timed too .... most combat stuff .... should hold off till weez gets inside ... "
Rash 160/160 AC 37 Thursday October 14th, 2010 12:22:19 AM
Rash directs the 3 air elementals through the gate using her tongues spell. She will tell them to attack any demonic creature on the other side but to leave alone any humans or any of the noble races. "If nothing is there then come back and let me know."
Rash will then cast a fly on herself and gain 10 of altitude and head for the gate
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 2/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) monster summoning 8 3/18 3 huge huge air elementals hps 136 ac 25 full attack 2 slams +19 (2d8+4) damage, damage reduction 5 elemental traits
OddHolme Rd 2 (DM SteveK) Thursday October 14th, 2010 11:19:21 AM
Xenia flies higher and scans the area. The burning wind whips bits of sand in the heroes direction, the combination makes seeing and hearing more difficult (-5 Spot and Listen checks). Still, Xenia is experienced, and is pretty sure there isn't anything other than grass and sand in the area within her field of vision.
Peerius suggests a scouting mission for Rash's elementals and moves forward, preparing a spell.
Yorrick paces his human companion.
Torgon recoils from the oppressive heat and agrees that the dome is the obvious place to look for the demon. Maybe Firn'gaer could make an alternate entrance? (DM Move: The minotaur moves forward with the group.)
Kazak growls at the heat of the Sargrass, and takes a position on Torgon's left flank.
(DM Move) Durgan takes a position on Torgon's right flank.
(DM Move) Firn'gaer keeps up with the group, maintaining his minimum forward movement with his Overland Flight spell behind the massive Yorrick.
Rash directs her 3 air elementals through the gate, speaking Auran with her Tongues spell. The cleric then casts Fly on herself, rises 10 feet and heads for the gate.
The 3 Air Elementals rush like the wind into the darkened tunnel and are lost from view.
...COMBAT ROUNDS...
Overland Flight spell (and magic items) provides average maneuverability. Per a recent discussion on the Rules Board, we've been using Overland Flight incorrectly. A hero can't HOVER using a means that provides only Average maneuverability.
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Xenia (AC31, HP109/109) Thursday October 14th, 2010 11:27:50 AM
Sorry, I monitor the rules board and I've seen no discussion on the topic of the Fly spell from magic items. Fly, per the spell, should provide Good maneuverability. Could you point me in the direction of a rule that states otherwise?
SteveK: I mis-spoke. I was referring to the conversation that you and I were both in at the end of August. Fly spells are fine, it is the Overland Flight spell that is only Average maneuverability.
Firn'gaer AC20; HP124; Arcane Sight, Extd Fly, Extd True Seeing, See Invisibility, Tongues, SR18 d20+6=13 ; Thursday October 14th, 2010 12:53:57 PM
[OOC: Fly provides good maneuverability. Overland flight is only average and therefore no hovering. Must move at least 20-ft or loss altitude.]
Firn'gaer rises as he moves (he is 30 over the ground). He scans the area with his true sight and arcane sight (Spot DC13).
Active Spells: Extended Fly (36 minutes); Extended True Seeing (36 minutes) Permanent Spells: Arcane Sight, See Invisibility, Tongues
Torgon AC: 34 HP : 186 Thursday October 14th, 2010 2:08:42 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 107 rounds True Seeing, duration 88 rounds
Torgon takes a move and a move to stand right before the entry way to Oddholme. He looks left and right once the dwarves have joined him. "ready? Time to kill us a demon"
Xenia (AC35, HP109/109) Thursday October 14th, 2010 3:43:36 PM
"We're clear!" the invisible rogue's voice calls down from above. "Nothing here outside."
With a flick of her wrist, she opens the scroll. As she reads aloud the magic the scroll crumbles, and she fetches another. Carefully she eyes the dark entrance to the grass dome as Torgie Minotaur heads straight for it.
+++++++++++++++++++++++++++
UMD 29 Autosuccess vs DC27 for Freedom of Movement / 5ft Move / take out another scroll
Spot 44 Listen 40
Position J51/Elevation 35ft
Active Effects: FoM 70m, Fly 5m, Invisibility 5m, Blinking,
Shield of Law (From Rash) 2/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Durgan Stonewall (AC 38; HP 284/284) Thursday October 14th, 2010 9:40:55 PM
Durgan retrives a potion from his haversack as the group advances on the building. "So the beastie is in there eh? Anybody else feel like sumthin interestin is about ta happen?"
Kazak Stonewall Ac 36 Hp 229 Thursday October 14th, 2010 9:47:03 PM
"Oh yeah ...... i can feel me skin tingle ..... almost time for steel and stone "
The dwarven warrior surveys his surroundings .... " hey Peerimus ....whats day section of sand doing der .... just seems a little outa place .... must be of some use ..... hope it ain't hiding no skulking demons trying to trap us in da building "
Kazak continues his advance ...staying in step with the others ..... eyes sweeping the area .....
Active Magic shield of law - 2/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Peerimus AC 25 HP 146/146 and Yorrick AC 50 HP 160/160 d20+25=30 ; d20+26=33 ; 3d6+18=26 ; Thursday October 14th, 2010 10:20:01 PM
Yorrick and Peerimus move another 30' forward. "I agree Kazak and I don't particularly care for it, but I have no suggestions and I am certainly not wandering onto it to test any trap theories." Peerimus keeps a wary eye on the sand, enough eyes are pointing ahead already [spot 30] At a grunt of caution from Peerimus, Yorrick stands readyto strike anything rising out of the sand close by [Readied attack AC 33 Dmg 26]
"Can someone light up the interior?"
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth, Shield of Law from Rash
Rash 160/160 AC 37 Friday October 15th, 2010 8:24:54 AM
Rash will move forward to the entrance (s53) and see what she can see (true seeing spell activated) and peek inside. If she can't see because it is dark, then she will cast light.
Domain give Rash automatic freedom of movement as per spell indicates domain spell
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*, Divine Power, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport*, Righteous Might, Spell Resistance, True Seeing x 2, Flame Strike, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law, Discern location, Spell Immunity Greater, Monster summoning 8 Ninth: Power Word Kill* Miracle, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) monster summoning 8 3/18 3 huge huge air elementals hps 136 ac 25 full attack 2 slams +19 (2d8+4) damage, damage reduction 5 elemental traits
OddHolme Rd 3 (DM SteveK) Friday October 15th, 2010 9:33:35 AM
Firn'gaer flies up and looks around. He can't see very well because of the blowing wind, but it is simple to his mind to note the diameter of the sand is the same as a Rock to Mud spell if it were cast on dry earth. Whether recent or not, the gnome wizard can't say.
Torgon moves to where he is directly in front of the 20' wide and tall tunnel. Mists swirl inside the darkness, making it impossible to see more than a few feet.
Xenia reads a scroll and looks at the entrance. Her elven eyes also see the swirling fog that fills the corridor.
Durgan retrieves a potion while walking that slows him down and he falls a little behind the line of fighters.
Kazak trots to keep up with the minotaur, scanning the area and also noting the mist-filled tunnel.
Peerimus and Yorrick are cautious about the sandy ground, perhaps remembering how the great blue dragon, Ohzone, had used a similar patch to ambush the Children. Well, that won't happen without some pain this time!
Rash moves up with Torgon and notes the mists are one of the many kinds of magical fog; neither true seeing nor light will be able to sweepit away. And it is also dark inside.
...COMBAT ROUNDS...
Mis-Spoke Earlier: :-) Overland Flight spell (and those magic items) provides average maneuverability. A hero can't HOVER using a means that provides only Average maneuverability.
