Attack upon the wizard stronghold (Dm Glenn) Monday November 15th, 2010 11:16:13 AM
Vorelle also volunteers to go into the shadows with Vauhwyt and the others.
Malgant gives a few words of caution and encouragement as he starts consecrating the area.
Aztyr gives a few more orders to the Archon Hounds to flush out the foe as she starts to cast a long term spell that will take nearly 8 times as long to cast as the summoned hounds will last.
(OOC: Aztry - Which paths do you want the Archon Hounds to follow? And which way to you want them to turn if they come to a split? {random, always left, always right, or alternate left-right ...})
Vauhwyt gathers her group about her preparing to enter the shadows land. Her spell point the way to the selected fledgling. (Arrow in Magenta points they way on map).
(ooc: Vauhwyt -- Since you {and only you} can see the prime material from the shadow Realm, Do you want to follow a path or just head straight via the heading of the spell as best you can? Note: the Locate Creature spell won't give you a reading across planes.)
Vauhwyt and Mookie (Detect Scrying) d20+22=28 ; d20+14=30 ; d20+2=4 ; d6=2 ; Monday November 15th, 2010 1:43:42 PM
IMPORTANT NOTE TO MAL: Consecrate has a casting time of one standard action, not 10 minutes!
After waiting for her friends to give the okay, Vauhwyt uses her Darkwalk ability to draw herself, Mookie, Ark the Archon, Val, Vorelle, and Appolo into the Realm of Shadows. The liontaur has been here before, of course ... every time she Blinks, and more memorably, when she nailed her shadow into this place and declared her devotion to Gargul. But the grey colorless landscape, paralleling the living Wold, as seen through a shadowy haze, fills even a Ghost-talker with a certain trepidation. She looks for rivulets of glowing red Woldsblood that are likely to run through the area, especially to warn her friends to avoid touching them at all costs.
Then she thinks about the friends she has dragged into this place, and the toll it may have taken on their psyches. [OOC: That means a DC20 Will save to avoid 1d6 Con damage.] Mookie normally a +12 on his Will save, is at an extra +2 with the shared Heroism spell, and with a roll of 30, enters unscathed. The Archon, with only a +2 Will save, rolls a 4 and takes 2 points of Con damage (he's down to Con 8). Vauwhyt looks at Appolo, Val, and Vorelle to see how they are faring. If they are damaged, she has some scrolls that may help.
She peers about, seeing into both the shadows and the living Wold over which the Shadows lie.
Finally, she heads off, leading her friends on a direct route to the last fix she got with the spell, alert to hazards of shadow, magic, or undeath. "Keep a sharp eye out for those howling spirits," she tells her friends. "And rememberr, do not attack unless they see through the Hide from Undead spell."
Spell Slots Used:
1 of 6 level 0 spells used 1 of 7 level 1 spells used 2 of 7 level 2 spells used 6 of 7 level 3 spells used 2 of 6 level 4 spells used 2 of 5 level 5 spells used 0 of 3 level 6 spells used
Darkwalk: 2 rounds of 50
Spell Status:
Vauhwyt: Detect Scrying, Extended Greater Magic Weapon, False Life (13hp), Heroism, Expeditious Retreat, Locate Creature, Summon Monster IV, Hide from Undead (from Mal), Death Ward (from Mal), Magic Vestment on buckler (from Mal), Wind Walk (from Mal)
Mookie: Detect Scrying, Heroism, Expeditious Retreat, False Life (13 hp), Nemesis Insight, Alter Self, Death Ward (from Mal)
On Val, Vorelle, and Appolo: Heroism, Aid (Val: 9hp; Vorelle: 3 hp; Appolo: 9 hp)
On Mal: Extended Greater Magic Weapon
Round 0: - Aztyr teleports. - Mal casts Spell Immunity - Vauhwyt tries and fails. - Archon casts Aid on Vorelle (+3 temp hit points). - Mookie tries to read scroll of invisibility: UMD 18 = fails to emulate 12 Int.
Round 1: - Aztyr casts Shield - Mal casts Helping Hand - Vauhwyt teleports successfully. Gets fix via Locate Creature - Archon casts Aid on Appolo (+9 temp hit points). - Mookie tries to read scroll of invisibility: UMD 19 = fails to emulate 12 Int.
Round 2: Aztyr casts Mirror Image Malgant casts Invisibility Purge Vauhwyt waits to hear from Val, Appolo, and Vorelle
Round 3: Aztyr casts Summon Monster VI (1 hound archon) Malgant casts Consecrate spell. (cast time 1 rnd, NOT 10 minutes) Vauwhyt brings Appolo, Vorelle, Val, Mookie, and Ark the Archon into the Realm of Shadows.
Round 4: Aztyr casts Summon Monster VI (3 hound archons) Aztyr's First Hound Archon casts Message. Vauhwyt moves toward the most recent location indicated by the Locate Object fix
Moderate Fortification, AC 30, 128+13/128 hp Malgant d8+10=13 ; Monday November 15th, 2010 7:18:54 PM
OOC nice catch Vauhwyt....what spell was I thinking of? Also, you do not have wind walk Vauhwyt. I could only get 5 people and you would not be able to take the chicks with you if that was your only way out. I am kinda counting on you to teleport out with the chicks, which is why the rest of the away team has wind walk as an alternate form of escape.
IC With few preparations remaining, Malgant steps forward to the edge of the consecrated area ( move to S38) Since nothing has attacked them yet he invokes another prayer from Matilda's Stand and makes himself resistant to lightning in addition to the elements Aztyr has already protected him from. (cast protection from energy, lightning on Malgant) Speaking to the Deva, he again asks it's name and explains." Her summoned Archons should trip the alarms and lead the general attack to us, then all we need to do is fight them long enough and hard enough to convince their master that we are a threat, not whatever else he sees entering his mountain. This will gain the away team enough time to find and rescue the chicks. I hope. May Imod's courage and strength fill you brother, because I expect a rather violent reaction once those alarms are tripped."
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 13 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (129 rounds) -Death Ward (138 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 6 rounds elapsed) -Remove Fear (duration 99 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 139 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 138 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.)
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (137 rounds) Remove Fear (duration 99 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (131 rounds) Remove Fear (duration 98 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (132 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (133 rounds) Remove Fear (duration 98 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (134 rounds) Remove Fear (duration 98 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 130 rounds) Death Ward (135 rounds) Remove Fear (duration 98 rounds) (cast by Deva)
Cast on Archon Lantern Hide from undead (137 minutes)
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 130/130) & Jynx (AC 20 - HP 65/65) Monday November 15th, 2010 10:15:33 PM
Aztyr indicates the Hounds to enter tunnels 1,2,3 and 4. and to always turn left. She keeps casting the spell, knowing that there is little chance of ever getting it fully cast.
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Archon 1 29 hp + 13 hp aid Aid Message (including All hounds, Aztyr and Malgant) (11 rounds left) Archon 2 39 hp + 8 hp aid Aid (12 rounds left) Archon 3 44 hp + 13 hp aid Aid (12 rounds left) Archon 4 33 hp + 7 hp aid Aid (12 rounds left)
Appolo Ac 34 HP106 . . d20+6=23 ; Tuesday November 16th, 2010 10:43:11 AM
Appolo moves alongside Vauhwyt.He looks fine and whispers to her"Ok you and Vorell find the girls and I'll deal with any big nasties that show up.I hope I get a shot at that Druid.I'll cut his head of andshove where the sun don't shine."
Fortitude 23
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear] d20+7=19 ; d20+7=16 ; d6=6 ; Tuesday November 16th, 2010 11:21:18 AM
Vorelle only barely manages to avoid the ill effects of the Shadow realm. She shudders as the shadows invade her mind, but manages to hang on.
[OOC: So, what I did, was I rolled a 19, which wasn't quite good enough. I didn't realize I could use my Hero Point to bump it; I thought I could only re-roll. So I re-rolled. Then I checked the rule. So what I'd like to do, rather than taking 6 points of Con damage, is to use my Hero Point to bump my original roll to 21 so I make the save in the first place. If that's allowed, O Mighty DM. :) ]
Valanthe AC 32/ 25 vs intangible HP 178/ 169, Light Fortifacation,Aid d20+7=27 ; Tuesday November 16th, 2010 2:10:51 PM
Valanthe steels her mind, preparing for the strangeness of the shadow realm. She walks, shield on her left arm with Gargul's Fist in her right. One thing was for certain, she needed to hit the necromancer fast and hard. Before he realised what was happening.
With her friends ready, Vauhwyt takes herself, Mookie, the Archon, Val, Vorelle, and Appolo into the Realms of Shadows. (ooc: as per Grim rules everyone must make a DC20 Will save or take 1d6 con damage.) Mookie is unaffected, but Archon shivers as he enters the shadows takes a toll upon his being. The Shadow Realm is a dim netherworld place of mist that prevents you from seeing more than 25ft, It's a barren place with what looks to be natural stone pillars of various size and shape scattered about. You all feel the lingering cold of something evil as you move forward.
you hear the baying sounds of some creature nearby (Everyone make DC 13 Will save vs panic Sonic fear effect)
Having finished consecrating the area Malgant steps forward and cast another spell.
Aztyr directs her Hounds to to enter the tunnels as she continues to cast her spell. The four Archon hounds move out each taking one of the left most tunnels. Almost immediately you hear a deep throbbing gong like sound, obviously a alarm trap. The Hounds continue to make their way into the maze of tunnels two find energy trips (h3 at L23 frost blast 35pt DC18 Reflex for half. SR roll 16 success) (H4 at S23 Sonic blast for 21pt DC18 Reflex for half. SR roll: 29 success) the other two Hounds run into trouble shortly after that with more energy traps (H1 at D20 Sonic Blast for 46pt DC18 Reflex for half. SR roll 28 success) (H2 at DC20 Sonic Blast for 34pt DC18 Reflex for half. SR roll 20 success) Make saves for Hounds.
Appolo is un-phased from the trip into the Shadow Realm.
Vorelle starts to feels the ill effects, then through a heroic force of will forces them away. (ooc: I'm pritty sure the Hero points used to modify a roll must be declared before it's rolled. But I'll allow it this time.)
Ready Valanthe easy resist the ill effects of entering the shadows.
It isn't long before the five in Shadows hear the baying sounds of some creature nearby (Everyone make DC 13 Will save vs panic Sonic fear effect). You see a dog like shadow moves forward from beyond your limited view of the misty shadow realms. Stopping it vanishes in the shadows. (it has total concealment) Knowledge Planes check DC14 to Identify Highlight to display spoiler: {Shadow Mastiff}
Moderate Fortification, AC 30, 128+13/128 hp Malgant Tuesday November 16th, 2010 7:23:18 PM " The alarm has been sounded, company should be coming. Get ready." Malgant waits where he is to see what comes from the tunnels.
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 13 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (127 rounds) -Death Ward (136 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 8 rounds elapsed) -Remove Fear (duration 97 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 137 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 136 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.)
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (135 rounds) Remove Fear (duration 97 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (129 rounds) Remove Fear (duration 96 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (130 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (131 rounds) Remove Fear (duration 96 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (132 rounds) Remove Fear (duration 96 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 128 rounds) Death Ward (133 rounds) Remove Fear (duration 96 rounds) (cast by Deva)
Cast on Archon Lantern Hide from undead (135 minutes)
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 130/130) & Jynx (AC 20 - HP 65/65) d20+5=22 ; d20+5=15 ; d20+5=21 ; d20+5=19 ; Tuesday November 16th, 2010 7:51:50 PM
Aztyr nods in reply to Malgant, but continues to keep casting, she doubted that she'd ever compleat it, but you never knew. She plans on dropping the spell midcast, if targets show up.
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
H1 ref 22 H2 ref 15 H3 ref 21 H4 ref 19
Archon 1 29 hp + 13 hp aid (current 19 +0) Aid Message (including All hounds, Aztyr and Malgant) (11 rounds left) Archon 2 39 hp + 8 hp aid (current 13 + 0) Aid (11 rounds left) Archon 3 44 hp + 13 hp aid (current 39 + 0) Aid (11 rounds left) Archon 4 33 hp + 7 hp aid (current 29 + 0) Aid (11 rounds left)
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear] d20+7=14 ; d20+20=29 ; d8+1=8 ; Tuesday November 16th, 2010 10:56:37 PM
The baying of the great beast doesn't bother Vorelle [Will save 14, and anyway Remove Fear is active]. She grabs her bow and fires a shot, ready to keep moving with her group.
[Hit AC 29 for 8 damage, or 12 damage if it is a Magical Beast. Vorelle has the Quick Draw feat, so she still has a move action to move with the group, if that's what we're doing.]
Valanthe AC 32/ 25 vs intangible HP 178/ 169, Light Fortifacation,Aid d20+7=19 ; Wednesday November 17th, 2010 6:53:06 AM
"Where did that thing go?" Valanthe asks aloud as she searches for the shadow creature. "How much longer are we going to be in this place?"
OOC: fear save 19
Vauhwyt and Mookie (Detect Scrying) d20+4=9 ; d20+14=28 ; d100=61 ; d20+15=35 ; Wednesday November 17th, 2010 8:14:34 AM
Ark the Archon has a base +2 on the save, and I presume his Magic Circle also gives him another +2. He rolls a 9, so he is frightened, and therefore flees, I think? Oh well.
Mookie rolls a 28, so no problem. Vauhwyt is immune to fear.
Vauhwyt casts a Grease spell under the dog-like creature (arcane fail 61 = ok). The reflex save is a 14 to stand upright. She leads the group forward 30 feet in the direction toward the girl's last location, peering into the Real Wold as a free action as she does so. (I think our group speed is 30?)
Mookie, meanwhile, has taken out his wand of protection from evil and tried to activate it. His UMD is a nat 20, no prob, and he casts Protection from Evil on Vauwhyt.
OOC: Can we see the thing? If not, V is targetting her Grease on the location she thinks it is, based on the map given.
Appolo Ac 34 HP106 . . Aid, Heorism d20+6=19 ; d20+12=26 ; d20+10=16 ; Wednesday November 17th, 2010 12:00:51 PM
Appolo draws his swords and turns to face the incoming enemy.He easily shrugs off the effects of the howl."Come on folks let's keep moving.Vauhwyt when do we step back into the land of the living?"He keeps his eyes and ears open for more trouble.
Will save 19 Spot 26 Listen 16
Vauhwyt and Mookie (Detect Scrying) Wednesday November 17th, 2010 4:26:52 PM
"When we find the girls or just before we have been here for two minutes, whichever comes first," Vauhwyt says to answer Appolo. "I can only keep this up for five minutes a day, and I want some margin to use to get back."
OOC: Moving at 30 feet a round, that's about 570 feet into the mountain ... though we will make some double moves, I hope, and maybe even no moves at all on some rounds, depending on being attacked.