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Xenia (AC35, HP109/109) Friday October 15th, 2010 10:48:18 AM
"Stop!"
Xenia's voice comes down from above. The rogue draws another scroll from her haversack and swoops down to the top of the door of the grass dome.
"Let me take care of the mist first," she says, as she peers into the swirling mist. As she prepares the scroll, the dark girl listens intently for any sound that might indicate a presence lurking, hidden in the mist.
Position S51/Elevation Unknown-Top of Door to Oddhome
Active Effects: FoM 70m, Fly 5m, Invisibility 5m, Blinking,
Shield of Law (From Rash) 2/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Torgon AC: 34 HP : 186/186 Friday October 15th, 2010 11:21:15 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 106 rounds True Seeing, duration 87 rounds
Torgon waits for Xenia to get rid of the mist if she is able. If not, this is gonna be ugly.
Kazak Stonewall Ac 36 Hp 229 Friday October 15th, 2010 11:29:01 PM
Stopping at Xenia's words ..... the dwarf waits the drow girls tactics ...... getting an idea .... Kazak reaches into his effiecient quiver .... pulling out a couple foot long rods with gold tips ....
" I'll try dis stuff ......should maybe light da place up a little ... "
Striking one of the sunrods on his armor the dwarf tosses it into the darkness .....
" I'm betting Durgans stash of mountain ale dat da Demon girl is in dere .... and dem tattoo's she stole from us is helping her ....... not to mention da abilities we gave da tattoo's help her too ...... mine was flying ...."
Kazak keeps pace with the big minotaur
Active Magic shield of law - 2/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Durgan Stonewall (AC 41; HP 284/284) Sunday October 17th, 2010 4:47:22 PM
Durgan drinks down his potion, and catches back up to the group as they pause. "Come on out beastie, we know ye are in there!"
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
OddHolme Rd 5 (DM SteveK) d100=32 ; Monday October 18th, 2010 10:43:30 AM
(2 rounds pass)
Xenia flies forward and preps a scroll and listens in the mist. There doesn't appear to be any sounds close to the entrance, but further into the mist, a battle is raging between the air elementals Rash sent in earlier and what sounds like huge horses!
Not having a reason not to, the half-drow girl casts her spell, timing it nicely from her blinking (DM roll 32%) and a Gust of Wind peels back the magical fog for 60 feet!
Kazak adds his 2 cents and a couple of Sunrods, igniting them and tossing them into the darkness. It turns out that the darkness is NOT magical, and the Sunrods light up all the area that no longer has fog...
The other heroes move up to stand at the entrance and see what the Gust and Sunrods can do.
...................
The Children can easily see 60 feet into the 20' wide (and tall) corridor, and there is nothing waiting. No invisible, illusion, or otherwise hiding monsters can be seen. Beyond that, swirling fog and darkness continue to block thier sight in the main corridor which continues straight into the heart of the Domed town.
To the left, there are 2 doors. The closest is 15 feet in and 10' wide (and tall), while the second is 60' distant and stands right next to the swirling fogs.
To the right is a corridor 40 feet away, swirling fog also blocking that path.
The sounds of battle between air elementals and giant horses continue in the foggy darkness of the main corridor.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Xenia (AC35, HP109/109) Monday October 18th, 2010 3:08:30 PM
"I got another one just like that," Xenia's voice rings out from above. "Last one, though. I'll hold onto it if we need it to clear more mist. But for now, I'm gonna hold off."
Reaching into her sack, the rogue brings out the second Gust of Wind scroll. Now, with two scrolls, one in each hand, she dives down into the tunnel, heading toward the sounds of fighting.
Active Effects: FoM 70m, Fly 5m, Invisibility 5m, Blinking,
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Durgan Stonewall (AC 41; HP 284/284) Monday October 18th, 2010 4:25:11 PM
"Ach! There she goes again. Hold on girl with yer flyin off. Rash, can you bring the elementals back? Draw the enemy out here where we can see em.
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Firn'gaer AC20; HP124; Arcane Sight, Extd Fly, Extd True Seeing, See Invisibility, Tongues, SR18 Monday October 18th, 2010 7:48:41 PM
Firn'gaer casts Invisibility on himself and flies after Xenia.
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth, Shield of Law from Rash
Kazak Stonewall Ac 36 Hp 229 Monday October 18th, 2010 10:22:11 PM
Following the druid .(move action -30ft)...Kazak reaches for another sunrod .... tossing it into the fog ...(standard action)
"Lets see whats der " growls the dwarf
Motioning to his brother .... " keep da line bro ....wall of steel and stone "
Active Magic shield of law - 2/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
3 sunrods used
Rash 214/160 AC 46 Monday October 18th, 2010 11:25:59 PM
Rash hears Durgan and even agrees with him but holds off since everyone else is charging forward. She will a quickened divine favor, and then a regular divine power which kicks in her righteous might spell. She then follows the others keeping pace by flying.
Domain give Rash automatic freedom of movement as per spell indicates domain spell
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*, Divine Power, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport*, Righteous Might, Spell Resistance, True Seeing x 2, Flame Strike, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law, Discern location, Spell Immunity Greater, Monster summoning 8 Ninth: Power Word Kill* Miracle, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) monster summoning 8 3/18 3 huge huge air elementals hps 136 ac 25 full attack 2 slams +19 (2d8+4) damage, damage reduction 5 elemental traits divine favor 1/10 (+6 luck bonus to hit and damage) divine power 1/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 1/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
Torgon AC: 34 HP : 186/186 Tuesday October 19th, 2010 7:55:08 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 105 rounds True Seeing, duration 86 rounds
Torgon moves forward, keeping his position in the line with the dwarves.
OddHolme Rd 6 (DM SteveK) Tuesday October 19th, 2010 6:58:53 PM
Xenia brings out a second Gust of Wind scroll and dives down into the tunnel, heading toward the sounds of fighting. Her sharp eyes can't see more than 5 feet through the foggy swirls.
Durgan dispairs of ever protecting the rogue, and asks for Rash to bring the elementals back. He keeps up with Torgon.
Firn'gaer casts Invisibility on himself and flies after Xenia, ducking to make it into the tunnel. Because of his momentary concentration on his spell, he is still 40 feet away from the blinking rogue.
Peerimus moves with Yorrick to the first door and with the great bear just behind him he tries to open it, discovering it is solidly, magically locked.
Kazak follows the druid and reaches for another sunrod to ignite and toss in the next couple of seconds. (follow = move; reach = move)
Rash casts a quickened divine favor, and then a divine power which kicks in her righteous might contingency. She then follows the others keeping pace by flying.
Torgon moves forward, keeping his position in the line with the dwarves.
...................
Beyond the swirling fog and darkness, nothing can be seen in the main corridor which continues straight into the heart of the Domed town.
To the left, there are 2 doors. The closest tried by Peerimus to be locked, and the second is at ground level near Xenia and Ras and stands right next to the swirling fogs.
To the right is a corridor 40 feet away, swirling fog also blocking that path.
The sounds of battle between air elementals and giant horses continue from the foggy darkness of the main corridor, but the nieghs of triumph tell you who is winning.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Kazak Stonewall Ac 36 Hp 229 Tuesday October 19th, 2010 11:22:56 PM
Kazak holds the sunrod in his hand .....waiting for the right moment to throw .......But the dwarf does move forward (40 ft move)(double move).....keeping his flank position on the left
From his days in his youth .....in the tunnels and caves of his and Durgans home ..... the warrior listens to the sounds ..... trying to gauge their location and distance ......