Attack upon the wizard stronghold (Dm Glenn) d6=6 ; d6=5 ; 10d6=38 ; d20+10=14 ; d6=1 ; 10d6=49 ; d20+10=14 ; d100=92 ; d4=3 ; d4=3 ; d20+5=11 ; d20+1=20 ; d20+5=25 ; d20+8=25 ; d20+20=29 ; d20+20=29 ; d20+10=17 ; d20+10=17 ; d20+10=16 ; d20+23=37 ; Wednesday November 17th, 2010 5:01:53 PM
Malgant calls out a warning, as Aztyr continues her long term spell. Three of the four Hounds take partial damage from the energy traps the fourth takes it full in the face, but they all keep going.
Three of the Hounds path brings them back into the entry cavern, but not before one #4 triggers another trap (H4 at L23 triggers a Sonic Blast for 38pt DC18 Reflex for half. SR roll 14 fail) the the magic fails to effect it this time. The last Hound moves deeper into the maze until it too triggers another energy trap (H1 at C5 triggers a fire blast for 49pt DC18 Reflex for half. SR roll 14 fail) and it too is unaffected!
The three Hounds relay what they found and look to Aztyr for renewed orders, "What now Mistress?" (spot checks: 17, 17, 16)
The Deva (spot check DC37) speaks up point to two spots in front of tunnel 4 (q27) & 5 (x27) "Two Shadows just came out of the tunnels!" (ooc: Mal and Aztyr need a DC34 to spot them.) the hounds don't see them.
***********************
Meanwhile in the shadow realms, Vorelle not afraid of some howl sends an arrow at area with the shadow beast which yelps from a hit (Total concealment 50% miss chance DM roll 92 good).
Keeping her courage, Valanthe wonders how much longer.
Vauhwyt's summoned Archon loses it nerve and flees in panic (6r) "Aaa......" Neather Vauhwyt or Mookie are affected by the sound. The Grim Liontaur puts a Grease patch under the shadow beast as the group moves forward. The beast slips and falls, but is still hidden (total cover 50% miss chance).
Looking into the Prime Materiel wold, Vauhwyt sees that they are approaching the #5 & #6 tunnel entrances. (Hint: the grid number and letters line up one the two maps.)
As the group moves forward they pass right by where the shadow beast was Valanthe and Apollo can attack the square if they want.
You hear the beast struggle to stand and move. Listen check DC 25 to locate square Highlight to display spoiler: {W29}
Another Shadow Beast come to the call of the first, it too vanish into the shadows. A third can be heard baying some hundred feet away to the left (Val, Vol, Apollo & Mookie make another DC 13 Will save vs panic Sonic fear effect. Remove Fear spell gives you a +4 bonus).
(ooc: Shadow Beast have total concealment so you can target there square for a 50% chance to hit them.)
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 130/130) & Jynx (AC 20 - HP 65/65) Wednesday November 17th, 2010 6:08:07 PM
As Aztyr continues to cast, she sees the hounds come back out, When they ask for directions, she makes a decision on the spot."Guard us." she manages, while still doing gestures for the long casting spell.
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Archon 1 29 hp + 13 hp aid (current 19 +0) Aid Message (including All hounds, Aztyr and Malgant) (09 rounds left) Archon 2 39 hp + 8 hp aid (current 13 + 0) Aid (10 rounds left) Archon 3 44 hp + 13 hp aid (current 39 + 0) Aid (10 rounds left) Archon 4 33 hp + 7 hp aid (current 29 + 0) Aid (10 rounds left)
Vauhwyt and Mookie (Detect Scrying) d20+14=34 ; d20+17=37 ; Wednesday November 17th, 2010 6:12:25 PM
"Come friends!" says Vauhwyt. "Let us not get distracted by these enemies. But if you do flee, go back to where we started. When I shift back to the Wold, you will appear near Mal and Aztyrr!"
Mookie rolls his save at +14 ... a nat 20. "Easy for you to say, Boss! You're not making saves!"
Vauwyt leads the group another double move -- 60 feet -- onwards, around enemies and Grease, toward where the location spell indicated.
Mookie tries to use his wand again -- another nat 20! "I'm smoking!" he caws as he taps Vorelle with a Protection from Evil. Maybe the magic will keep the enemies entirely at bay, or at least if they are evil, give some help with those saves.
Moderate Fortification, AC 30, 128+13/128 hp Malgant d20+8=20 ; d20+14=24 ; d20+14=22 ; 5d8=14 ; 10d6=30 ; Wednesday November 17th, 2010 9:39:51 PM
OOC Does my invisibility purge help to see the shadow hounds? They are within my range. If it does will cast searing lght on the rightmost one (s2) in an attempt to make it come after me and not Vauwhyt's away team. Otherwise I have no chance in hell of seeing it, even on a 20 I can't make the DC. Spot 20+2 for owls wisdom IC Not seeing the shadows but believing his friend that they are there Malgant challenges them to fight him.( alternately if the invisibilty purge reveals them cast searing light at s2, touch attack 24, beats 22 SR, for 14 damage "Deva, you can see them and my friends are all good of heart, unleash a Holy Smite on them! They seek to cause fear in Imod's favored, show them their folly! " The Deva will move up to R38, even with Malgant, and drop a Holy Smite directly between the 2 mastiffs since he can see them. They are evil outsiders so they will take 30 damage and be blinded, DC 19 save for 1/2 damage and no blind.
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 13 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (126 rounds) -Death Ward (135 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 9 rounds elapsed) -Remove Fear (duration 96 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 136 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 135 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.)
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (135 rounds) Remove Fear (duration 96 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (129 rounds) Remove Fear (duration 95 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (129 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (130 rounds) Remove Fear (duration 95 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (131 rounds) Remove Fear (duration 95 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 127 rounds) Death Ward (132 rounds) Remove Fear (duration 95 rounds) (cast by Deva)
Cast on Archon Lantern Hide from undead (135 minutes)
Valanthe AC 32/ 25 vs intangible HP 178/ 169, Light Fortifacation,Aid d20+7=22 ; Wednesday November 17th, 2010 11:52:37 PM
Valanthe once again fights off the supernatural fear. She considers taking a swipe at the shadow creature but decides against it. It's nothing more than something to slow them down. Not something she considers a serious threat. As of yet anyway.
"The necromancer can't think that such creatures will stop us."
ooc: will save 22. is this an enchantment effect? Just curious to see if Val gets her +2 bonus.
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil] Thursday November 18th, 2010 12:49:37 AM
Vorelle keeps her bow in hand as she moves through the shadowy realm with Vauhwyt. She hopes one of them knows where they're going....
Attack upon the wizard stronghold (Dm Glenn) 10d6=41 ; d6=5 ; d20+10=21 ; 6d8=23 ; d20+7=21 ; d20+6=21 ; d3=2 ; d20+7=13 ; d20+28=33 ; d20+23=28 ; d20+24=39 ; d20+24=40 ; d20+17=34 ; d20+6=16 ; d20+6=10 ; Thursday November 18th, 2010 4:00:27 PM
Aztyr tells the hounds to guard her as she continues to cast the epic spell. The fourth hound continues to explore the maze encountering yet another energy trap (H1 at I5 sonic blast for 41pt, Reflex save DC18 for half, SR roll 21 success) even at half damage the trap will stop the Hound.
Malgant can't see the shadow creatures to hit them with his spell, as he tries to call them out. The Deva uses it holy smite to blast one foe as the fly forth to engage the other. (Holy smite on S2 for 23pt save: 21 vs DC19 half damage. The Angel calls out to Malgant "These are not shadow hounds, but true greater shadows!" (ooc: they aren't invisible, but hiding in the dim light.)
The two shadows move to attack the Deva (hit ac 16, 10) both miss. You can make them out now.
In the Shadow Realms:
Vauhwyt encourages everyone to keep moving and not get distracted by the shadow hounds. Mookie is feeling smoking hot with a luckily streak as he uses the wand to add magical protection to Vorelle.
Valanthe resist the fearful sound as does Vorelle and Apollo (dm rolled save 21).
Ignoring the shadow hounds the group moves forward quickly (double move). The hidden shadow hound nips at Vauhwyt as the group moves by (AoO hit ac 13) missing badly. The hound continues to follow the group ready to strike again. Spot DC 27 or listen: 25 to locate S1 Highlight to display spoiler: {AB24} Still has 50% miss chance due to concealment.
The other Shadow Hound moves around the stone pillar keeping within view of the group as it howls (Val, Vol, Apollo & Mookie make another DC 13 Will save vs panic Sonic fear effect. Remove Fear spell gives you a +4 bonus). Spot DC28 or Listen: 0 to locate S2 Highlight to display spoiler: {V20} Still has 50% miss chance.
The other shadow Hound that howled before can the heard quickly approaching from the left, but as of yet is unseen.
Shaodow Realm - Spot 39 or Listen: 40 or detect evil Highlight to display spoiler: {Something huge and evil glides over head checking you out, no doubt drawn by the howls}
Shadow Realm: S1 Shadow Hound (extra planer) #1 dam 8
Prime material : S2 Shadow (undead) dam 10
Vauhwyt and Mookie (Detect Scrying) d20=16 ; Thursday November 18th, 2010 4:42:50 PM
[OOC: Question for DM Glenn ... Can't Vauwhyt see into the Wold from the Realm of Shadows? If so, can I get a map or idea of what's in the grey area in AB22 and aroundabouts?]
Mookie's save ... fails on a nat one only ... rolled a 16 = A-OK
If no one has even been hurt yet, and if no one is scared by the howling, Vauhwyt suggests moving on. She leads the group another 30 or 60 feet on, depending on what she perceives in the real Wold.
Appolo Ac 34 HP106 . Aid, Heorism,remove fear,Deathward, Bulls Strenght d20+10=28 ; d20+12=19 ; d20+10=19 ; Thursday November 18th, 2010 6:02:00 PM
Appolo keps moving"Just ignore them and keep moving.I think they just might be inhabitants of the shadow realm,not agents of our mage.friend." Appolo continues to be vigilant.
Will save 28 Spot 19 Listen 19
Moderate Fortification, AC 30, 128+13/128 hp Malgant d20+23=24 ; d20+21=40 ; d20+16=28 ; d20+11=16 ; d8+12=18 ; d8+12=17 ; d8+12=17 ; Thursday November 18th, 2010 8:15:05 PM
OOC I don't understand any of the S1, S2 stuff. Can we see S1? Is it only in the shadow realm? Or are there 2 S1's , a shadow in our Prime material plane and a Mastiff in the shadow realm? IC Seeing the shadows manifest as the Deva charges them Malgant also springs into action. Charging forward on his armor he darts forward and takes a single swing at S2 (end move with my left front square being s30 miss, rolled a 1, gotta love it) The Deva, grins with heavenly satisfation as it draws forth it's heavy mace of disruption and swings 3 times at S1 ( hit AC 40, 28, and 16 for 18 damage, 17 damage and 17 damage (if the third one hits) save DC 14 will for each hit or undead are disrupted. Save DC 22 fortitude or stunned for 1d6 rounds due to Deva's combat ability)
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 13 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (125 rounds) -Death Ward (134 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 10 rounds elapsed) -Remove Fear (duration 95 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 135 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 134 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.)
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (134 rounds) Remove Fear (duration 95 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (128 rounds) Remove Fear (duration 94 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (128 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (129 rounds) Remove Fear (duration 94 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (130 rounds) Remove Fear (duration 94 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 126 rounds) Death Ward (131 rounds) Remove Fear (duration 94 rounds) (cast by Deva)
Cast on Archon Lantern Hide from undead (134 minutes)
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 130/130) & Jynx (AC 20 - HP 65/65) Thursday November 18th, 2010 8:22:18 PM
Aztyr watches as first the Diva and then Malgant sprint forward into battle. She continues to cast, seeing no harm in her immediate future. The Hounds will continue to stand guard.
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Message (including All hounds, Aztyr and Malgant)
Archon 2 39 hp + 8 hp aid (current 13 + 0) Aid (09 rounds left) Archon 3 44 hp + 13 hp aid (current 39 + 0) Aid (09 rounds left) Archon 4 33 hp + 7 hp aid (current 29 + 0) Aid (09 rounds left)
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 106/102] d20+18=31 ; d20+18=27 ; Friday November 19th, 2010 1:13:48 AM
Vorelle stays with Vauhwyt, trying in vain to make some sense of what she is seeing.
Valanthe AC 32/ 25 vs intangible HP 178/ 169, Light Fortifacation,Aid d20+11=27 ; Friday November 19th, 2010 12:52:42 PM
Valanthe follows Vauhwyt's lead and keeps moving, ignoring the bayting hounds. It seems their experiences and the Diva's magic is more than enough to resist whatever those shadow howls are intended to do.
"Let's keep moving. These hounds won't be an issue when we go back."
Vauhwyt and Mookie (Detect Scrying) Friday November 19th, 2010 3:25:21 PM
Checking in!
Attack upon the wizard stronghold (Dm Glenn) d100=26 ; d100=96 ; d100=99 ; d20+3=16 ; d20+3=7 ; d20+7=12 ; d20+6=14 ; 15d6=66 ; d20+5=19 ; Saturday November 20th, 2010 1:25:35 PM (ooc: yes Vauwhyt can see into the prime, but with the same point of view as if you were in the prime. I assume it works like like the nail shadow see into the realm, but in reverse.)
(ooc: The S1-S3 foes in the Shadow Realm are not the same creatures S1&S2 in the Prime Material. While the shadows are Incorporeal they are not in the shadow realm. Also, when the shadows attack they can't hide effectively in the same round. To remove confusion I am renaming the prime material creatures to G1 & G2. Sorry)
In the Prime material
Malgant charges forward and misses smashing the nearer Shadow, but the Deva's mace swings at the foes hitting two of the three times (Incorporeal 50% miss: 26 miss, 96 hit, 99 hit) The shadow survives the first blow, but is disrupted with the second and destroyed.
Aztyr continues to cast her spell with the hounds guarding her.
The remaining shadow attacks the Deva (hit ac 14) but misses.
In the Shadow Realm:
Vauwhyt and Mookie leads the group further into the shadow realm. Appolo follows the grim liontaur.
Vorelle stays close to Vauhwyt. Valanthe ignores the hounds and keeps moving.
As they move a shadow Hound snaps at Vauwhyt's legs (AoO hit ac 12 miss) it misses badly.
A cone of cold burst from a point to your left and up, (cone of cold 66pt Save Reflex vs DC19 for half) The Shadow Hounds nearest you falls dying from the sudden chill. To your left hovering 5 feet above the ground, looms a huge bat like creature which you can feel the evilness of. It has no trouble seeing you as its black eyes looks to devour your soul.