Active Magic shield of law - 2/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
2 sunrods used - 1 in hand
Torgon AC: 34 HP : 186/186 Wednesday October 20th, 2010 8:25:21 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 104 rounds True Seeing, duration 85 rounds
"Well, we checking the doors, or moving toward the fighting?" Torgon asks aloud. He will then move in whatever direction is indicated, keeping in line with the dwarves.
Xenia (AC35, HP109/109) d100=60 ; Wednesday October 20th, 2010 11:13:01 AM
The dark rogue pauses at the edge of the swirling mist, from within which comes the sound of angry horses. A glance back reveals some trouble with a locked door. Nothing a sneaky girl can't handle.
Xenia unfurls the scroll she's been holding for some time now. A quick read brings her vision into crystal clarity. Even darkness is no impediment to her now. Without a word, she flies down from the ceiling toward the locked door.
"I'll take a look at what's on the other side of the door, Peerimus," she whispers. "I'll be right back." Then, cloaked in both Shadow and the magic of Invisibility, more quiet than a gliding owl, the dark rogue flies through the very fabric of the door, passing through to the other side.
+++++++++++++++++++++++++++
Cast True Seeing / Move
UMD Autosuccess vs DC29 (UMD is 27+2 from Decipher Script Synergy) 50% to Blink through Door: 60 / Pass
Note: Drew scroll of True Seeing back after your Round 2.
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+27=33 ; 3d6+31=42 ; Wednesday October 20th, 2010 11:24:08 AM
Peerimus informs the group of the magically held door. "Lets move to support the elementals and invite the enemy to us." With that Peerimus shifts into a Solar and moves forward 80' with Yorrick right behind him.
Peerimus can move 150' and so if an enemy presents itself he will close and attack [PA-5 Hit AC 33 Dmg 42]
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Rash 214/160 AC 46 Wednesday October 20th, 2010 9:58:11 PM
Rash moves forward into the mist sword poised to strike at the first foe she sees. She calls out to the air elementals calling them to the group so they can be supported.
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 5/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) monster summoning 8 5/18 3 huge huge air elementals hps 136 ac 25 full attack 2 slams +19 (2d8+4) damage, damage reduction 5 elemental traits divine favor 2/10 (+6 luck bonus to hit and damage) divine power 2/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 2/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
Durgan Stonewall (AC 41; HP 284/284) Wednesday October 20th, 2010 10:26:55 PM
Durgan follows along, keeping the formation going. "Huh. Hey druid, hard to do all that stuff you just said when the spellcasters are getting ahead of their protection. It's hard ta keep up!"
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
OddHolme Rd 7 (DM SteveK) d20+23=30 ; d6=5 ; d20+23=30 ; d20+23=30 ; d20+23=26 ; d20+5=23 ; d20+23=27 ; d20+23=38 ; d20+23=43 ; d20+23=42 ; 2d6+10=14 ; 2d6+10=17 ; d4=4 ; d4=1 ; 2d6+5=13 ; 2d6+5=13 ; d20+23=27 ; Thursday October 21st, 2010 7:00:14 PM
Kazak holds the sunrod in his hand and moves forward to stand just within the foggy mists. (DM take 10 roll) The dwarfs ears tell him the the loud battle sounds are only a few feet away and to the right, but unable to see anything because of the mist.
Torgon keeps battle stations, staying in line with the dwarves.
Xenia reads the true seeing scroll and, more quiet than a gliding owl, passes through to the other side. The darkness of the room holds no barrier for the magical sight of the rogue, and Xenia is able to see a fairly large room (45'x50') empty of any inhabitants. Bundles and bales of various goods line the walls and there is an overturned table near the door with some worthless chits scattered about. No ways out (even with the True Seeing) and nothing of interest in the room.
Peerimus shifts into a Solar and moves forward with Yorrick right behind him. The swirling mists allow the druid to only see the wall at his left side and the hulking menace of Yorrick behind.
Rash floats above Torgon and into the mist with sword poised. She only just clears the minotaur when the mists suddenly open to her right and she sees one air elemental fighting two Huge flaming horses blowing smoke; Nightmares! Moving into the room, she is struck at by a hoof before Rash can strike one of the beasts. (AOO: AC 30 miss) Rash gets one attack this round, plus her full actions next round
Durgan follows along, keeping the formation going.
...................
Nightmare 1 nieghs in the huge familiar sound and breaths a smokey cone of cinders over Rash before lashing out with two huge hooves and a snap of carnivore teeth. Rash Fort DC 24 or -2 attack/damage for 50 rounds; AC 30, 30, 26 all miss Some of the wounds on the Nightmare heal before Rash's eyes.
Nightmare 2 snorts its sulfurous smoke over the last wounded air elemental who has no defense against the smokey attack and is slaughtered by the Nightmare, disolving into the very air. (Air elemental Fore Dc 24 - 23 fail; AC 27, 38, 43crit42 Dam 9,12,4,1,21 = 47) The huge Nightmare immediately turns a flaming hoof on Rash! Cleave AC 27 miss The few wounds on the Nightmare close up with fiendish healing.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Nightmare 1 AC 26 HP ? ; 50% miss chance if 5 feet away; 100% if more than 5 feet away Nightmare 2 AC 26 HP ? ; 50% miss chance if 5 feet away; 100% if more than 5 feet away
Kazak Stonewall Ac 36 Hp 229 Thursday October 21st, 2010 10:40:06 PM
"Grrrr .... dang smoke ..... lets see if dis trick works .... "
Sstriking the sunrod on his armor ..... lighting it .....Kazak tosses it into the room ....." can't see but maybe we can see der shadows backlit againsit da light " .... Growls the dwarf as he moves in support of Rash ...." right behind ya Mrs Trinka "
Active Effects: shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Rash 214/160 AC 46 d20+23=25 ; d20+30=46 ; d100=8 ; d20=17 ; d20+30=34 ; d20+30=48 ; d20+25=44 ; d20+20=21 ; d20+30=36 ; d20+25=45 ; d100=99 ; d100=69 ; d100=16 ; 2d6+45=49 ; 2d6+45=53 ; 2d6+45=51 ; 2d6+45=50 ; 2d6+45=52 ; Thursday October 21st, 2010 11:00:34 PM
Rash surprised by the smoke cone of pain almost doesn't make her saving throw, ( made it thanks to increased consitution and shield of law)
Rash calls out to the Children, "They are up here! Nightmares hidden in the smoke" (ooc Rash also has a true seeing spell on, does it help with the smoke?)
Rash swings with her AOO hitting ac 46 but misses do to the concealment (assuming true seeing doesn't help for now) She then moves forward to AK55 and with the aid of her haste armor swings away first at Nightmare 1
Rash lashes out with her sword hitting 1st attack hits ac 34 (miss chance 99 hit hit!) 49 points of damage 2nd attack hits ac 48 critical hit/ crit roll 36 hit (miss chance 69 hit!) 104 points of damage 3rd attack hits ac 44 critical hit/ crit roll 45 hit! (miss chance 16 miss) 4th attack rolled natural 1 miss
Total damage is 153 points to Nightmare 1 (203 if true seeing helps with the smoke and 52 to Nightmare 2 assuming nightmare 1 is dead)
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 6/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 3/10 (+6 luck bonus to hit and damage) divine power 3/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 3/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
Xenia (AC35, HP109/109) Friday October 22nd, 2010 9:00:54 AM
Must be a storeroom. Wonder why it was magic locked?
The question is trivial, and occupies but the briefest of considerations. The fact of magic locking for something as inconsequential as a simple storeroom may speak to the general level of wealth and resources that had been available to the one time occupants of this grass dome, but a supposition such as that would be little more than supposition. The fact of the magic locking is little more than that. It was locked. Hopefully, only from the outside, though.
Xenia tests the theory, opening the door before crossing the hall. Everyone's gone into the fog 'cept for Fernie. Sounds of angry horses continue to resound. Nightmares? How dangerous could a bunch of angry horses be?
Xenia, instead, inspects the offshoot across the main corridor. Peering into the mist, she listens for signs that something may be down this way. Slight shifts in movement. Breathing. Anything.
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
OddHolme Rd 7 (DM SteveK) Friday October 22nd, 2010 9:44:59 AM
Clarification - The open room where the Nightmares are is NOT covered in smoke and mist; only the corridors that the heroes have been in. The Nightmares themselves excreete a smoke that makes it hard for them to be hit; since it is physical, True Seeing doesn't help with the to hit percentages.
Firn'gaer AC20; HP124; Arcane Sight, Extd Fly, Extd True Seeing, See Invisibility, Tongues, SR18 Friday October 22nd, 2010 8:48:20 PM
Firn'gaer moves up 60-ft. and casts Extended Shield.
Kazak Stonewall Ac 36 Hp 229 Friday October 22nd, 2010 11:12:56 PM
The dwarven warrior steps in behind Rash Trinka .... supporting her attack ..... looking for an angle to attack the nightmares ......
Durgan Stonewall (AC 41; HP 284/284) Friday October 22nd, 2010 11:42:07 PM
Durgan follows his brother into the room, looking to get into the action.
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, Tongues, SR18 Saturday October 23rd, 2010 10:19:54 AM
OOC: Adding shield to stats.
Torgon AC: 34 HP : 186/186 Saturday October 23rd, 2010 3:36:24 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 103 rounds True Seeing, duration 84 rounds
Torgon holds back on the casting of his power up spells, realizing the two nightmares are but guarddogs. He moves to AL/AM, 54/55. Upon reaching the spot and virtually bumping into the nightmares before being able to see them well enough to hit them, he realizes how badly the clouds will affect his combat. Without being able to see farther than 5', his reach has been negated.
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+27=38 ; d100=96 ; 3d6+31=37 ; d20+26=45 ; d100=90 ; 3d6+15=27 ; d6=6 ; d6=2 ; d20+35=53 ; Saturday October 23rd, 2010 10:29:37 PM
Peerimus calls for Yorrick to move with him to the right as the sounds of combat erupt from Rash and Kazak's call as he moves in. The fog vanishes and the enmy presents itself. Yorrick and Peerimus strike out at Nightmare 2. Peerimus [PA-5 Hit AC 38 98% hit Dmg 37 Good aligned magic weapon] Yorrick [Hit AC 45 90% hit Dmg 27 +6 Fire +2 Cold Magic Weapon] Yorrick then twists and brings his mass against the great horse [Grapple 53]
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
OddHolme Rd 8 (DM SteveK) d100=56 ; d20+23=41 ; 2d6+10=21 ; d4=2 ; d20+23=42 ; d20+23=42 ; 2d6+10=17 ; 2d6+10=14 ; d4=1 ; d4=3 ; d6=4 ; d20+23=31 ; d20+23=42 ; d20+23=30 ; d20+23=33 ; d20+18=38 ; d20+18=28 ; 2d6+10=19 ; d4=2 ; 2d6+5=7 ; d6=4 ; Monday October 25th, 2010 10:52:49 AM
Rash nearly unddone by the smoky cinders, but her magic allows her to overcome. She calls for the others and lays into the huge Nightmare, doing considerable damage with only two strikes!
Xenia checks out the storeroom, and then tests the door. Nope, magically locked on both sides! Instead, she slides through the door and scouts out the foggy smaller corridor on the other side of the main hall. Her enhanced skill can't find any slight shift in movement. Breathing. Anything. (ooc: Xenia at AB/53 not AB/58)
Firn'gaer moves up 60-ft. and casts Extended Shield, losing himself in the cooridor mists.
Kazak steps in behind Rash Trinka and his sunrod lights up the room and the two huge Nightmares. There is no mist in the large room except around the horses and so the sunrod can do its work.
Durgan follows his brother into the room, looking to get into the action. As Durgan was closer to this side of the corridor, he is able to jump right into the room, size up Nightmare #1 from Kazak's sunrod and take a swing. Of course, before he gets there, the Nightmare lets fly a flaming hoof in his general direction, striking the attacking dwarf! (AOO on Durgan AC 41 Dam 21 +2 Fire = Durgan takes 23 damage Nightmares are not Chaotic and so Shield of Law is ineffective) Durgan gets an attack this round
Torgon realizes the two nightmares are but guarddogs and moves up, bumping into the battle nearly by accident. He reflects that his massive reach is no use in the fog and his wandering mind proves costly. The second Nightmare flashes a hoof forward, catching Torgon in a vulnerable spot! AOO on Torgon AC 42 crit 42 confirm! Dam 17+1fire + 14+3fire = Torgon takes 35 damage)
Peerimus calls for Yorrick to move with him to the right as the sounds of combat erupt from Rash and Kazak's call as he moves in. The fog vanishes and the enemy is in front. Peerimus moves to enable the great bear to get a paw in himself. Though the move opens up the druid, the Nightmare is unable to take advantage of it (because of its shot against Torgon). The Nightmare is wounded and pulled into a bearhug. ...................
Nightmare 1 rears and breathes its smokey cone of cinders catching Rash, Kazak, and Durgan (Fort DC 24 or -2 attack/damage for 40 rounds) It's hooves and teeth are concentrated against Rash, madness in its equine eyes, and amazingly it hits with a flaming hoof and carnivore teeth! (Nightmare not Chaotic, Shield of Law ineffective AC 31 miss, 42 hit, 38 Crit 28 Dam 19+2, 7 = Rash takes 28 damage). Some of the damage heals on the nightmare.
Nightmare 2 snorts its sulfurous smoke over Torgon and Yorrick (Fort DC 24 or -2 attack/damage for 40 rounds), then turns ethereal, escaping the grappling bear claws. More wounds on the foggy, incorporal Nightmare close up with fiendish healing.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Nightmare 1 AC 26 HP 143/? ; 50% miss chance if 5 feet away; 100% if more than 5 feet away Nightmare 2 AC 26 HP 62/? ; 50% miss chance if 5 feet away; 100% if more than 5 feet away Etheral
Xenia (AC35, HP109/109) Monday October 25th, 2010 11:52:10 AM
Now, with a reasonable surety that nothing lurks in the back corridors to sneak on the Chaos Guys, the rogue speeds into the smoke, gliding past the indistinct, but distinct enough to recognize, forms of both Kaz and Bear Yorrick. Silently she glides, drawing her bow from her magic quiver as she goes.
Just beyond Bear Yorrick, the smoke clears to the right, and Xenia enters. The horses are huge! What is it? Giants that ride these horses?
She sneaks into a corner, prepared to surprise them with a few well placed arrows.
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Torgon AC: 34 HP : 155/186 d20+21=24 ; d20+15=29 ; 2d6+49=56 ; Monday October 25th, 2010 1:45:39 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 102 rounds True Seeing, duration 83 rounds
OOC: they aren't summoned are they? if so, i have magic circle vs. evil up.)