Shadow Realm: S1 Shadow Hound (extra planer) #1 dam 8
Prime material : Shadow (undead) AC14 G1 - dam 18+17=35 (destroyed) G2 - dam 10
Vauhwyt (AC24/26 vs evil, 122 of 109 hp) and Mookie (AC15, 34 of 54 hp) (Detect Scrying) d20+18=27 ; d20+12=18 ; d20+17=37 ; Saturday November 20th, 2010 3:12:45 PM
Vauwhyt saves with a 27 and takes no damage (evasion). Mookie misses his save (by one!) and takes 33 damage (improved evasion). 13 of that is absorbed by the false life spell, so he is really down 20.
Vauhwyt considers briefly casting her Anti-Magic Sphere, since it would protect them from all future cones of cold, but she is afraid it will also throw them out of the Realm of Shadows. So she forebears.
Instead, she starts shouting commands.
"VAL! Take a five foot step forward here (she points to AD11) and make a full attack!
APPOLO! After Val attacks, move here (she points to AD7) and make a sneak attack!
VORELLE! Attack with a missile weapon in case it flies higher! Stay away from the rest of us to avoid area effects!
After Appolo attacks, I'll move to 11-12-AB-AC and make my own sneak attack!"
Then she uses the delay action to finish her turn after her friends.
Mookie, meanwhile, is using the wand on himself. UMD 37, another nat 20! Now he has Protection from Evil as do Vauhwyt and Vorelle. He puts the wand away.
Spell Slots Used:
1 of 6 level 0 spells used 2 of 7 level 1 spells used 2 of 7 level 2 spells used 6 of 7 level 3 spells used 2 of 6 level 4 spells used 2 of 5 level 5 spells used 0 of 3 level 6 spells used
Darkwalk: 2 rounds of 50
Spell Status:
Vauhwyt: Protection from Evil, Detect Scrying, Extended Greater Magic Weapon, False Life (13hp), Nemesis Insight, Heroism, Expeditious Retreat, Locate Creature, Summon Monster IV, Hide from Undead (from Mal), Death Ward (from Mal), Magic Vestment on buckler (from Mal)
Mookie: Protection from Evil, Detect Scrying, Heroism, Expeditious Retreat, Nemesis Insight, Alter Self, Hide from Undead (from Mal), Death Ward (from Mal)
REMEMBER THE SPELLS THAT ARE ON YOU, LIKE TEMP HP FROM AID!
On Val, Vorelle, and Appolo: Heroism, Aid (Val: 9hp; Vorelle: 3 hp; Appolo: 9 hp)
On Vorelle: Protection from Evil
On Mal: Extended Greater Magic Weapon
Round 0: - Aztyr teleports. - Mal casts Spell Immunity - Vauhwyt tries and fails. - Archon casts Aid on Vorelle (+3 temp hit points). - Mookie tries to read scroll of invisibility: UMD 18 = fails to emulate 12 Int.
Round 1: - Aztyr casts Shield - Mal casts Helping Hand - Vauhwyt teleports successfully. Gets fix via Locate Creature - Archon casts Aid on Appolo (+9 temp hit points). - Mookie tries to read scroll of invisibility: UMD 19 = fails to emulate 12 Int.
Round 2: Aztyr casts Mirror Image Malgant casts Invisibility Purge Vauhwyt waits to hear from Val, Appolo, and Vorelle
Round 3: Aztyr casts Summon Monster VI (1 hound archon) Malgant casts Consecrate spell. (cast time 1 rnd, NOT 10 minutes) Vauwhyt brings Appolo, Vorelle, Val, Mookie, and Ark the Archon into the Realm of Shadows.
Round 4: Aztyr casts Summon Monster VI (3 hound archons) Aztyr's First Hound Archon casts Message. Vauhwyt moves toward the most recent location indicated by the Locate Object fix
Round 5: Move 60 ft
Round 6: Cast Grease and move 30 ft
Round 7: Move 60 ft. Then coldbat breathes on us.
Round 8: Current round, attacking the bat.
Vauhwyt (AC24/26 vs evil, 122 of 109 hp) and Mookie (AC15, 34 of 54 hp) (Detect Scrying) Saturday November 20th, 2010 3:14:53 PM
Question to the DM: Bat's AC?
Valanthe AC 32/ 25 vs intangible HP 145/ 169, Light Fortifacation,Aid d20+8=22 ; d20+24=44 ; d20+24=44 ; d20+19=32 ; d20+14=24 ; 3d8+36=49 ; 2d6+2=8 ; d8+12=16 ; 2d6+2=6 ; d8+12=17 ; 2d6+2=8 ; Saturday November 20th, 2010 5:43:14 PM
Valanthe managed to turn to the side (reflex save 22) but the magical blast iced over the mithril tower shield as well as coating her armor. Valanthe arched her back and thrust her arms out to the side, shattering the layer of ice from her armor. "Now this is what I was looking for."
The might elven warrior lowers the faceplate on her helm. Unafraid of the giant bat creature, Valanthe almost eagerly steps forward (AD 11). Gargul's Fist rested firmly in her grasp. The heavy weapon seemed almost weightless in her hand. Valanthe brought the warhammer in hard seeking a quick end for this monster.
OOC: Reminder her weapon affects incorporal creatures. first attack a crit with a nat 20 to confirm. My vote would be for the creature to explode right there for the double 20's. It takes 49 damage (plus an additional 8 if it is undead. 2d6+2 for the bane effect). 2nd Attack AC 32 (34 if Undead) for 16 (plus 6 if undead). 3rd attack hits AC 24 (26 undead) for 17 (plus 8 if undead).
Moderate Fortification, AC 30, 128+13/128 hp Malgant d20+22=33 ; d20+17=32 ; d20+12=23 ; d20+17=34 ; d100=87 ; d100=48 ; d100=23 ; d100=98 ; 2d6+8=14 ; 2d6=7 ; 2d6=9 ; d8+5=7 ; 2d6=11 ; d20+21=35 ; d20+16=31 ; d20+11=12 ; d100=95 ; d100=49 ; d8+12=15 ; Sunday November 21st, 2010 2:58:16 PM
OOC I totally forgot the concealment miss thing, sorry . Thanks for clearing up the S1, G1 thing )
IC Malgant takes a 5' step to ST29/30 and launches a series of attacks at the shadow ( Hit AC33, 87% hits, damage 14+7<evil>+9<undead>. AC 32, 48% misses, AC 23, 23% misses, horn gore AC 32, 98% hits, damage 7+11<undead> Total damage 48 ) The Deva also attacks the shadow with it's heavy mace of disruption.( Hit AC 35, 98% hits, damage 15 DC 14 will save vs disruption. AC 31 49% misses)
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 13 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (124 rounds) -Death Ward (133 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 11 rounds elapsed) -Remove Fear (duration 94 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 134 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 133 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.)
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (133 rounds) Remove Fear (duration 94 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (127 rounds) Remove Fear (duration 93 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (127 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (128 rounds) Remove Fear (duration 93 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (129 rounds) Remove Fear (duration 93 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 125 rounds) Death Ward (130 rounds) Remove Fear (duration 93 rounds) (cast by Deva)
Cast on Archon Lantern Hide from undead (133 minutes)
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 105/102] d20+17=37 ; d20+21=32 ; d20+21=23 ; d20+16=23 ; d20+11=13 ; d100=62 ; d100=44 ; d100=26 ; d100=15 ; d8+2=4 ; Sunday November 21st, 2010 4:25:10 PM
Vorelle not only avoids the Cone of Cold, she looks good doing it! [Reflex Save 37 (Natural 20); Evasion]
She steps forward and unleashes a full attack on the beast. Unfortunately, only one of her arrows hits the target.
[Five-foot step to AG-14. Hit AC 32 (Miss chance 62) for 4 damage (8 damage if it is Undead or a Magical Beast)]
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 130/130) & Jynx (AC 20 - HP 65/65) Sunday November 21st, 2010 11:20:23 PM
Aztyr continues her epic casting. She watches as the Diva and Malgant both advance and fight, she calls out to the hounds to spread out around her.(in a triangle shape.) She still prepares to drop the spell if needed, but so far so good.
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Message (including All hounds, Aztyr and Malgant)
Archon 2 39 hp + 8 hp aid (current 13 + 0) Aid (08 rounds left) Archon 3 44 hp + 13 hp aid (current 39 + 0) Aid (08 rounds left) Archon 4 33 hp + 7 hp aid (current 29 + 0) Aid (08 rounds left)
Appolo Ac 34 HP106 . Aid, Heorism,remove fear,Deathward, Bulls Strength Haste d20+20=35 ; d20+18=35 ; d20+18=38 ; d10+6=12 ; d8+6=11 ; d4=2 ; Monday November 22nd, 2010 1:08:08 AM
Appollo Appolo easily aviods the cone of cold taking no damage{Evasion}.He then waits for Val to engage the bat,once Val has engaged it Appolo activates his boots of speed quickly flanks it and back stabs it 2 times.
Hit 38,35 Damage 12+11+Backstab {2x12=24}=47 total
Vauhwyt (AC24/26 vs evil, 122 of 109 hp) and Mookie (AC15, 34 of 54 hp) (Detect Scrying) d3=3 ; d20+20=28 ; d8+8=15 ; 4d6=17 ; Monday November 22nd, 2010 11:39:23 AM
Now that Appolo is on the other side of the bat, Vauhwyt moves to AB11-AC12 and also attacks, striking for a sneak attack.
If the bat is an ally of Dul, then her +3 Nemesis bonus kicks in and gives her a +3 to hit. Also, her variable luck armor spikes are lucky this round to the tune of +3. The Heroism gives a +2. Flanking gives a +2. Her attack with her armor spikes is thus at base +13 +3 +2 +2, maybe +3 nemesis. She rolls a hit vs AC28, maybe AC31 if the bat is allied with Dul the Druid. Her damage is a base 1d8+5 +3 luck plus sneak attack damage of 4d6 = 15+17 = 32 damage.
Moderate Fortification, AC 30, 128+13/128 hp Malgant Monday November 22nd, 2010 2:24:45 PM
OOC Appolo, only a full attack grants you the bonus attack from haste. Thus if you move more than 5 feet, you still only get 1 attack. Even if you have 2 weapons, using the second weapon requires a full attack action, which if you move you don't have. Also, look over all of the spells cast on you. Bulls strength adds to your to hit and damage and doesn't appear to be figured into your numbers. so does heroism, and aid.
Attack upon the wizard stronghold (Dm Glenn) d20+3=23 ; d20+20=26 ; d20+20=25 ; d20+20=34 ; d20+20=21 ; d20+23=31 ; d8+2=5 ; d20+18=31 ; d20+7=11 ; d20+7=10 ; 3d6+17=26 ; Tuesday November 23rd, 2010 9:51:30 AM (ooc: My apologies for missing Monday's DM post.)
In the Prime material
Malgant steps forward and attacks the shadow hitting the evil undead twice as the Deva hits it once (save 23) while it isn't disrupted it is killed by the many deadly holy blows. As they die, more show up for their funeral, but they maybe hard to spot. The Deva points out three of the new arrivals.
Spot check to see the forth Shadow DC34 Highlight to display spoiler: {at Q27}
Aztyr continues spell casting,calling the hounds around her
In the Shadow Realm:
Vauhwyt and Mookie save, with the raven taking very little damage. The liontaur fires off some orders.
Taking a slight chill, Valanthe shakes off the ice and attacks the huge Bat Undead Creature striking it twice, missing once. While the blows are great they do much less damage against the undead bat creature than expected (ooc: it is undead & not subject to critical hits, and has DR15/silver&Magic 49/3{uncrit}+8-15=9, 16+6-15=7)
Avoiding the cold blast, Vorelle unleashes a volly of arrows at the beast hitting two times, but neather arrow does any lasting damage against the evil undead bat due to its damage resistance (DR15 /silver&Magic. Also there is no miss change with the bat only the hounds.)
Dodging the cold, Appolo moves around and attacks its flank leaving himself open to an attack as he moves (AoO hit ac 31 miss) luckly it missed, but Appolo doesn't miss unfortunately the undead bat can't be sneak attacked and the remaining damage is resisted (DR15/silver&Magic. What Malgant said only 1 attack if you move more then 5ft even with haste)
Vauhwyt moves and attacks the evil undead bat, (I'll give you the ally bonus) barely hitting the creature, but it only bounces off (DR 15/silver&Magic)
One Shadow hound nips at Vauhwyt's heels (hit ac 11 miss) as the other bits at Vorelle (hit ac 10 miss) both miss. (both hounds still have concealment, but you know where they attacked from.)
The Evil undead Bat hovers for a moment over it's attacks before focusing its' black eyes upon Valanthe with such force as to try and suck the life out of her ( Finger of Death - Fortitude save DC21 save only take 26pt, fail and die)
(ooc: I usally post AC after the first attack aginst the AC)
Shadow Realm: S1 Shadow Hound (extra planer) #1 dam 8 (50% miss due to concealment ability) S2 S3
Shadow Bat (evil undead) AC 30, touch 12 DR 15/silver and magic (no miss chance) No Crit, No backstab. N1 dam 9+7=16
Prime material : Shadow (undead) AC14 (50% miss chance due to incorporeal) G1 - dam 35 (destroyed) G2 - dam 10+30+18+14=72 (dead)
Moderate Fortification, AC 30, 128+13/128 hp Malgant d20+8=24 ; d20+24=25 ; d20+21=28 ; d100=24 ; d100=36 ; Tuesday November 23rd, 2010 11:06:44 AM
Spot 24 algant charges the nearest shadow pointed out by the Deva G4) ending his move in U/V 27-28. Taking only 1 swing he misses ( another natural 1..yay) The Deva, not wanting to lose sight of the one behind it charges in on it and attacks G3. (Hit AC 28, 36% misses)
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 13 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (123 rounds) -Death Ward (132 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 12 rounds elapsed) -Remove Fear (duration 93 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 133 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 132 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.)
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (132 rounds) Remove Fear (duration 93 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (126 rounds) Remove Fear (duration 92 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (126 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (127 rounds) Remove Fear (duration 92 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (128 rounds) Remove Fear (duration 92 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 124 rounds) Death Ward (129 rounds) Remove Fear (duration 92 rounds) (cast by Deva)
Cast on Archon Lantern Hide from undead (133 minutes)
Vauhwyt (AC24/26 vs evil, 122 of 109 hp) and Mookie (AC15, 38 of 54 hp) (Detect Scrying) d100=94 ; d3=3 ; d20+26=36 ; d20+21=34 ; d20+18=26 ; d20+18=30 ; d8+8=16 ; d6=6 ; d6=6 ; d6=5 ; d6=1 ; d8+8=14 ; d6=4 ; d6=3 ; d6=4 ; d6=3 ; d4+1=5 ; d6=5 ; d6=1 ; d6=1 ; d6=1 ; d20+17=20 ; d8+1=4 ; Tuesday November 23rd, 2010 1:05:53 PM
OOOh! Vauhwyt's House Odds feat gives her a 50-50 chance of sneak attacking the monster! Per the description, a roll of 51-00 means I can sneak attack it! a 94! Suh-weet! That's a full 32 damage! Well, -15 for DR means 17 damage, but still, not too shabby!
[OOC to Dm Glenn: Highlight to display spoiler: {Um, since the bat is undead, didn't it have to save vs the Hide From Undead spells that we have cast on us? Before the Cold Breath, I mean. I don't see any rolls in the DM post that look like Will saves that would beat the sweetly high DC that the spell requires.}]
While still flanking with Appolo, Vauwhyt makes a full attack, using armor spikes (twice) and two paws to rend at the undead thing. (OOC: Rend here is just flavor. V has no "rend" ability.) The feat lets her sneak attack this thing for the entirety of the fight. Her lucky spikes this round give her a +3! Sweet.
Her spikes are at base +16 +3 luck +3 nemesis +2 flank +2 heroism for +26 (main), and +21 (second attack with main). (Note: I shortchanged myself by +3 on attacks last time, dunno how, but I did. Didn't matter though.) Her paws are at base +11 +3 nemesis +2 flank +2 heroism for +18 and +18 (two paws). She hits, in that order, AC36, AC34, AC26 (miss) and AC30. That's three hits for 34-15=19; 28-15=13, and 13-15=0. Total damage to the bat this round: 32 inflicted. Plus the 17 inflicted last round.
Mookie uses that wand of CLW on himself. He just makes the required DC20 and cures himself for 4.
"Keep it up, my friends!" shouts Vauhwyt.
OOC to Val! Keep in mind you have a Death Ward spell cast on you! You are IMMUNE to that Finger of Death, I think?
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 130/130) & Jynx (AC 20 - HP 65/65) Tuesday November 23rd, 2010 2:04:24 PM
As previously, Aztyr continues to cast the spell, she started half a minute ago, needing another nine and a half more minutes to compleate it's casting. The Hounds continue to guard Aztyr watching behind her as well as in front and all other directions as well.
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Message (including All hounds, Aztyr and Malgant)
Archon 2 39 hp + 8 hp aid (current 13 + 0) Aid (07 rounds left) Archon 3 44 hp + 13 hp aid (current 39 + 0) Aid (07 rounds left) Archon 4 33 hp + 7 hp aid (current 29 + 0) Aid (07 rounds left)
Valanthe AC 32/ 25 vs intangible HP 145/ 169, Light Fortifacation,Aid, Death Ward d20+26=44 ; d20+21=37 ; d20+16=36 ; d8+14=15 ; 2d6=4 ; d8+14=17 ; 2d6=2 ; d8+14=22 ; 2d6=7 ; Tuesday November 23rd, 2010 10:50:28 PM
Valanthe wasn't sure what happened. It was very unlikely that the bat screwed up somehow. It probably had something to do with the magical protections cast upon her before this infiltration started. Her warhammer was enchanted against undead but it wasn't enough. Valanthe redoubled her efforts, smashing her warhammer against the thing.
OOC: thanks for the reminder. With all the casters and very large spell lists with multiple pc's its easy for me to miss stuff.
1st attack hits ac 44 for 19 2nd attack hits ac 37 for 19 3rd attack hits ac 36 for 29
I can't wait for the switch to pathfinder. I'm very tired of this die roller giving me absolute crap damage on most of my hits.
Moderate Fortification, AC 30, 128+13/128 hp Malgant Tuesday November 23rd, 2010 11:47:29 PM
OOC 3.75 is all about bonus damage for warriors. I wield the +10 to hit toothpick of DOOM..... it does 1 damage...plus the warriors bonuses 8)
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 105/102] d100=24 ; d3=3 ; d3=2 ; d20+23=25 ; d20+18=32 ; d20+13=26 ; d8+2=5 ; d8+2=9 ; d8+2=7 ; Wednesday November 24th, 2010 2:33:10 AM
[Vorelle also has the House Odds feat, but the bat will be immune to any critical hits with a 24.]
[Please note that in yesterday's post, Vorelle 5-footed to AG-14]
Seeing that the creature has some kind of damage resistance, Vorelle begins experimenting, trying silver, cold iron, and adamantine in that order.
[Hit AC 25 for 5 damage with silver; hit AC 32 for 9 damage with cold iron; hit AC 26 for 7 damage with adamantine. I need to quit rolling 2s!]
Attack upon the wizard stronghold (Dm Glenn) d20+17=30 ; d20+6=7 ; d100=7 ; d100=46 ; d20+6=9 ; d20+6=12 ; d20+6=24 ; d20+6=16 ; d8=1 ; d8=5 ; d20+7=27 ; d20+7=21 ; d20+9=17 ; d6=2 ; d20=3 ; d20+18=31 ; 2d6+17=23 ; Wednesday November 24th, 2010 10:07:37 AM In the Prime material
Malgant moves to attack a new shadow missing wildly, as the Deva charges another one missing too. An unseen shadow strikes at the deva as it moves (AoO hit ac 7 miss) but misses just as wildly as Mal.
Aztyr continues her spell with her hounds guarding her.
The shadows move to attack two flanking the Deva (hit ac 11, 14) both miss the naturally armored angle. And two greater shadows attack Mal (hit ac incorporeal touch 24, 16 vs adj AC16 Str dam 1, 5 tot=6 str stat damage) The cold touches drains strength from the large minotaur.
In the Shadow Realm: (ooc: Damage adjusted for House Odds feat. As to Vauhwyt's Question: Highlight to display spoiler: {Hide from dead ended when Vorelle attacked the hound creature, but then to avoid any question the save for the creature is 30 vs DC15. It is also very smart and from the placement of the hounds (listen check +25) could figure out where you probably were. Also, I didn't even get to Spell Resistance yet.})
Vauhwyt attacks again savagely at the bat thing cutting it deeply twice the beast snarls at the liontaur. Mooke uses a wand to cure some wounds.
Luckly the magic Wards protect Valanthe from the bats' death magic, the elf warior cuts madly at the undead bat wounding it viciously.
Vorelle fires a variety of arrows at the creature trying to find something that will harm it the silver one misses, the cold iron hits with no effect, and the adamantine one misses. Both the silver and adamantine arrows are lost or destroyed (50% recoverable: 7%, 46%).
the two hounds continue to nip one at Vauhwyt (hit ac 27 {nat 20 crit 21+2flank=23 not-confirmed}, dam 2+4=6 plus free trip attack: 10 failed) getting lucky and one at Vorelle (hit 15 miss) missing her.
Wounded badly the evil bat flies 5ft higher into the sky out of reach of Appolo and Val, and bites at Vauhwyt (bite hit ac 31 dam 23) biting the liontuar deeply.
Shadow Realm: Shadow Hound (extra planer) (50% miss due to concealment ability) S1 dead S2 S3
Shadow Bat (evil undead) AC 30, touch 12 DR 15/silver and magic (no miss chance) No Crit, No backstab. N1 dam 16+17+32+19+19+29=132
Prime material : Shadow (undead) AC14 (50% miss chance due to incorporeal) G1 - dam 35 (destroyed) G2 - dam 10+30+18+14=72 (dead)
Vauhwyt (AC24/26, 93 of 109 hp) and Mookie (AC15/17, 38 of 54 hp) (Detect Scrying) d20+37=48 ; d20+18=28 ; d3=2 ; d20+25=36 ; d20+20=31 ; Wednesday November 24th, 2010 1:50:53 PM
Vauhwyt takes a nip from a hound for 6 hp and a deeper bat bite for 23. That eats up the 13 hp of False Life that had been protecting the liontaur and totals 16 real damage to her.
Then Vauwhyt tenses her strong back legs and leaps straight up ... [OOC: Jump check at base +23 boosted +2 with heroism and +12 with Expeditious Retreat is +37 Rolled a 48] ... and the liontaur lifts herself six feet completely off the ground, reaching 8 more feet to a total height of 14 feet. That's enough to try a grab!
Question to DM Glenn: Is that jump necessary? Can it count as a five foot step? The answer is important because if it is a necessary move action, then V can take only a standard attack this round, but if it is a five foot step or not a move at all (you said the bat was in her reach?), then she can take a full attack.
Vauwhyt tries to touch the bat to initiate a grapple. Her touch attack, which bypasses natural armor and other bonuses, starts with a base +13 +3 nemesis +2 heroism and rolls a touch attack vs AC28. That is likely a touch!
Now it is time to grapple. Vauhwyt's base grapple check is aided by her spiked armor, which is lucky this round to a tune of +2. Thus her grapple is +8 BAB +2 Str +4 size +1 feat +3 armor spikes enhancement +2 armor spikes luck +3 nemesis +2 heroism = +25. Her grapple check is a 36, not too shabby.
If the grapple succeeds, then Vauwhyt inflicts 1d8+2str +3 enh +2 luck, or at most, 15 damage, which cannot get through the thing's DR, so no reason to roll it. However, it is grappled!
Question to the DM -- does it support Vauhwyt's weight, 640 pounds, and stay in air? Or does the grappling pair fall to the ground? And does Vauhwyt get a full attack this round, that is, another attack at BAB-5?
If the undead thing is not grappled, Vayhwyt tries again at -5, assuming this is a full round attack. The secondary grapple attack, at +20, beats a Woldian Grapple DC31.
If the undead thing is hovering, then Vauhwyt makes her second grapple check, still using the 31, to move the grapple to the ground, so that her friends can attack.
If the two of them fell to the ground because of V's weight, then she uses the second grapple attempt, vs DC31, to pin the thing.
NOTES ON RULES: I think the Wiki has already been updated for Pathfinder, so this link to the 3.5 Wold House Rules on Special Attacks may be useful. I would also like to remind my friends that missiles fired into a grapple hit targets randomly from those available.
Finally, Mookie holds on as tight as he can.
Spell Slots Used:
1 of 6 level 0 spells used 2 of 7 level 1 spells used 2 of 7 level 2 spells used 6 of 7 level 3 spells used 2 of 6 level 4 spells used 2 of 5 level 5 spells used 0 of 3 level 6 spells used
Darkwalk: 8 rounds of 50
Spell Status:
Vauhwyt: Protection from Evil, Detect Scrying, Extended Greater Magic Weapon, Nemesis Insight, Heroism, Expeditious Retreat, Locate Creature, Summon Monster IV, Hide from Undead (from Mal), Death Ward (from Mal), Magic Vestment on buckler (from Mal)
Mookie: Protection from Evil, Detect Scrying, Heroism, Expeditious Retreat, Nemesis Insight, Alter Self, Hide from Undead (from Mal), Death Ward (from Mal)
REMEMBER THE SPELLS THAT ARE ON YOU, LIKE TEMP HP FROM AID!
On Val, Vorelle, and Appolo: Heroism, Aid (Val: 9hp; Vorelle: 3 hp; Appolo: 9 hp)
On Vorelle: Protection from Evil
On Mal: Extended Greater Magic Weapon
Round 0: - Aztyr teleports. - Mal casts Spell Immunity - Vauhwyt tries and fails to teleport. - Archon casts Aid on Vorelle (+3 temp hit points). - Mookie tries to read scroll of invisibility: UMD 18 = fails to emulate 12 Int.
Round 1: - Aztyr casts Shield - Mal casts Helping Hand - Vauhwyt teleports successfully. Gets fix via Locate Creature - Archon casts Aid on Appolo (+9 temp hit points). - Mookie tries to read scroll of invisibility: UMD 19 = fails to emulate 12 Int.
Round 2: Aztyr casts Mirror Image Malgant casts Invisibility Purge Vauhwyt waits to hear from Val, Appolo, and Vorelle
Round 3: Aztyr casts Summon Monster VI (1 hound archon) Malgant casts Consecrate spell. (cast time 1 rnd, NOT 10 minutes) Vauwhyt brings Appolo, Vorelle, Val, Mookie, and Ark the Archon into the Realm of Shadows.
Round 4: Aztyr casts Summon Monster VI (3 hound archons) Aztyr's First Hound Archon casts Message. Vauhwyt moves toward the most recent location indicated by the Locate Object fix
Round 5: Move 60 ft
Round 6: Cast Grease and move 30 ft
Round 7: Move 60 ft. Then coldbat breathes on us.
Round 8: Move and attack the bat. Mookie uses pro evil on self.
Round 9: Full attack on bat. Mookie uses CLW on self.
Round 10: Jump and grapple bat. Mookie holds on.
Appolo Ac 34 HP106 . Aid, Heorism,remove fear,Deathward, Bulls Strength Haste d20+18=26 ; d10+10=11 ; Wednesday November 24th, 2010 5:50:02 PM
Appolo seeing his attacks don't have much effect,moves to deal with the nearest hound.As he watches Vuahwyt leap up and grab the bat attempring ro wrestle the thing to the ground."Val help with the bat I'll take care of these hounds."He arracks the nearest hound once.
Attack 26 Damage 11
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 105/102] d20+20=32 ; d20+20=28 ; d20+15=22 ; d20+15=26 ; d20+10=23 ; d20+10=25 ; d100=29 ; d100=35 ; d100=100 ; d100=55 ; d100=24 ; d100=27 ; d6+1=6 ; d6+1=7 ; Wednesday November 24th, 2010 6:00:47 PM
Seeing Vauhwyt pounce on the bat and wrap it in a grapple, Vorelle decides to focus her attention on the shadow hounds. She drops her bow, pulls her handaxes, and gets to work.
[Vorelle has Quick Draw, so she can full-attack S2. Four attacks miss due to concealment. The others hit AC 26 for 6 damage and AC 23 for 7 damage.]
Moderate Fortification, AC 30, 128+13/128 hp Malgant d20+22=42 ; d20+22=35 ; d20+17=24 ; d20+12=26 ; d20+16=23 ; d100=4 ; d100=63 ; d100=52 ; d100=85 ; 2d6+6=15 ; 2d6=8 ; 2d6=10 ; 2d6+6=10 ; 2d6=8 ; 2d6=10 ; d8+6=7 ; 2d6=7 ; d20+21=31 ; d20+16=24 ; d20+11=15 ; d100=92 ; d100=27 ; d100=25 ; d8+12=15 ; Thursday November 25th, 2010 9:29:27 AM
Malgant whispers a prayer of thanks in his heart that Imod inspired him this morning to pray for defense rather than offense. As the cold negative energy of the Shadow's touch grips Malgant's muscles he feels the Death Ward push it away without harm. A smile on his lips he returns the shadow's embrace with a flurry of attacks from his blade, now glowing with hunger for the undead's insubstantial flesh.he begins swinging at G4 moving to G5 if/when G4 dies.( 1st attack hits AC 42 crit confirms, undead traits negates, 4% misses, Second attack hits AC24, 63% hits, 15 damage +8 <holy>+10<bane>total 32 points, Third attack hits AC 26, 52% hits, 10 damage+8<holy>+10<bane>total 28 points, Horn gore hits AC 23, 85% hits, 7 damage+7<bane>total 14 points. Defiantly, Malgant stands ready waiting for the next round of futile attacks from the shadows.