Torgon takes the hit from Nightmare 2, ignoring the fire damage. He then shakes off the effect from it's unholy snort(fort save 24). He watches the beast go ethereal, and realizes he can't hit the thing, so he readies his action for when the beast reappears to this plane, whether that be by the spell of his friends, or the desire of the nightmare. If the beast reappears this round, he swings away.(Don't think you can ready a full attack action, just one swing)
Durgan Stonewall (AC 41; HP 261/284) d20+33=36 ; d10+13=16 ; Monday October 25th, 2010 7:33:35 PM
"Ack! Hit me will ye? Yer the ugliest horse I ever laid eyes on!" Durgan takes a swipe on the creature, hoping to score a solid hit before it turns ethereal as well. "Might need some durned magic ta deal with these things eh?"
Actions: attack nightmare #1 hit AC 36, dmg= 16
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+28=48 ; d20+24=36 ; d20+24=29 ; 3d6+16=25 ; 3d6+16=28 ; d6=2 ; d6=5 ; d6=5 ; d6=3 ; d20+22=30 ; 3d6+41=58 ; Monday October 25th, 2010 11:11:51 PM
Smoke pours over Yorrick, apparently just making the great bear mad; the solar smiles to himself. [Fort 48]
Peerimus moves 5' to the south, closing on the etheral nightmare and grunts for Yorrick to clse as well before striking hard. With deafening roar, Yorrick tears into the creature [Hit AC 38/31Dmg 27+2 Fire +5 Cold /30+5 Fire +3 Cold] Yorricks claws enhanced with Ghost touch reach into the Etheral and tear great rents into the nightmares flank Added 2 to each AC and hit for Bull Str.
Peerimus readies with a great round house if the demon horse solidifies [PA -10 Hit AC 30 Dmg 58]
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Kazak Stonewall Ac 36 Hp 229 d20+32=34 ; d20+27=34 ; d20+22=31 ; d20+17=33 ; d10+16=24 ; d10+16=22 ; d10+16=23 ; d10+16=21 ; Monday October 25th, 2010 11:16:13 PM
Sliding forward at a slight angle tp avoid stomping on Durgan ... (moves to AH-54)(5'ft move) ..... the dwarven warrior quickly draws his stone sword (free action) ......launching an attack on the Nightmare..pounding the horsely beast .....
Active Effects: shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
"Lets smash dis beastie bro ..... quick before it turns into da wind again " growls Kazak
OddHolme Rd 10 (DM SteveK) d20+23=40 ; 2d6+10=17 ; d4=2 ; Tuesday October 26th, 2010 11:32:46 AM
Edit Post
Xenia sneaks to the room and prepares to surprise the huge flaming horses. She keeps in the mists which may spoil her aim, but makes it very difficult to get hit too.
Torgon readies a thrust, preparing for the second Nightmare to return. The wily minotaur is fairly certain these are not conjured creatures because they can touch him through the Magic Circle v Evil.
Durgan takes a swipe at the creature, hitting for moderate damage.
Yorrick, spurred on by Peerimus continues to attack and connect with the etheral Nightmare because of Ebyron's blessed Tear! The Nightmare staggers.
Peerimus readies a tremendous roundhouse to connect if the creature solidifies.
Kazak draws his stone sword while advancing and pounds the horsely beast into a bloody mass on the floor! As he moved up, the huge Nightmare struck the dwarven warrior a blow before folding under the Stone Sword. (AOO on Kazak AC 40 Dam 17+2fire = Kazak takes 19 damage)
...................
Nightmare 2 is no dummy, and wills itself to another plane of existance.
The room is lit and shadowy without any apparent way out. Besides the two nightmares, a huge chariot is parked in one corner. Other small bales and smashed tables and what could have been animal pens are about the walls.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Xenia (AC35, HP109/109) Tuesday October 26th, 2010 12:24:24 PM
Xenia is Blinking. Shouldn't she be able to see the Nightmares even on the Ethereal plane. Especially on the Ethereal plane because the smoke, or so I assume, would not be there.
DM SteveK: The Nightmare is no longer there. After having still been attacked by Yorrick's ghost touch claws, the Nightmare shifted to a completely different plane. Firn'gaer's Spellcraft easily idenitifies the disappearance of the Nightmare as a Plane Shift spell-like ability. The Nightmare won't be coming back.
Torgon AC: 34 HP : 186/186 3d8+5=20 ; 3d8+5=18 ; Tuesday October 26th, 2010 12:51:45 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 101 rounds True Seeing, duration 82 rounds
With the nightmares gone, Torgon pulls out a wand of CSW, using it twice upon himself. "Anyone else?" he asks, offering to use the wands healing powers. "We should heal what we can quickly, and get a move on. From the looks of things, this might take awhile."
Xenia (AC35, HP109/109) Tuesday October 26th, 2010 8:40:10 PM
"I don't see 'm no more!" From out of the mist and formlessness of invisibility, Xenia's voice cries out. "I saw one of them horses for just a bit in the gray blinky land," she adds. "Then it was gone."
She moves past the room and down the misty corridor
"Don't know that it's coming back. Wonder what other weerdo stuff's come here to make this grass place its home?"
"I'm gonna scout down the main way," the rogue announces. "Looks like everything's clear behind us."
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+24=41 ; d20+14=29 ; Tuesday October 26th, 2010 9:09:49 PM
"Durgan and Kazak you have rear guard at the moment. I'm coming in pretty much right behind you Xenia." Peermus gives a patto Yorrick and the bear fallsto the his left as Peerimus moves around the corner. The fog is thick, but the druid keeps his ears and eyes peeled as they move [Spot 41 Listen 29]
Knowing the others are slower them himself and Yorrick, the pair only move 40' [Yorrick to Row 49 about AU and Peerimus in row 52 at AU] "Torgon move up behind me." When the minotaur does Perimus touches him casting Mothers Protection of Barkskin over him. [Barkskin Natural Armor Bonus +5 stacks wthother natural Armor, duration 220 minutes]
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
OddHolme Rd 11 (DM SteveK) Wednesday October 27th, 2010 9:19:08 AM
The Nightmares gone, the Children of Chaos continue to move into the abandoned domed town of OddHolme. Dispite all of them excepting Torgon have been to the town before, the corridors and rooms seem different. Perhaps it is that none spent very much time here. Perhaps the folk who were here before had done some remodelling. Or perhaps there is a more sinister change to the mundane-seeming corridors covered in swirling foggy mist. Whatever the reason, the heroes don't know the obvious way to go...
(DM move of all other heroes for continuity purpose)
Peerimus takes the lead and soon discovers the 20 foot wide corridor ends at a small door (5 foot wide) and a smaller corridor (10 foot wide) leads off to the right.
Xenia stops at a discovered corridor leading to the left and listens and peers into the dark, foggy gloom... and hears the rustling of feathers, and the scrape of a claw against the hardened dirt floor of the town (made from hard-packed dirt and a mixture from the Grasses that gives it a concrete feel.) But the rogue knows, there is something down that corridor!
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Torgon AC: 34 HP : 186/186 Wednesday October 27th, 2010 12:34:10 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 100rounds True Seeing, duration 81 rounds
Torgon stands by and awaits Xenia's discovery of what awaits down the hall. With his size, they would be much better off if he were not plugging up the entire hallway. With his reach, he could likely move in after a couple people, and still strike at an enemy.
Durgan Stonewall (AC 41; HP 261/284) Wednesday October 27th, 2010 8:41:57 PM
Durgan watches the back, in case something ugly tries to sneak up on the group. "Eh? There she goes again. Holler out when ye find sumthin girl."