The Deva steps nimbly aside from the shadows blows and then steps in to deliver devastating blows with his mace. Starting his assault on G3 and swapping to G6 when G3 falls. First attack hits AC 31, 92% hits, 15 damage DC 14 Will save vs disruption. Second attack hits AC24, 27% misses, Third attack hits AC 15 , 25% misses.
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 13 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (122 rounds) -Death Ward (131 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 13 rounds elapsed) -Remove Fear (duration 92 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 132 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 131 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.)
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (131 rounds) Remove Fear (duration 92 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (125 rounds) Remove Fear (duration 91 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (125 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (126 rounds) Remove Fear (duration 91 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (127 rounds) Remove Fear (duration 91 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 123 rounds) Death Ward (128 rounds) Remove Fear (duration 91 rounds) (cast by Deva)
Cast on Archon Lantern Hide from undead (133 minutes)
Moderate Fortification, AC 30, 128+13/128 hp Malgant Thursday November 25th, 2010 9:42:09 AM
Strength Damage (Su)
The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect. Create Spawn (Su)
Death Ward Necromancy Level: Clr 4, Death 4, Drd 5, Pal 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.
Death ward does not protect against other sorts of attacks even if those attacks might be lethal.
Attack upon the wizard stronghold (Dm Glenn) d100=42 ; d20+7=25 ; d20+6=23 ; d3=2 ; d20+6=11 ; d20+6=11 ; d20+6=21 ; d20+7=8 ; d20+7=21 ; d20+20=23 ; d20+20=26 ; 2d6+17=24 ; Thursday November 25th, 2010 11:53:59 AM In the Prime material
Divinely protected for the negative energy strength drain, Malgant ignores the shadows attacks as he attacks back finishing off one shadow with two hits and damaging the third. The deva wounds one Shadow
The shadows attack back two on Mal (Incorporeal touch hit ac: 23, 11 no effect) one hits for no effect. Two on the Deva (incorporeal touch hit ac: 11, 21) both miss.
In the Shadow Realm:
(ooc: Vauhwyt takes up 10ft area that includes the vertical direction which is why she is still in reach of the bat, but not Appolo or Val unless they have a range or reach weapon. So, yes Vaulwyt can take a full round action.)
Vauhwyt tries to grab and pull the bat back to the ground, but it shakes her off (Grapple vs DC38 failed Also, this bat can carry 2,448 lb aloft, but it would have had to win a grapple check to do so at half move.)
Appolo attacks the nearest hound but misses due to it's concealment.
Vorelle focuses on the other hound drop her bow and chopping at the hound hitting twice, she wounds it, but it is still up and kicking.
One hound attacks Appolo (hit ac 8 miss) and misses, the other attacks Vorelle (hit ac 21 miss) and it too misses.
The Evil shadow bat lifts another 5ft up and bites twice again at Vauhwyt (hit ac 23miss, 26 hit dam 24) the second bite digs deeply into the liontaur's flesh. (ooc: forgot it was hasted, other wise it would have attacked twice last round. Oh well.)
Shadow Realm: Shadow Hound (extra planer) (50% miss due to concealment ability) S1 dead S2 dam 6+7=13 S3
Shadow Bat (evil undead) AC 30, touch 12 DR 15/silver and magic (no miss chance) No Crit, No backstab. N1 dam 132
Prime material : Shadow (undead) AC14 (50% miss chance due to incorporeal) G1 - dam 35 (destroyed) G2 - dam 72 (dead) G3 -- dam 15 G4 -- dam 32+28=60 (dead) G5 -- dam 14 G6 -
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 130/130) & Jynx (AC 20 - HP 65/65) Thursday November 25th, 2010 7:29:12 PM
Aztyr continues to cast.
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Message (including All hounds, Aztyr and Malgant)
Archon 2 39 hp + 8 hp aid (current 13 + 0) Aid (05 rounds left) Archon 3 44 hp + 13 hp aid (current 39 + 0) Aid (05 rounds left) Archon 4 33 hp + 7 hp aid (current 29 + 0) Aid (05 rounds left)
Vauhwyt (AC24/26, 93 of 109 hp) and Mookie (AC15/17, 38 of 54 hp) (Detect Scrying) Thursday November 25th, 2010 7:50:46 PM
OOC: What is the bat's grapple DC?
(ooc: Bat Grapple is DC38 - it is huge and very strong.)
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 105/102] d20+20=33 ; d20+20=36 ; d20+15=31 ; d20+15=27 ; d20+10=19 ; d20+10=19 ; d100=48 ; d100=2 ; d100=70 ; d100=16 ; d100=56 ; d100=17 ; d6+1=3 ; d6+1=3 ; Thursday November 25th, 2010 8:12:11 PM
Vorelle's axes continue to flash in the dim light as she goes after the hound. Alas, she only lands one solid hit.
[Hit AC 31 for 3 damage; Hit AC 19 for 3 damage. Is being able to roll under 50 on a d100 60% of the time an Olympic event? Because if it is, I'm totally on the team...]
Appolo Ac 34 HP106 . Aid, Heorism,remove fear,Deathward, Bulls Strength Haste d100=68 ; d20+18=29 ; d20+18=20 ; d20+10=27 ; d20+18=37 ; d10+10=11 ; d8+10=15 ; d10+10=17 ; d8+10=17 ; Friday November 26th, 2010 10:30:01 AM
Appolo unloads afull attack on the hound,swing four times at it.He notices the bat fly further away as Vauhwyt's attempt to grapple it fails."Ok we need to finish that thing or ignore it and move on.We're running out of time."
Moderate Fortification, AC 30, 128+13/128 hp Malgant d4=4 ; d4=2 ; d4=2 ; 5d8=26 ; d20+22=24 ; d20+22=31 ; d20+22=35 ; d20+17=33 ; d20+12=31 ; d100=66 ; d100=18 ; d100=26 ; d20+16=24 ; d100=14 ; 2d6+6=14 ; 2d6=4 ; 2d6=7 ; Friday November 26th, 2010 10:34:30 AM
Becoming annoyed by the shadow's ability to slip away from damaging blows, the Deva changes tactics. Calling out to Imod in a clear voice it delivers a Holy Smite.( please ignore the D4s, I was going to holy word, but smite does damage so I smited instead) 26 damage and blindness to both shadows DC19 will save for half damage and no blindness. Malgant continues his holy assault on the remaining shadow. Hit AC 24, 66% hits for 14 damage +4<holy> +7<bane> all other attacks miss due to concealment ( ignore the other unnecessary rolls, I must be half asleep, sorry)
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 13 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (121 rounds) -Death Ward (130 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 14 rounds elapsed) -Remove Fear (duration 91 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 131 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 130 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.)
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (130 rounds) Remove Fear (duration 91 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (124 rounds) Remove Fear (duration 90 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (124 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (125 rounds) Remove Fear (duration 90 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (126 rounds) Remove Fear (duration 90 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 122 rounds) Death Ward (127 rounds) Remove Fear (duration 90 rounds) (cast by Deva)
Cast on Archon Lantern Hide from undead (133 minutes)
Vauhwyt (AC22/24, 69 of 109 hp) and Mookie (AC15/17, 38 of 54 hp) (Detect Scrying) d20+17=37 ; d20+17=36 ; d6+1=2 ; d20+20=24 ; d100=67 ; Friday November 26th, 2010 11:57:18 AM
Vauhwyt shouts to her familiar, "Mookie! Feeb it!"
Mookie digs into his mistress's pack and takes out a wand of Ray of Enfeeblement. He points it at the bat and tries to activate it. UMD37 another nat 20! The familiar rolls a ranged touch attack on the bat, hitting AC36 and imposing a penalty on the thing's Str of 2.
Is Vauhwyt within reach of the bat? That is, if she casts a spell, does it get an AoO on her?
If the bat gains an AoO if V casts a spell, then V tumbles back out of reach, rolling a 24 on the tumble check.
Then Vauhwyt casts an Enlarge Person spell. Arcane spell fail with armor = 67, no problem. Now she is huge, and weighs eight times what she used to. Next round she will be ready to try another grapple. (unfortunately her AC goes down by 2.)
Moderate Fortification, AC 30, 128+13/128 hp Malgant Friday November 26th, 2010 1:18:37 PM
OOC For gods sake stop rolling all the 20's. Someone has to pay for those and I have already missed 2 attacks that hit because I rolled 1's. Give the rest of us a 20 once and awhile. Sheesh. <waves> Hi Cayzle!
Vauhwyt (AC22/24, 69 of 109 hp) and Mookie (AC15/17, 38 of 54 hp) (Detect Scrying) Friday November 26th, 2010 5:07:27 PM
Don't blame me! It's Mookie!
"Jeezum Crow, Boss," caws Mookie. "Way to stand up for your familiar!"
Attack upon the wizard stronghold (Dm Glenn) d100=44 ; d100=77 ; d100=27 ; d20+7=21 ; d20+7=19 ; d20+1=7 ; d20+6=24 ; d20+6=21 ; d20+6=13 ; d20+7=27 ; d20+7=13 ; d20+7=15 ; d6=6 ; d20+3=12 ; Saturday November 27th, 2010 8:33:46 AM In the Prime material
Aztyr continues to cast her spell.
Annoyed, the Deva strikes at the shadows using Imod's Holy Smite (save 21, 19). The undead are strong and able to resist part of damage. Malgant attacks his foe hitting once hard, but its still kicking.
The shadows continue to attack back two on the deva (hit ac 24, 21 vs 29 miss, miss) and one on Mal (hit ac 13 vs adj AC16 miss)
In the Shadow Realm:
Vorelle swings her axes at the concealed shadow hound, and manages to hit it twice. The beast is still moving.
Appolo attacks his hound too, also hitting twice. The creature howls in pain. (ooc: With concealment you must roll the miss chance separately for each attack. First one hit, 44 miss, 77 hit, 27 miss )
Vauhwyt calls to Mookie who tries to enfeeble the bat, the wand works, the aim is good, (Caster level check: 7 vs SR27 fail) the evil bat creature shrugs off the magic. The liontaur tumbles back and cast enlargment upon herself, growing to a huge size.
The bat flies higher and uses it natural magic to hold Vauhwyt fast (hold Monster Will save DC19 or be paralyzed and freezes in place)
A shadow hounds attack Appolo (hit ac 27 {nat20 crit 13 not-conf} dam 10 plus trip 12 vs DC12+9=21 fail{Never mind I forgot to add BaB}) the human rogue isn't tripped. The other hound attacks Vorelle (hit ac 15 miss) and misses.
Shadow Realm: Shadow Hound (extra planer) (50% miss due to concealment ability) S1 dead S2 dam 13+3+3=19 S3 dam 11+17=28
Shadow Bat (evil undead) AC 30, touch 12 DR 15/silver and magic (no miss chance) No Crit, No backstab. N1 dam 132
Prime material : Shadow (undead) AC14 (50% miss chance due to incorporeal) G1 - dam 35 (destroyed) G2 - dam 72 (dead) G3 -- dam 15+13=28 G4 -- dam 60 (dead) G5 -- dam 14+25=39 G6 -- dam 13
Vauhwyt (AC22/24, 77 of 109 hp) and Mookie (AC15/17, 38 of 54 hp) (Detect Scrying) d20+17=30 ; d100=43 ; d20+17=32 ; d8+1=2 ; d8+1=8 ; Saturday November 27th, 2010 12:38:51 PM
Vauhwyt's base will save is +13, +2 heroism, +2 protection from evil, for a total +17. Her save is a 30, no problem.
Resisting the effect of the magic, she backs up 10 feet and casts Jump. Arcane fail 43 = OK.
Mookie taps her with the CLW wand: UMD32 = OK. Cure = 2 (rerolled) 8.
Vauhwyt shouts, "Val! Don't block my path to it!"
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 105/102] d20+20=27 ; d20+20=28 ; d20+15=25 ; d20+15=35 ; d20+15=17 ; d20+10=12 ; d20+10=18 ; d100=38 ; d100=87 ; d100=87 ; d100=15 ; d100=41 ; d100=20 ; d6+1=2 ; d6+1=4 ; Sunday November 28th, 2010 9:31:41 PM
"They're not that hard to hit, except for that thing where they're not there," Vorelle reports. She unleashes another attack, but keeps whiffing right through her target.
[Hit AC 28 for 2 damage; hit AC 25 for 4 damage.]
Moderate Fortification, AC 30, 128+13/128 hp Malgant d20+22=41 ; d20+17=30 ; d20+12=29 ; d20+16=22 ; d100=12 ; d8=2 ; d100=70 ; d100=94 ; d100=98 ; 2d6+6=16 ; 2d6=6 ; 2d6=6 ; 2d6+6=12 ; 2d6=6 ; 2d6=9 ; d8+5=8 ; 2d6=6 ; d20+23=32 ; d20+21=25 ; d20+16=25 ; d20+11=23 ; d100=77 ; d100=87 ; d100=83 ; d8+12=17 ; d8+12=20 ; d8+12=13 ; Monday November 29th, 2010 10:04:39 AM
Malgant continues to hammer at the shadow in front of him. His first swing passes through the shadow without harming it, the other three, including his horns strike true. ( Hit AC 30, 70%, for 16 damage +6<holy> +6<bane> 28 total; Hit AC 29, 94%, for 12 damage +6 <holy> +9 <bane> 27 total ; Hit AC 22 horn gore, 98%, for 5 damage + 6<bane> 11 total 66 grand total) Once the shadow is dead he turns and takes a 5 foot step towards the Deva calling out" Do you see any more, your vision is far better than mine?" The Deva, still pressed by two foul shadows, returns to his mace as his salvation, swinging three times at the shadows trying to destroy them. This time the Deva hits with all three disruptive swings of it's mace. Starting with Shadow G3 it keeps swinging until it falls and moves on to G6. ( Hit AC 25, 77%, 12 damage; hit AC 25, 87%, 20 damage and AC 23, 83%, 13 damage. Each hit requires a DC 14 will save vs disruption. Any creature hit by 2 or more attacks needs a DC 22 Fort save vs stun or be stunned for 1d6 rounds.) At Malgant's voice it looks around for more of the hard to spot foes (Spot 32).
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 13 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (120 rounds) -Death Ward (129 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 15 rounds elapsed) -Remove Fear (duration 90 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 130 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 129 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.)
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (129 rounds) Remove Fear (duration 90 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (123 rounds) Remove Fear (duration 89 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (123 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (124 rounds) Remove Fear (duration 89 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (125 rounds) Remove Fear (duration 89 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 121 rounds) Death Ward (126 rounds) Remove Fear (duration 89 rounds) (cast by Deva)
Cast on Archon Lantern Hide from undead (133 minutes)
Valanthe AC 32/ 25 vs intangible HP 145/ 169, Light Fortifacation,Aid, Death Ward d20+24=37 ; d8+12=20 ; d100=18 ; Monday November 29th, 2010 1:22:59 PM
"Not a problem. I can't hit that thing way up there anyway." Valanthe says and moves out of the way (AA12). Instead of worrying about the enemy she can't get to, the elf focuses on one she can. The shadow hound, or the patch of darkness that she thinks is the shadow houmd.
ooc: attacks S3. hits ac 37 for 20. 18 on the miss %. I'm not quite sure how it works with the shadow hound. If the ghost touch would hit the hound or not.
Attack upon the wizard stronghold (Dm Glenn) d20+7=24 ; d20+7=24 ; d20+7=11 ; d20+7=15 ; d20+7=24 ; d20+24=30 ; d20+6=9 ; d20+6=16 ; d20+6=13 ; d20+6=12 ; d20+6=17 ; d20+6=24 ; d20+6=17 ; d20+6=13 ; d20+6=10 ; d20+6=19 ; Monday November 29th, 2010 5:34:22 PM In the Prime material
Aztyr continues to cast her spell.
Malgant hammers the shadow near him killing it. While the Deva swing her mace hitting the shadow once (save 24), twice (save 24), while it's not disrupted it does wither away from the damage it has taken. The third blow hits the remaining shadow, which is unable to resist the disruptive power of the Deva's weapon. (save 11). Looking around the Deva tells shakes her head, "I see no more Shadows here"
For a moment there is quite then thundering feet announce reinforcements, ten drow warriors come pouring out of the #2 and #6 tunnels. Having moved fully they can't attack yet.
In the Shadow Realm:
Resisting the paralyzingly magic, Vauhwyt uses her magic in preparation to jump, yelling for Val to get out of the way.
Vorelle continues to chip away at the shadow hound.
Doing as Vauhwyt ask, Valanthe moves out of the way and helps with the shadow hound, unfortunately she misses the beast. (ooc: the Hound has total concealment in shadows, which is effectively the same as being invisible. The ghost touch doesn't help, but blind fighting or seeking would.)
the shadow hounds attack again. One on Appolo (hit ac 15 miss) which misses and the other on Vorelle (hit ac 24 miss) which also misses, but by less.
The intelligent bat creature sees what Vauhwyt is casting and uses it's own magic to foil the liontaur's tatics (Greater dispel magic targeted only on Vauhwyt +17 Dispels spells of level: 9, 16, 13, 12, 17, 24, 17, 13, 10, 19 list your active spells abc order check them verses the dispel ) And flies straight up another 45ft.
Shadow Realm: Shadow Hound (extra planer) (50% miss due to concealment ability) S1 dead S2 dam 19+2+4=25 S3 dam 28
Shadow Bat (evil undead) AC 30, touch 12 DR 15/silver and magic (no miss chance) No Crit, No backstab. N1 dam 132
Prime material : Shadow (undead) AC14 (50% miss chance due to incorporeal) G1 - dam 35 (destroyed) G2 - dam 72 (dead) G3 -- dam 28+12+20=60 (dead) G4 -- dam 60 (dead) G5 -- dam 39+28+27+11=105 (dead) G6 -- dam 13+13=26 (disrupted)
Vauhwyt (AC24, 77 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) (Detect Scrying) d100=19 ; d20+13=29 ; 2d4=4 ; d20+18=24 ; d20+17=25 ; d8+1=5 ; Monday November 29th, 2010 7:02:32 PM
The bat cast spells dispelling CLs 9, 16, 13, 12, 17, 24, 17, 13, 10, 19.
The following spells are/were in effect on Vauwhyt:
Not Targeted, since the spell has to target a creature or an object: Extended Greater Magic Weapon on armor spikes Magic Vestment on buckler (from Mal - CL14)
Spells remaining in effect on Vauhwyt: Death Ward, Expeditious Retreat.
Vauhwyt laughs at the bat as it flees upward. "Fly away, little one! Fly away!" she taunts it. Then she casts Acid Arrow at it. Her spell failure chance - 19 = no problem. Her ranged touch attack, alas, without the benefit of either her heroism or her nemesis insight, hits touch AC29. This round the bat takes 4 hp damage. That's acid damage that allows no magic resistance nor damage reduction. Does the bat have Acid resistance? We'll see.
Mookie tries to use the CLW wand on himself: a 25, no problem. He heals himself 5.
Vauhwyt tumbles (check 24) to 14-15-AA-AB in order to give flanking bonuses to both Val and Appolo.
See below for current status:
Spell Slots Used:
1 of 6 level 0 spells used 2 of 7 level 1 spells used 2 of 7 level 2 spells used 6 of 7 level 3 spells used 2 of 6 level 4 spells used 2 of 5 level 5 spells used 0 of 3 level 6 spells used
Darkwalk: 11 rounds of 50
Spell Status:
Vauhwyt: Extended Greater Magic Weapon, Expeditious Retreat, Death Ward (from Mal), Magic Vestment on buckler (from Mal)
Mookie: Protection from Evil, Detect Scrying, Heroism, Expeditious Retreat, Nemesis Insight, Alter Self, Hide from Undead (from Mal), Death Ward (from Mal)
On Val, Vorelle, and Appolo: Heroism, Aid (Val: 9hp; Vorelle: 3 hp; Appolo: 9 hp)
On Vorelle: Protection from Evil
On Mal: Extended Greater Magic Weapon
Round 0: - Aztyr teleports. - Mal casts Spell Immunity - Vauhwyt tries and fails to teleport. - Archon casts Aid on Vorelle (+3 temp hit points). - Mookie tries to read scroll of invisibility: UMD 18 = fails to emulate 12 Int.
Round 1: - Aztyr casts Shield - Mal casts Helping Hand - Vauhwyt teleports successfully. Gets fix via Locate Creature - Archon casts Aid on Appolo (+9 temp hit points). - Mookie tries to read scroll of invisibility: UMD 19 = fails to emulate 12 Int.
Round 2: Aztyr casts Mirror Image Malgant casts Invisibility Purge Vauhwyt waits to hear from Val, Appolo, and Vorelle
Round 3: Aztyr casts Summon Monster VI (1 hound archon) Malgant casts Consecrate spell. (cast time 1 rnd, NOT 10 minutes) Vauwhyt brings Appolo, Vorelle, Val, Mookie, and Ark the Archon into the Realm of Shadows.
Round 4: Aztyr casts Summon Monster VI (3 hound archons) Aztyr's First Hound Archon casts Message. Vauhwyt moves toward the most recent location indicated by the Locate Object fix
Round 5: Move 60 ft Round 6: Cast Grease and move 30 ft Round 7: Move 60 ft. Then coldbat breathes on us. Round 8: Move and attack the bat. Mookie uses pro evil on self. Round 9: Full attack on bat. Mookie uses CLW on self. Round 10: Jump and grapple bat. Mookie holds on. Round 11: Cast Enlarge Person. Mookie tries Ray of Enfeeblement. Round 12: Cast Jump. Mookie uses CLW wand on Vauhwyt. Round 13: Mostly dispelled; cast Acid Arrow. Mookie uses CLW wand on self.
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 130/130) & Jynx (AC 20 - HP 65/65) 10d6=29 ; d20+14=19 ; d20+14=19 ; d20+14=25 ; d20+14=25 ; d20+14=17 ; d20+14=23 ; Monday November 29th, 2010 8:16:14 PM
Aztyr stiops her casting of the epic spell. (already marked off the spell) She tells the Hounds to change into Winter Wolves, then get in position to attack the Drow after her spell hits. (winter wolf added at bottom) Aztyr points her right hand and drops a fireball at 30,I Engulfing all 6 Drow.
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Message (including All hounds, Aztyr and Malgant)
Archon 2 39 hp + 8 hp aid (current 13 + 0) Aid (04 rounds left) Archon 3 44 hp + 13 hp aid (current 39 + 0) Aid (04 rounds left) Archon 4 33 hp + 7 hp aid (current 29 + 0) Aid (04 rounds left)
All Hounds have : Aura of Menace, 20' radius SR 16
Winter Wolf Size/Type: Large Magical Beast (Cold) Hit Dice: 6d10+18 (51 hp) Initiative: +5 Speed: 50 ft. (10 squares) Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +6/+14 Attack: Bite +9 melee (1d8+6 plus 1d6 cold) Full Attack: Bite +9 melee (1d8+6 plus 1d6 cold) Space/Reach: 10 ft./5 ft. Special Attacks: Breath weapon, freezing bite, trip Special Qualities: Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire Saves: Fort +8, Ref +6, Will +3 Abilities: Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10 Skills: Hide -1*, Listen +6, Move Silently +7, Spot +6, Survival +1* Feats: Alertness, Improved Initiative, Track Environment: Cold forests Organization: Solitary, pair, or pack (3-5) Challenge Rating: 5 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Usually neutral evil Advancement: 7-9 HD (Large); 10-18 HD (Huge) Level Adjustment: +3 (cohort)
A winter wolf grows about 8 feet long and stands about 4½ feet at the shoulder. It weighs about 450 pounds.
Winter wolves can speak Giant and Common.
Combat Winter wolves typically hunt in packs. Their size, cunning, and formidable breath weapon allow them to hunt and kill creatures much larger than themselves. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. If they're in a hurry, white wolves try to pin their foes.
Breath Weapon (Su) 15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 16 half. The save DC is Constitution-based.
Freezing Bite (Su) A winter wolf deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.
Trip (Ex) A winter wolf that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.
Skills Winter wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Winter wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus on Survival checks when tracking by scent.
Moderate Fortification, AC 30, 128+13/128 hp Malgant d20+20=36 ; d20+15=19 ; d20+10=14 ; d20+13=32 ; 2d6+6=11 ; 2d6=7 ; 2d6+6=14 ; 2d6=12 ; 2d6+6=10 ; 2d6=9 ; d8+4=5 ; d8+4=10 ; d20+12=16 ; d20+12=28 ; d20+12=22 ; d20+12=20 ; d20+12=32 ; d20+12=22 ; d4=2 ; d4=4 ; d4=4 ; Monday November 29th, 2010 8:52:31 PM
Malgant considers bringing a pillar of holy fire down on the four warriors in front of him, then remembers the well known drow trait of spell resistance and follows a more direct approach. Taking a 5 foot step towards the nearest drow ( end move in W27/28) Malgant tests the warrior's defenses with a flurry of attacks ) Hit AC 36 for 11 +7 <holy>,AC19 for 14 +12<holy>, AC14 for 10 +9<holy> and AC32 with the horn gore for 5 damage .
The Deva, confident in her abilities moves toward the larger group of drow (end move in M28) and utters a single Holy Word of power. The word, beautiful to both Malgant and the Deva assaults the well being of evil creatures. ( SR checks 16,28,22,20,32,22 must beat creatures SR to affect it, there is no save vs these effects)( deafened 2 rounds, blinded 8 rounds, I didn't figure they could be lower level than that if so the paralysis lasts 1-10 minutes, also known as the rest of their lives.)
Holy Word effects Any nongood creature within the area that hears the holy word suffers the following ill effects. HD Effect Equal to caster level Deafened Up to caster level -1 Blinded, deafened Up to caster level -5 Paralyzed, blinded, deafened Up to caster level -10 Killed, paralyzed, blinded, deafened The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 13 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (119 rounds) -Death Ward (128 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 16 rounds elapsed) -Remove Fear (duration 89 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 129 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 128 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.)
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (128 rounds) Remove Fear (duration 89 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (122 rounds) Remove Fear (duration 88 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (122 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (123 rounds) Remove Fear (duration 88 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (124 rounds) Remove Fear (duration 88 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 120 rounds) Death Ward (125 rounds) Remove Fear (duration 88 rounds) (cast by Deva)
Cast on Archon Lantern Hide from undead (133 minutes)
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 105/102] d20+20=34 ; d20+20=26 ; d20+15=20 ; d20+15=29 ; d20+10=26 ; d20+10=29 ; d100=74 ; d100=13 ; d100=28 ; d100=25 ; d100=42 ; d100=78 ; d6+1=2 ; d6+1=5 ; Monday November 29th, 2010 9:58:04 PM
"Wardd take this stupid thing!" Vorelle is getting frustrated. She continues to hack at the hound, again only hitting twice.
[Hit AC 34 for 2 damage; hit AC 29 for 5 damage]
Vauhwyt (AC24, 77 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) (Detect Scrying) Tuesday November 30th, 2010 10:41:09 AM
OOC: Aaahh! Wall of text!
:-)
Appolo Ac 34 HP106/96. Aid, Heorism,remove fear,Deathward, Bulls Strength Haste d100=84 ; d100=73 ; d100=96 ; d100=62 ; d20+18=38 ; d20+18=33 ; d20+18=37 ; d20+18=22 ; d8+10=18 ; d10+10=19 ; Tuesday November 30th, 2010 10:58:32 AM
Appolo attacks the hound agian.'Come on guys hurry up.Vauhwyt cast fly on Val then she can go get that thing and end it."He sees the hound clearly this time stiking it deep 3 time.
Concealment 84 73 96 62 Attack 38 crtical hit natural 20, Confirmed 33, 37 ctical hit not confimed, 22miss Damage 26+18+19=63 Total= 63
Valanthe AC 32/ 25 vs intangible HP 145/ 169, Light Fortifacation,Aid, Death Ward d100=13 ; d100=87 ; d100=38 ; d20+19=34 ; d8+12=20 ; Tuesday November 30th, 2010 12:47:33 PM
Valanthe attacks the darkness and manages to hit something solid with one of her wild swings. (2nd attack miss % 87. Hit ac 34 for 20)
Vauhwyt (AC24, 77 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) (Detect Scrying) Tuesday November 30th, 2010 2:26:30 PM
Vauhwyt laughs. "No fly spell in my repertoire, sorry!"
ADM question for Appolo Tuesday November 30th, 2010 7:39:52 PM
Appolo, your linked character sheet has you useing a Longsword and a Short Sword. Neither of them are D10 damage, which it appears that you did roll. Also the sheet lists the short sword as D8 damage. I also only see damage rolled 2 times for 4 attacks or just 2 attacks with crit confirms, you get 4 attacks with duel wield at the level you appearently have.
Can you explain this to me? Thanks, ADM JCC
Attack upon the wizard stronghold (Dm Glenn) d20+6=22 ; d20+6=11 ; 2d4=2 ; 2d4=6 ; 2d4=6 ; d4=1 ; d4=1 ; d4=2 ; d20+13=16 ; d20+13=14 ; d20+18=35 ; d20+13=28 ; d10=10 ; d20+18=32 ; d10=5 ; d100=73 ; d20+13=23 ; d20+13=25 ; d20+13=28 ; d4=3 ; d4=1 ; Wednesday December 1st, 2010 11:13:19 AM In the Prime material
Giving up on the epic spell casting, Aztyr direct her hounds to take the form of Wolves, as she herself and all her images flings a fireball into the group of drow covering 5 of the 6, but effecting two of those (save: 22, 11) one takes the blast full force, the other finds some relief. (ooc: Archon hounds can only take the form of dog like of Animal type. Winter wolfs are Magical Beast. How about Dire Wolfs they are of animal type?) The hounds try to get as close to the their summoner's wishes as possible.