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Rash 214/160 AC 46 Wednesday October 27th, 2010 9:35:12 PM
ooc Sorry for the missed posts folks, RL has gotten the better of me lately.
Rash wipes the blood from her sword, peering around with her true seeing spell wondering if she there are any invisible critters or secret doors around. As the others start moving away, she will take a quick look at the chariot before hurrying after the others. "I wonder if the demon rides in this thing or it is for someone else? Seems like he put things together pretty quick."
While most of us could squeeze through that door, Yorrick certainly could not. Peerimus does not like the idea of leaving so many unexplored avenues behind the group, but the options are limited. The druid heads down the passage after Xenia. Maintianing a careful ear into the swirling fog [Listen 28] he proceeds with some caution after the invisible rogue. Just before he leaves he bids Yorrick to stand rear guard in the passge. Peerimus moves floating up just above the floor 50' down the passage or until he stumbles into something
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Kazak Stonewall Ac 36 Hp 210/229 Wednesday October 27th, 2010 10:04:28 PM
"Aye Druid " as Kazak stays in the main corridor .... but he moves to the tunnels entrance .(moves to AR-50)...... reaching for another sunrod .... the dwarf strikes it againist his armor ....then .tossing it as far as he can down the tunnel (not sure how far he can throw it ,,, Dm's descretion ;-) ....
"Dat should cut thru da foggy stuff " growls Kazak
Active Effects: shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, Tongues, SR18 Wednesday October 27th, 2010 11:17:15 PM
"I'll stay near Yorrick, just in case something shows up. If you need us, I'll bring us quickly."
Kazak Stonewall Ac 36 Hp 210/229 Thursday October 28th, 2010 10:53:59 PM
The dwarven warrior waits patiently as the sunrod light burns through the fog ....waiting with anticipation to see what lurks beneath ;-)
OddHolme Rd 11 (DM SteveK) d20+24=36 ; d20+24=39 ; d20+24=28 ; d20+24=40 ; d20+11=26 ; d20+11=23 ; d100=79 ; d20+15=34 ; d20+15=17 ; d20+13=14 ; d20+13=25 ; d20+13=25 ; d20+9=28 ; d20+9=15 ; d8=7 ; Friday October 29th, 2010 1:23:45 PM
Xenia tells the others she is going forward and explores the coorridor for the source of the sounds. She moves 35 feet into the gloom, not seeing any other passageways or doors. The darkness is no impediment because of the rogue's True Seeing, but the fog ends any observation beyond 5 feet. So it is little surprise that 35 feet later, Xenia nearly bumps into the source of the sounds, a medium-sized purple-skinned feathered avian-vulture-humanoid: a Vrock Demon! Movement but 5 feet away confirms there is another one close by, and the swirl of fog enables Xenia to notice a large doorway beyond the two demons!
Torgan, Durgan, and Rash stand their ground with Yorrick and Firn'gaer close by. The fog swirls around them, making it unable to see more than 5 feet even with sunrods, light spells, or True Seeing and Darkvision spells active.
Peerimus (last round cast Barkskin on Torgon) follows behind.
Kazak moves up to the corridor and hopes to make some help by lighting a Sunrod and throwing it down the coorridor. It only dimly lights a few feet around it before the fog swallows the light, and gives a small glow to Peerimus' angelic backside.
................
The Vrocks make small noises enough for Xenia to find them, but Xenia isn't moving as well as she could, and the hunter demons eyes move towards the invisible but not quite noiseless rogue! Spot: 36, 28 Listen: 39, 40 Hide: 26, 23
Vrock 1 seems to communicate without words to the other demon and then sends a deafening shriek down the corridor! It penetrates Xenia's Spell Resistance, but doesn't affect Peerimus (Xenia Fort DC 22 or be stunned for 1 round) Spores pour out of the demon's body, filling the air, and making it impossible for the invisible, blinking half-drow to avoid. ( Xenia takes 7 damage as the spores attach to her skin)
Vrock 2 moves to flank the other demon and slashes the air with claws, talons, and wicked beak to strike the rogue. ([b]AC 34 miss due invisible, 17, 14, 25, 25[b])
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Xenia (AC35, HP109/109) Friday October 29th, 2010 3:00:57 PM
I get this message from Google Docs when I try the map:
Sorry, the page (or document) you have requested is not available.
Please check the address and try again.
Also, another note. I don't think you can pinpoint a character with a Listen check. All you get is that you know something is around somewhere.
DM SteveK: 1. I rechecked the map, but it looks like all permissions are set for you to see. My suggestion is to try again later. I'll set a new one on Sunday if there is still a problem. 2. Shame on you, making me read more rules! :-) Yeah, can pinpoint only with +20 on Listen check, but you can still choose a square and fight by chance. Vrock missed anyways on this one, so doesn't really matter if it picked right square or not this time. I'll know better next time, too. Thanks for the note! 3. With the +2 Ac for invisible, +4 Ac for Shield of Law, and +6 Total defense, the Vrocks will only hit Xenia with a claw on a Nat 20 and 50% miss chance. :-) Luckily there are harder monsters in the town ... somewhere.
In life, you learn to dodge or fight. The dark rogue has always been one for dodging and slipping away. So it is that when the blast of sonic scream washes over her, she manages to draw away the essence of her health and fortitude and slip away with that as well.
"GIANT BIRD GUYS!" the rogue calls out. "BIG CHICKENS! CAN'T TOUCH ME!" Gritting her teeth against the spores that dig into her flesh, the dark girl continues to taunt the vrocks while dodging and weaving to avoid any lucky strikes against her.
"KILL THE GIANT CHICKENS! KILL 'EM DOWN!"
+++++++++++++++++++++++++++
Note: BTW, w/Uncanny Dodge, a rogue can't be flanked by Vrocks.
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM, Gust of Wind, True Seeing
Durgan Stonewall (AC 41; HP 261/284) Friday October 29th, 2010 9:41:35 PM
"Huh? Did she say chickens? Come on brother, it's just chickens, how bad could it be?" Durgan begins moving down the passageway towards the sound of Xenia and the chickens. "Harumph. It would be nice if somebody would take care of this durned fog!"
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Kazak Stonewall Ac 36 Hp 210/229 Friday October 29th, 2010 10:50:41 PM
"Hehe brother ..... chicken for dinner tonight !! " .....
Turning to Face Torgon and the others behind him .... " any magics to get rid of da foggy stuff ?? .... wind magics ?"
" careful gaurding our backs .... might be sneaky escape doors hidden bout where der could get behind us "
" Ii'm heading in after me brother ....... coming Brother "
The younger dwarf steps in after the older ....keeping 10'ft behind ....
Active Effects: shield of law -?/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
ooc' yup i can't get to map eithe r....but i was able to get to the older maps
ooc:harder monsters in town ... somewhere ?? Gulp !! :-)
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+27=32 ; d20+22=36 ; d20+17=20 ; 3d6+31=42 ; 3d6+31=41 ; Sunday October 31st, 2010 11:59:05 AM OoC couldn't get to map. Peerimus moved 50' behind Xenia last round and so should be right there. If not then just the first swing suppose
Peerimus glides into his 10' range on one of the demons. His Quarterstaff comes into the vile thing with devastating results. The druid was never one for battles cries are sharp retorts in combat. Part of his focusholds on the Vrocks, the demons were of little threat to any of them, but best to destroy them quickly. [PA-5 Hit AC 32/32/20 Dmg 42/41]
OddHome has certainly been twisted in its design and intention. Too many corridors, back tracks and likely dead ends. Somewhere the architect of this perversion was hidng, likely thinking her position well entrenched. Then again, this would be the demon from Ahl. A demon that very likely knows who is assaulting her stronghold and from Firngaer has said of the creature, it is tactically brilliant and very intelligent. Disturbing possiblities of end encounters flash through his mind. The group must begin to assume as they move in that the Demon knows it is they, knows how powerful The Chaos Champions are. After all we won in the valley of Ahl. She would also know of some of our capabilities and habits. that explains the fog and the tighter confines of the place. Peerimus' mind continues moving through possibilities and encounters and how they might counter the demon.