Malgant shifts five feet and attacks the new threat hitting twice and blooding one of the drow. The Deva utters a holy word causing pain to 4 of the 6 drow around her.
The Drow react the blind and Deaf drow (D2, D3, D6 & D7) cast darkness about themselves and spread out (20% chance to miss anyone in the darkness 1-20 miss, 21-100 hit). The other drow attack: D5, D0 move to attack Mal (subject to AoO by Mal) (Drow attack bastard sword hit ac 16, 14 miss) the both miss D8 shifts and attacks Mal (drow bastard sword hit ac 35 hit, 28 miss, dam 20) one strong blow lands on the Minotaur. D1 moves to attack the Deva (drow bastard sword hit 32 hit, 73% good, dam 15-10dr=5) another strong blow. D4 & D9 move and fire hand crossbolts at Aztyr (drow bolts hit ac 25, 28 vs ac20 hit, hit dam 4, 2 plus drow poison make two Fort DC13 saves or fall unconscious for 1 minute)
In the Shadow Realm:
With much of her protective and enhancing magic striped away, Vauhwyt strikes back with a bolt of acid hitting the evil bat creature taunting it with her words. The acid burns it's flesh, but it is still flying. The liontaur moves to flank the shadow dog, as Mookie uses a wand to heal some of his own wounds.
Vorelle continues to chip away at the shadow hound hitting twice more, but this time it falls to the ground and lies still as it dies.
Appolo stirkes at hit shadow hound getting lucky and hitting three times and Valanthe gets in another solid blow too. The shadow hound is no more.
The evil Nightwing uses it power to cast confusion upon Vauhwyt, Mookie, Appolo and Val - Will Save vs DC18 or be Confused for 17 rounds {Protection from Evil suppresses, but doesn't prevent so save is still needed.} )
(ooc: Confused roll a D100 each round for your action: { If attacked while confused you automatic attack your attacker {no confusion D100 roll}} <10 attack caster or close, 11-20 act normally, 21-50 do nothing but babble incoherently, 51-70 Flee away from caster at top speed, 71-100 Attack nearest creature (other than your familiar). )
Shadow Realm: Shadow Hound (extra planer) (50% miss due to concealment ability) S1 dead S2 dam 25+2+5=32 (dying) S3 dam 28+63+20= ?? (very dead)
Shadow Bat (evil undead) AC 30, touch 12 DR 15/silver and magic (no miss chance) No Crit, No backstab. N1 dam 132+4=136
[b]Prime material : Drow warriors: (evil) AC 20 Touch 13, SR 21 D1 D2 (blind & Deaf) D3 dam 29 (blind & Deaf) D4 D5 D6 (blind & Deaf) D7 dam 14 (blind & Deaf) D8 dam 18+5=23 D9 D0
Vauhwyt (AC24, 77 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) (Detect Scrying) d20+15=30 ; d20+16=24 ; d100=88 ; d20+13=14 ; d20+13=19 ; 2d4=2 ; 2d4=4 ; d20+17=33 ; Wednesday December 1st, 2010 12:30:47 PM
Vauhwyt save vs Confusion: 30. Mookie save: 24. Neither affected.
Vauhwyt casts another Acid Arrow: 88 spell fail is A-OK.
Ranged Touch Attack: a natural 1 is a miss. Using a hero point to reroll that: a hit vs Touch AC19, which hits because its touch ac is 12.
First round of new acid arrow damage: 2 Second round of old acid arrow damage: 4 Total damage this round: 6
Vauhwyt reserves a move action to see if anyone is Confused. If so, she moves to that person, and Mookie uses the Pro Evil wand on them. Mookie's UMD check: 33 = ok. Hopefully the bird-monkey acts before a confused target can do anything crazy.
Mookie caws, "Thanks be to the Gericko and his sweet sweet forgiving and generous PBP initiative system!"
Vauhwyt says, "Hush, Mookie!"
She calls to Vorelle and everybody, "Shoot it! With anything you got!"
Hero Points used: 1
Moderate Fortification, AC 32, 121+ 18 temp/128 hp Malgant d20+20=38 ; d20+15=27 ; d20+10=14 ; d20+14=23 ; 2d6+6=13 ; 2d6+6=13 ; 2d6=5 ; 2d6=6 ; d8+4=7 ; d8+10=18 ; d20+20=38 ; 2d6+6=17 ; 2d6=10 ; Wednesday December 1st, 2010 2:04:50 PM
AoO( rolled last, I almost forgot it) hits AC 38 for 17 damage +10<holy> on D5
Malgant is fairly sure that this will get worse and continues to hold off on casting any more enhancing spells, content to allow his natural ability carry the day. Malgant is nicked by one of their attacks and loses the temporary hit points the Deva had granted him.Malgant continues to hammer at the same drow, needing to know how tough they are before he can formulate any further plan. ( Hit AC 39 for 13 damage + 5<holy>, Hit AC 27 for 13 damage + 6<holy> and hit AC 23 with the horn gore for 7 damage) If that drow falls he swings at D5 since that one is also wounded. He calls out t Aztyr, " One got past me,watch yourself!" He also calls to the Deva, " Deva to me! fight back to back so they cannot outflank us!"
The Deva, knowing these warriors are not able to outflank her but may be able to hurt the Protector badly if they flank him, moves to his side and casts another aid spell on the slightly wounded minotaur. ( 18 temp HP) This also brings Malgant under the Deva's protective aura which I will copy below. ( BTW due to the aura acting as a lesser globe of invulnerability D2 and D3 should have had no effect from their darkness as it is below 4th level. It was cast inside the globe and shouldn't have taken effect unless it is a spell like effect and not a true spell.)
-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.) Malgant will gain +2 deflection bonus from the aura plus the other effects ( he is already wearing a RoP +2)
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 18 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (118 rounds) -Death Ward (127 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 17 rounds elapsed) -Remove Fear (duration 88 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 128 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 127 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.)
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (127 rounds) Remove Fear (duration 88 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (121 rounds) Remove Fear (duration 87 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (121 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (122 rounds) Remove Fear (duration 87 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (123 rounds) Remove Fear (duration 87 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 119 rounds) Death Ward (124 rounds) Remove Fear (duration 87 rounds) (cast by Deva)
Cast on Archon Lantern Hide from undead (133 minutes)
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 124/130) & Jynx (AC 20 - HP 65/65) d4+4=8 ; d20+14=24 ; d20+14=24 ; 3d6+14=22 ; d20+13=22 ; d20+13=27 ; d20+11=16 ; d20+11=28 ; d8+10=15 ; d20+11=27 ; d20+11=25 ; d20+11=27 ; d8+10=16 ; d20+11=26 ; d20+11=22 ; Wednesday December 1st, 2010 3:40:38 PM
OOC: first you centered my fireball if the orange is that, not in the middle of 30,I, it should have covered all of the Drow. Also I don't see rolls to hit my mirror images, the shots should be random at 9 targets including Aztyr. (should have rolled the number b4, but even so minimum number would be 6 including aztyr.)
Aztyr pass both fort saves (the + 13 rolls)
Aztyr sees the Drow close in, she sends one hound toward D9 (H4), the other 2 she sends after D4. She points a finger at D9 and releases her most powerful spell. (Finger of Death) (used hero point , just read rules after the second roll, would have added the +2, up to DM either add 2 or take roll and add +2 useing 2 hero points, I should have reread the rules b4 rolling the die)
Spell Pen roll 24. Fort Save DC 24 or die. If saved 22 damage
H4 Attack on D9 rolled 16 (assume that misses) H2 Attack on D4 rolled 28 , 15 damage. Trip Attempt (free action) 27, Str check Vs 25 required or end up prone. H3 Attack on D4 rolled 27 , 16 damage. Trip attempt (free action) 26, Str check Vs 22 required or end up prone.
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes) ( 8 images)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Message (including All hounds, Aztyr and Malgant)
Archon 2 39 hp + 8 hp aid (current 13 + 0) Aid (04 rounds left) Archon 3 44 hp + 13 hp aid (current 39 + 0) Aid (04 rounds left) Archon 4 33 hp + 7 hp aid (current 29 + 0) Aid (04 rounds left)
All Hounds have : Aura of Menace, 20' radius DC 16 SR 16
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC 16 is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 105/102] Thursday December 2nd, 2010 12:24:32 AM
Vorelle is happy to shoot the bat, but she has to change weapons, which will take a full round.
[Sheathe axes, pick up dropped bow. Two move actions and I'm done.]
Attack upon the wizard stronghold (Dm Glenn) d20+18=26 ; d10=2 ; d8=3 ; d20+8=12 ; d20+5=17 ; d20+5=9 ; d20+5=23 ; d20+5=12 ; d20+5=14 ; d20+5=23 ; d20+5=13 ; d20+9=11 ; d100=42 ; d100=70 ; d20+18=23 ; d20+18=19 ; d20+13=27 ; d20+18=27 ; d20+13=33 ; d20+13=17 ; d10=8 ; Thursday December 2nd, 2010 11:56:03 AM In the Prime material
Malgant hits with the AoO against one drow, then continues to attack the original one hitting once, twice, three times before it collapses to the ground dying. Hearing the Minatuar protector call for her help the warrior angle hesitate leaving the battle with the drow, but does so anyway. Moving to back the Minatuar and casting aid upon him. The drow takes a parting shot at the Deva (AoO hit ac 26 miss) but misses.
(ooc: the drow darkness is a spell like ability so not affected by the Deva's Aura)
(ooc: Aztyr - area effect spells have to be placed on at an intersection of squares and in order to determine if it effect a creature you count using the same movement rules from one intersection to the next. All squares effect where the further corner of that square is within range. [link href ="http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#area"] Spell Area Descriptions[/link])
(Ooc: Sorry, I forgot the mirror image spell you have up, So yes rolling randomly D10 1=real, 2-9image, 10 reroll adjusting for images lost. 2=image, 3=image. Your down to 6 images. No need to roll poison save yet. Also, not sure what hero point stuff is about? No to hit roll is needed, your SR roll of 24 was good????) Aztyr sends the hounds after the drow and a finger of death breaking through it spell resistance the drow (fort 12 failed) dies. The other drow is bitten by two Archon in the form of Dire Wolfs and tripped to the ground prone. Two of the drow show signs fo being effected by the hounds' aura.
The drow: D1 cast darkness and moves up. D2 & D7 are still blind and deaf D4 is prone and cast darkness on himself D6 & D3 are still blind. D5 & D0 attack Mal (hit ac 19, 27, 27, 33 (nat 20 crit 17) dam 18) one may hit the big guy.
In the Shadow Realm:
Nether Vauhwyt nor Mookie are affected by the confusion. The Liontaur strikes the bat with anohter acid arrow that almost misses except for a heroic effort on Vauhwyt's part. The acid continues to burn the evil bat wing creature, it's looking poorly.
Vorelle move to pick up her bow.
Appolo fails his will save (dm roll 13) and stands there babbling (Confusion 42). Val fails to resist to (dm roll 11) and takes off running from the bat thing (Confusion 70).
Vauhwyt shift 5ft and Mookie tags Appolo with the protection from evil wand suppressing the effects of the Confusion.
The evil bat flys down to within 15ft of the ground and attacks Vauhwyt (hit ac 23 missing her)
(ooc: Confused roll a D100 each round for your action: { If attacked while confused you automatic attack your attacker {no confusion D100 roll}} <10 attack caster or close, 11-20 act normally, 21-50 do nothing but babble incoherently, 51-70 Flee away from caster at top speed, 71-100 Attack nearest creature (other than your familiar). )
Shadow Realm: Shadow Bat (evil undead) AC 30, touch 12 DR 15/silver and magic (no miss chance) No Crit, No backstab. N1 dam 136+2+4=142
Prime material : Drow warriors: (evil) AC 20 Touch 13, SR 21 D1 D2 (blind & Deaf) D3 dam 29 (blind) Not Menaced by H2, H3 D4 dam 15+16=31 (prone) Menaced by H3, H2 D5 dam 27 D6 (blind) Menaced by H3 not H2 D7 dam 14 (blind & Deaf) D8 dam 23+18+19+7=67 (dying) D9 (dead) D0
Vauhwyt (AC24, 85 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) (Detect Scrying) d20+13=22 ; 2d4=6 ; 2d4=8 ; 2d4=4 ; d100=34 ; d20+17=37 ; d8=7 ; Thursday December 2nd, 2010 1:15:00 PM
Vauhwyt takes a five foot step back from the bat, out of reach, and casts another acid arrow. She hits Touch AC22, a hit.
Damage from first arrow (third round): 6 Damage from second arrow (second round): 8 Damage from third arrow (first round): 4
18 damage total.
Oh! Arcane spell fail: 34 no problem.
Mookie uses the CLW wand on Vauwhyt: nat 20 on the UMD check for 7+1 = 8 curing.
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 105/102] d20+22=23 ; d20+17=32 ; d20+12=25 ; d8+2=6 ; d8+2=3 ; Thursday December 2nd, 2010 4:37:59 PM
Vorelle returns to her quasi-scientific study of figuring out what will hurt the bat. She fires an adamantine arrow, followed by two silver arrows.
[Nat 1; Hit AC 33 for 6 damage (silver and magic); hit AC 26 for 3 damage (silver and magic). Forgot the Point-Blank Shot bonus when I rolled, but added it here.]
Moderate Fortification, AC 32(33 with haste), 121+ 18 temp/128 hp Malgant d20+21=38 ; d20+16=29 ; d20+11=18 ; d8+12=17 ; d8+12=18 ; d20+21=41 ; d20+21=38 ; d20+21=31 ; d20+16=36 ; d20+16=21 ; d20+11=29 ; d20+11=24 ; d20+14=22 ; 4d6+12=30 ; 2d6=9 ; 2d6+6=12 ; 2d6=7 ; 4d6+12=20 ; 2d6=7 ; 4d6+12=25 ; 2d6=7 ; d8+4=7 ; Thursday December 2nd, 2010 6:48:32 PM
The Deva takes a 5' step towards D1 and unleashes a full round of attacks on it. ( Hit AC 38 for 17 and AC 29 for 18 DC 22 Fort save or stunned for 1d6 rounds)
-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.) Malgant will gain +2 deflection bonus from the aura plus the other effects ( he is already wearing a RoP +2)
Malgant, hearing the smack of the Deva's Mace right behind him activates his armor making him move faster this round and attacks D1 as well before it can flank him. (OMG look at the crits! If/when D1 dies continue onto D5) (Hit AC 41 crit confirmed for 30 damage +9<holy>, Hit AC 31 for 12 damage + 7 <holy>, Hit AC 36 crit confirmed for 20 damage + 7<holy>, hit AC 29 crit confirmed for 25 damage +7<holy>, Hit AC 22 horn gore for 7 damage)
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 18 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (117 rounds) -Death Ward (126 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 18 rounds elapsed) -Remove Fear (duration 87 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 127 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 126 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.)