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Rash 214/160 AC 46 Sunday October 31st, 2010 10:17:14 PM
ooc Also can't get to the map, google isn't taking my password
Rash moves towards the noise of combat wondering what was causing the noise.
DM SteveK I also had trouble getting into google docs, but now I'm good. Reset the link just to make sure. I will take into account you can't see map in battle.
Torgon AC: 39 HP : 186/186 Monday November 1st, 2010 9:31:37 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 99 rounds True Seeing, duration 80 rounds
"Thanks" called out Torgon to Peerimus as the Druid gave him Barkskin.
Torgon begins to move toward the corridor, but realizes that with the majority of the CoC already in there, unless it opens up, he will likely just be in the way should they need to back up. He stops himself at the edge of the corridor, not entering as of yet while he tries to better assess the situation down the hall.
"Peerimus!" he yells out. "There enough room down there for me, or am I better off staying out here and covering our rear?"
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, Tongues, SR18 Monday November 1st, 2010 9:29:49 PM
Firn'gaer waits with the great bear. "Don't worry, my friend, if we are needed I will get us there." He says the Yorrick in a comforting tone.
OddHolme Rd 11 (DM SteveK) d100=23 ; d100=66 ; d20+24=42 ; d20+24=36 ; d20+15=29 ; d20+15=28 ; d20+12=22 ; d20+12=20 ; d20+12=21 ; d8=5 ; d4=3 ; Tuesday November 2nd, 2010 12:28:11 AM
Xenia manages to draw away from the demon's scream and gives warning to her companions, gritting her teeth against the spores and taunts the vrocks while dodging thier attacks.
Durgan begins moving down the passageway towards the sound of Xenia and the chickens, bumping into Peerimus' backside right after passing Kazak's Sunrod.
Kazak steps in after his older brother, halting where he can barely see the armored form beyond the Sunrod's light....
Peerimus glides to the demons until one dimly shows through the fog and then his Quarterstaff is a blur, but the fog enables only the second attack to strike home. (50% miss chance 10 feet away)
Rash moves towards the noise of combat, not even able to get all the way into the hall because of the backlog.
Torgon stops at the edge of the corridor, assessing the situation down the hall. Even in the fog, it is clear the corridor is clogged by the girth of the heroes.
Firn'gaer waits with the great bear.
................
Vrock 1 knows Xenia is close, but can't see her or feel her out (Touch AC 29 miss), and so slashes a claw into the space it thinks Xenia is without success (AC 28 miss) The spores on Xenia begin to burrow into her skin (Xenia takes 3 damage from the burrowing spores rd1)
Vrock 2 gives its own shriek down the corridor which penetrates the Spell Resistance of Xenia, Peerimus, and Durgan (Xenia, Peerimus, and Durgan Fort DC 22 or be stunned for 1 round) Spores pour out of the demon's body, filling the air, and making it impossible for the invisible, blinking half-drow to avoid. ( Xenia takes 5 damage as the spores attach to her skin)
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Sure, the burrowing spores hurt, but healing's pretty close by. And the screaming is little more than annoying to the rogue who can dodge such things as easily as she dodges balls of fire.
"Bye bye, Chicken," the rogue continues to taunt as she backs away, allowing her voice to come from just behind Peerimus before reversing course and sneaking between the two Vrocks to see what lies beyond.
A door ... Wonder what's behind this door?
What sneaky girl could help but wonder what's behind a closed door? But this sneaky girl is also a wary girl. Xenia, with the vrocks lost in the smokey mist nearby behind her, begins a thorough search for traps and locks.
+++++++++++++++++++++++++++
Fortitude 40 Hide 66 (Taking 10 w/Skill Mastery +20 from Invisibility, -5 penalty for full movement) Move Silently 39 (Taking 10 w/Skill Mastery +20 from Invisibility, -5 penalty for full movement) Search 37 (Doors for traps, Taking 10 w/Skill Mastery)
Position AS39/Elevation 10ft (45ft total move back and then up again)
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM, Gust of Wind, True Seeing
Rash 190/160 AC 46 Tuesday November 2nd, 2010 5:01:08 PM
Rash is bottlenecked in the hallway itching to get into the fight. Suddenly she sniffs the air and a rank smell assaults her nose. Her stomach rolls over and she vomits her lunch on top of Kazak's head. She moans as she pats her stomach, "Sorry Kazak. Damn, I was hoping this part of the pregnancy wasn't going to hit for a while."
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 6/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 6/10 (+6 luck bonus to hit and damage) divine power 6/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 6/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+22=36 ; d20+27=31 ; d20+22=32 ; d20+17=37 ; d20+17=23 ; d100=82 ; d100=45 ; d100=84 ; 3d6+31=40 ; 3d6+31=41 ; 3d6+31=46 ; d20+22=40 ; 3d6+31=45 ; Tuesday November 2nd, 2010 6:34:52 PM
"The corridor remains tight, hold there until we clear these troublsome demons." Peerimus calls back to the rest. The Vrocks shriek thrums into his ears and many of the side conversations the druid is having with himself end.
Peerimus steps forward as Xenia slides between the Vrocks and attempts to end the fight far quicker [PA -5 Hit AC 36/31/36 crit 23 Dmg 40/41/46 If any strike takes down Vrock 2 Peerimus Cleaves into the other Hit AC 40 or 35 Dmg 45 please forget the %'s missed that Xenia vactaed for me to close tuntil after hitting the buttons.
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Durgan Stonewall (AC 41; HP 261/284) d20+26=42 ; Tuesday November 2nd, 2010 9:52:35 PM
"I can't see! whats goin on up there!"
Actions: fort save = 42
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
OddHolme Rd 12 (DM SteveK) d4=4 ; d4=2 ; Tuesday November 2nd, 2010 11:30:18 PM
Xenia moves out and about in a confusing dance made extra complicated by the obviously magical fog. Once she gets to the double doors, she does a close examination, noting that while she can find no traps, the doors are (once again) magically locked.
Rash gets an uncomfortable and ill-timed bout of morning sickness
Peerimus steps up and starts inventing a new game: cracking skulls. And he does it very well, especially with the followthrough from one Vrock to the other. In the space of seconds, the Vrocks are both dead.
The others wait for more information and room.
................
Xenia takes 6 more damage from burrowing spores (2+1 round)
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Kazak Stonewall Ac 36 Hp 210/229 Tuesday November 2nd, 2010 11:31:26 PM
Feeling something splash on him ...... " grrrrr .... i've been hit !!! ......der shooting someting " ..... growls Kazak
Realizing it wasn't blood from Rash's explanation .... " Dang ..... it's slimey and dats gross... i'm not hit ...... yet "
" Ok Druid iz holding my position behind ya " replies the dwarf
" yous pregnant ??? "
Active Effects: shield of law -?/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Torgon AC: 39 HP : 186/186 Wednesday November 3rd, 2010 8:10:30 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 97 rounds True Seeing, duration 78 rounds
Torgon waits out in the larger hallway while the smaller Heroes investigate the corridor. No sense heading down it just to block it up, turn around, and come back.
He prepares to pull his healing wand should anyone need it. "Anybody need healing?" He offers out to the group.
Xenia (AC41, HP96/109) Wednesday November 3rd, 2010 12:10:23 PM
"I do!" Xenia calls out from next to the locked doors to the call for healing. Sparing the locked door the briefest look of irritation, the rogue flies back away down the corridor. There are more ways to get around things, and this may be just the place to use this special magic scroll.
At the intersection, the massive form of Torgie Minotaur comes into view. "It's me, Torgie. Xenia." She places a hand upon the minotaur's shoulder at the same time that she pulls a scroll from her magic haversack. "Those Vrock Birds set some spores onto me and they're digging into my skin."
+++++++++++++++++++++++++++
UMD for Scroll of Knock Autosuccess vs DC22 All doors within 120ft spring open. (If this is too many actions, delay till next round)
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM, Gust of Wind, True Seeing
OddHolme Rd 15 (DM SteveK) d4=1 ; d4=3 ; Wednesday November 3rd, 2010 10:10:46 PM
waiting for more posts
Kazak Stonewall Ac 36 Hp 210/229 Wednesday November 3rd, 2010 11:22:10 PM
Kazak peers through the swirling for ;-)
Rash 190/160 AC 46 Thursday November 4th, 2010 8:43:29 AM
Rash is mortified that her lunch is now on the mighty Kazak's head. She wipes her mouth and mumbles, "Yes, I am and I am getting grumpy too. Let's get a move on up there Xenia! We are giving them to much time to prepare. I can dimension door some of us through the door if necessary."
Rash flicks a large chunk off Kazak's shoulder thinking she will have to give him a bath in beer to make up for this.
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 6/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 7/10 (+6 luck bonus to hit and damage) divine power 7/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 7/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
OddHolme Rd 15 (DM SteveK) d4=2 d4=2 16d6(2+1+1+5+2+3+6+6+2+3+5+6+3+2+3+2)=52 d100=80 d100=79 d20+23=39 d20+23=36 Thursday November 4th, 2010 10:08:11 AM
Three rounds pass.
Xenia moves back to Torgon and gets healed (roll as normal Torgon), which heals some wounds but doesn't remove the burrowing spores. She retrieves a scroll, and moves back to the arcane locked doors. Casting her scroll, the doors open and the rogue sees a large room. There is no fog, and though it is dark, Xenia's True Seeing spell enables her to easily take in the 40x40 foot room. And recognize the Portal Room of OddHolme.
A large slab of an ancient white stone dominates the center of the room, its sides carved with a fluid style of a culture unknown long, long ago. The walls are also stone and carved in cartoonish stories and more symbols in every possible space. Xenia remembers Tishe' of the Bloodpack had mentioned that the weaver translated some of the stories and symbols to learn how to limitedly use the Portal, but it took a long time, a very long time.
And yet, all this goes through her mind in a flash, because the room is not empty.
A huge, hairy and tusked demon with absurdly small wings stands behind the stone slab. It reacts to the opening of the doors with a wordless roar, and then stabs a finger at the opening a moment before a very wide Lightning Bolt streaks through the air and down the close-packed coordidor. "I see nothing, my children", it calls to the room in a dulcet feminine voice full of malice, "but there must be something there. Slay them!"
Widened Lightning Bolt: Xenia, Peerimus, Kazak, Durgan, Rash, and Yorrick take 52 damage, Reflex DC 20 for 1/2
Moving at the sides of the room are two more grotesque demons, thier bodies excreting a slime and stench. They reach the doorway, flanking it and not exposing themselves to the opening. By the way they look directly at Xenia, it looks like invisibility and darkness don't give them any problems: they can see Xenia!
Above the portal, dancing in the air, Xenia can see four more Vrocks begin to caper and cackle.
................
Knock PHB says Knock has a Target of ONE door or chest and can open a maximum of two means to keep locked. Xenia would also have to have line of sight to target the door.
Xenia takes 4 more damage from burrowing spores (3+2 round)
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
ooc: I'm still using old map, my apologies. Will update tonight when have more time.
Torgon AC: 39 HP : 186/186 3d8+5=21 ; Thursday November 4th, 2010 10:43:50 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 94 rounds True Seeing, duration 75 rounds
Torgon used his wand of CSW on Xenia, healing her of 21 hp worth of damage. After seeing that the spores are unaffected, "Not sure how to take care of the spores Xenia. Might be a disease, might be a curse, might need a full blown heal. Probably gonna have to be waiting until after the battle."
The Minotaur keeps his wand in hand as he waits where he is. Until the hallway clears out a little, there is not much he can do. Even with his reach, there are way too many people in the way to get his chain wet.
A flash of lightning in front of Peerimus as the druid now angel scans the room with his Darkvision. the Lightning bolt peels away aout the Protective aura that surrounds him. *see below acts as 20' Minor Globe. Would it get to continue past the Protection?
Peerimus roars over his shoulder to Yorrick, the responding roar from the great bear lets him know that being left out of battle is not something he wants
If Peerimus can see he sails into the room, streaking past the would be guards at the door and into the dancing Vrock above. [Fly speed 150 Good PA -10 Hit AC 30 Dmg 52]
If he cannot see, Peerimus casts Daylight unto his staff and then flies into the room
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Durgan Stonewall (AC 41; HP 235/284) d20+17=27 ; Thursday November 4th, 2010 10:07:59 PM
OOC actions based on description, Steve, please place on map. reflex save = 27, half dmg
"Ack! Durned lightning! Come on brother, let's go hit something ugly!"
Durgan moves up and takes postion inside the door, to attack the demon on the left. He tries to leave enough room, for the others to get by him into the room.
Actions: move into the room
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Map Updated Thursday November 4th, 2010 10:17:01 PM
Map Updated
Kazak Stonewall Ac 36(40 vs Chaos) Hp 184/229 d20+17=33 ; Thursday November 4th, 2010 10:58:31 PM
Somehow escaping the worst of the lightning (d20+17=33 reflex save made)(takes 26).....the dwarven warrior blinks away the stars ........hearing Durgan's boots pound forward ...." hit something ugly .... but i don't wanna hit you " .... teases the younger brother .........Kazak follows after him ....running (x3 moves 60-ft) .....moving towards the center of the room ....
Quickly spinning about ..... Kazak's steel grey eyessweep the room ...... he then barks out what he see's to the others down the hall ..... barking out tactical infomation as to help his friends as they come through the fog .....
Active Magic Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Xenia (AC41, HP109/109) Friday November 5th, 2010 9:35:46 AM
"Bye-bee." Xenia sticks her pink tongue out at the two Slime Critters at the door before executing an evasive corkscrew turn that sends her away and back down the narrow hall.
"Pretty crowded in there, Torgie," she quips, coming up on the minotaur at the corner to accept his offer of healing. The flesh, mangled by the spores, heals over, but the spores themselves still remain, wiggling beneath the skin. *ewww* Xenia takes out a healing wand of her own.
"I seen five critters in the room down there, Torgie. In the room down at the end of all this smoke." And she proceeds to describe the situation as she had seen it.
+++++++++++++++++++++++++++
Reflex Save 38 (No damage w/Evasion) Tumble 41 to avoid AoO's (w/Skill Mastery) Move back to receive cure from Torgon / Draw Wand of CLW
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)