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (126 rounds) Remove Fear (duration 87 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (120 rounds) Remove Fear (duration 86 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (120 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (121 rounds) Remove Fear (duration 86 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (122 rounds) Remove Fear (duration 86 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 118 rounds) Death Ward (123 rounds) Remove Fear (duration 86 rounds) (cast by Deva)
Cast on Archon Lantern Hide from undead (133 minutes)
Appolo Ac 34 HP106/96. Aid, Heorism,remove fear,Deathward, Bulls Strength Haste Thursday December 2nd, 2010 7:07:04 PM
OOC:;With the protection from Evil Spell is the confusion removed or do I get some kind of bonus roll?
Too answer ADM Question.I rolled 4 times 2 criticals 1 comfimed and 1 miss.First roll was critical hit.Second roll hit but not Critical.It comfirmed first roll.Third roll was critical.Fourht roll missed didn't confirm Third roll.
Also I have been rollingD 10 and D8 for for damge the whole time. Ever since I began playing .D10 for Longsword D8 for shortsword.
I hope this explaination helps.
ACD Reply Thursday December 2nd, 2010 11:32:54 PM
Appolo, ok on the rolls, but your weapon damage is incorrect. A Longsword is a D8 damage unless wielded by a Large sized character. A Short Sword is a D6 unless wielded by a Large sized character.
I know I make mistakes as well, I know I've been corrected often enough. I just noticed it was out of normal is all, and wanted it cleared up.
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 124/130) & Jynx (AC 20 - HP 65/65) d20+11=30 ; d8+10=11 ; d100=27 ; d20+11=25 ; d8+10=11 ; d100=67 ; d20+11=14 ; d100=89 ; d3=2 ; 6d8+6=37 ; 6d8+6=30 ; Thursday December 2nd, 2010 11:52:34 PM
Aztyr, not being able to see any of the Drow, due to the darkness spells, decides to summon some more Archon Hounds. Aztyr compleats the spell and summons 2 aditional Archon Hounds. (appears at end of round)
Hound 2 and 3 continue to attack the downed Drow. H2 - Attack 30 (against AC-4 for prone) Damage 11, 20% Miss Chance passes. H3 - Attack 25 (against AC-4 for prone) Damage 11, 20% Miss Chance passes. H4 Runs towards D3, and attacks but misses (AC 14)
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes) ( 8 images)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Message (including All hounds, Aztyr and Malgant)
Archon 2 39 hp + 8 hp aid (current 13 + 0) Aid (03 rounds left) Archon 3 44 hp + 13 hp aid (current 39 + 0) Aid (03 rounds left) Archon 4 33 hp + 7 hp aid (current 29 + 0) Aid (03 rounds left) Archon 5 37 hp (-- rounds left) Archon 6 30 hp (-- rounds left
All Hounds have :
Aura of Menace, 20' radius DC 16 SR 16
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC 16 is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Attack upon the wizard stronghold (Dm Glenn) d100=49 ; d100=1 ; d100=13 ; d100=9 ; d100=60 ; d100=4 ; d100=46 ; d100=92 ; d20+18=28 ; d20+13=17 ; d20+18=34 ; d20+13=24 ; d100=48 ; d10=6 ; d20=8 ; d20=11 ; 3d8+7=23 ; d20+9=13 ; d20+4=21 ; d10+15=19 ; d100=14 ; d100=16 ; d20+13=19 ; d20+8=16 ; d100=7 ; d100=11 ; d100=41 ; d100=94 ; d10+15=16 ; Friday December 3rd, 2010 10:08:58 AM In the Prime material
the Deva shifts and attacks the drow (darkness 20% miss chance roll: 1 miss, 13 miss) the darkness saves the drow from the Deva's attacks.
Malagant weapons fly with deadly precession the drow foes (darkness 20%miss: 9, 60, 4, 46, 92). The darkness saves the drow from the two most deadly blows, but still the Minotaur's blows are something to be feared and one drow goes down.
Not risking an attack on the drow, Aztyr starts a spell to summon two more Archon Hounds. The current hounds continue their attack two on the prone drow he's not dead yet, but he's not looking to good.
Drow 0 & 5 attack Malagant again (hit ac 28, 17, 34, 24 vs 33 %miss 48, dam 16) one of their blows gets lucky and hit the Minotaur Drow2 blind move forward and drinks a potion (modified AC23) Drow3 while bind still attacks the hound (PA 19,16 50%blind miss 7/11, 41/94 dam 16) the drow manages to hit once thanks to his training in blind fighting. Drow4 prone attacks one of the hounds (PA hit ac 13, 21 %miss 14/16) with a power attack missing once, and missing a second time despite his blind fighting training. drow6 moves forward and drinks a potion (modified AC23) drow7 drinks a potion (cure 23)
In the Shadow Realm:
Stepping back, Vauhwyt sends another acid arrow hitting the bat creature as three acid points now burn the evil thing. The undead thing goes limp. Mookie continues to burn wand charges like candy.
Vorelle fires three arrows at the creature hitting with the two silver arrows just as the Nightwing dies and crashes to the ground.
Appolo stands around looking heroic (ooc: The protection from evil only suppresses the spell and when PE expires in 10r (from wand) you will once again be confused until it expires in 6 more rounds unless they cast another PE on you.)
Val (Confusion roll: 49) stops and starts babbling where she is.
(ooc: Confused roll a D100 each round for your action: { If attacked while confused you automatic attack your attacker {no confusion D100 roll}} <10 attack caster or close, 11-20 act normally, 21-50 do nothing but babble incoherently, 51-70 Flee away from caster at top speed, 71-100 Attack nearest creature (other than your familiar). )
Shadow Realm: Shadow Bat (evil undead) AC 30, touch 12 DR 15/silver and magic (no miss chance) No Crit, No backstab. N1 dam 142+6+8+4=160 (dead)
Prime material : Drow warriors: (evil) AC 20 Touch 13, SR 21 D1 dam 12+7+25+7+7=58 (dying) D2 (blind) (modified AC 23) D3 dam 29 (blind) Not Menaced by H2, H3 D4 dam 31+11+11=53 (prone) Menaced by H3, H2 D5 dam 27 D6 (blind) Menaced by H3 not H2 (modified AC23) D7 dam 14-23=0 (blind) D8 dam 67 (dying) D9 (dead) D0
Moderate Fortification, AC 32(33 with haste), 121+ 18 temp/128 hp Malgant Friday December 3rd, 2010 10:41:26 AM
OOC bookkeeping 1. Where are our players? Val and Appolo are not posting, kinda setting the away team back. Even though they are confused.
2. Sorry, I thought that the circle over us was the Deva's aura. Please note my sword has continual flame cast on it so there should be no darkness in my area. I can't see in the dark ( no low light or darkvision) so I have always, since the character was created, kept continual flame on my sword, since I can cast it anyway. Besides it is a nice graphic effect to have a burning sword. Also a sheath should be solid and contain the light so it can be effectively turned off. If I read it correctly it should dispel the darkness without going out since it is higher level. A continual darkness would negate the continual flame.
Moderate Fortification, AC 30(31 with haste), 121+ 2 temp/128 hp Malgant d20+21=34 ; d20+21=26 ; d20+16=26 ; d20+11=19 ; d20+14=17 ; 2d6+6=11 ; 2d6=12 ; 2d6+6=10 ; 2d6=5 ; 2d6+6=15 ; 2d6=10 ; Friday December 3rd, 2010 11:20:41 AM
The Deva, seeing the light of Malgant's sword casts continual flame on it's own mace. Seeing that Malgant has his foes in hand, the Deva rushes back into the fray to attack D2 ( moves to N27, no attack this round)
Malgant, sees D1 slump to the floor and turns his attention to D5 and D0. Knowing this needed to end quickly, he once again activates his armor and speeds his attacks( free action, invoke haste from armor) He hits three times ( Hit AC 34 for 11 damage +12<holy>, Hit AC 26 for 10 damage +5 <holy>, Hit AC 26 for 15 damage + 10 <holy>) Snorting in disgust at his lack of accuracy the Minotaur soldiers on.
Malgant, hearing the smack of the Deva's Mace right behind him activates his armor making him move faster this round and attacks D1 as well before it can flank him. (OMG look at the crits! If/when D1 dies continue onto D5) (Hit AC 41 crit confirmed for 30 damage +9<holy>, Hit AC 31 for 12 damage + 7 <holy>, Hit AC 36 crit confirmed for 20 damage + 7<holy>, hit AC 29 crit confirmed for 25 damage +7<holy>, Hit AC 22 horn gore for 7 damage)
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 18 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (116 rounds) -Death Ward (125 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 19 rounds elapsed) -Remove Fear (duration 86 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 126 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 125 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.) - 2/10 charges of haste used from my armor today
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (125 rounds) Remove Fear (duration 86 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (119 rounds) Remove Fear (duration 85 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (119 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (120 rounds) Remove Fear (duration 85 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (121 rounds) Remove Fear (duration 85 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 117 rounds) Death Ward (122 rounds) Remove Fear (duration 85 rounds) (cast by Deva)
Cast on Archon Lantern Hide from undead (133 minutes)
Vauhwyt (AC24, 85 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) (Detect Scrying) d20+17=19 ; Friday December 3rd, 2010 11:33:08 AM
Vauhwyt runs over to Val so that Mookie can use the Protection from Evil wand. Mookie rolls his UMD ... and misses with a nat 2! darn it.
Vauhwyt is very much afraid that if Confused Val decides to attack her, she will be very hurt indeed, she thinks desperately about what to do, going over her inventory and options.
She could summon Ark again. His natural magic circle would suppress the effect. But she has already moved. Casting the full-round spell will take so long that Val will have time to act, maybe to attack her and disrupt the casting.
Okay, it is desperate, and she has no idea whether it will vault herself and maybe everyone out of the Realm of Shadows, but she has no other ideas. So she commands Mookie to put away a wand. The liontaur calls for Appolo and Vorelle to come close. When they are, she casts AntiMagic Field, shared with Mookie so it will center on the familiar, not on Vauhwyt.
Will the group remain in the Realm of Shadows? But at least Val will not be confused. Immediately, Mookie changes back to a raven, dropping the pro evil wand, and his ioun stone calls to the ground. All magic within the field is suppressed, both the confusions and the protections keeping them at bay. Mookie is two points of Int dumber and can't talk. "Well, that's one bonus," thinks Vauwhyt.
See below for current status:
Spell Slots Used:
1 of 6 level 0 spells used 2 of 7 level 1 spells used 5 of 7 level 2 spells used 6 of 7 level 3 spells used 2 of 6 level 4 spells used 2 of 5 level 5 spells used 1 of 3 level 6 spells used
Darkwalk: 14 rounds of 50
One Hero Point used.
Spell Status:
Vauhwyt: Extended Greater Magic Weapon, Expeditious Retreat, Death Ward (from Mal), Magic Vestment on buckler (from Mal)
Mookie: Protection from Evil, Detect Scrying, Heroism, Expeditious Retreat, Nemesis Insight, Alter Self, Hide from Undead (from Mal), Death Ward (from Mal), AM Field
On Val, Vorelle, and Appolo: Heroism, Aid (Val: 9hp; Vorelle: 3 hp; Appolo: 9 hp)
On Vorelle and Appolo: Protection from Evil
On Mal: Extended Greater Magic Weapon
Round 0: - Aztyr teleports. - Mal casts Spell Immunity - Vauhwyt tries and fails to teleport. - Archon casts Aid on Vorelle (+3 temp hit points). - Mookie tries to read scroll of invisibility: UMD 18 = fails to emulate 12 Int.
Round 1: - Aztyr casts Shield - Mal casts Helping Hand - Vauhwyt teleports successfully. Gets fix via Locate Creature - Archon casts Aid on Appolo (+9 temp hit points). - Mookie tries to read scroll of invisibility: UMD 19 = fails to emulate 12 Int.
Round 2: Aztyr casts Mirror Image Malgant casts Invisibility Purge Vauhwyt waits to hear from Val, Appolo, and Vorelle
Round 3: Aztyr casts Summon Monster VI (1 hound archon) Malgant casts Consecrate spell. (cast time 1 rnd, NOT 10 minutes) Vauwhyt brings Appolo, Vorelle, Val, Mookie, and Ark the Archon into the Realm of Shadows.
Round 4: Aztyr casts Summon Monster VI (3 hound archons) Aztyr's First Hound Archon casts Message. Vauhwyt moves toward the most recent location indicated by the Locate Object fix
Round 5: Move 60 ft Round 6: Cast Grease and move 30 ft Round 7: Move 60 ft. Then coldbat breathes on us. Round 8: Move and attack the bat. Mookie uses pro evil on self. Round 9: Full attack on bat. Mookie uses CLW on self. Round 10: Jump and grapple bat. Mookie holds on. Round 11: Cast Enlarge Person. Mookie tries Ray of Enfeeblement. Round 12: Cast Jump. Mookie uses CLW wand on Vauhwyt. Round 13: Mostly dispelled; cast Acid Arrow. Mookie uses CLW wand on self. Round 13: V casts second Acid Arrow. Mookie Pro Evil wand on Appolo. Round 13: V casts third Acid Arrow. Mookie uses CLW wand on Vauhwyt. Round 14: Mookie fails to protect Val from evil, so Vauhwyt casts AM Field, centered on Mookie!
Appolo Ac 34 HP106/96. Aid, Heorism,remove fear,Deathward, Bulls Strength Haste Friday December 3rd, 2010 12:24:07 PM
Appolo quickly follows after vauhwyt standing close to her.He puts away his swordand draws his shortbow.Readying it for action next round."Shouldn't we head back to our realm now.Time is running out."
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 124/130) & Jynx (AC 20 - HP 65/65) d3=3 ; 6d8+6=26 ; 6d8+6=41 ; 6d8+6=36 ; d8+6=10 ; d8+6=11 ; d20+12=30 ; d8+10=17 ; d20+12=18 ; d8+10=16 ; d20+11=28 ; d20+12=18 ; d8+10=11 ; d20+11=28 ; Friday December 3rd, 2010 2:44:08 PM
Aztyr tells the 2 new hounds to Aid themselves and move towards the Drow (D6) over near the wall. The other Hounds continue attacking those they are next to, or moves towards D3 Aztyr summons another group of Archon Hounds, and hopes it's the last of her summons. This time 3 answer her summons for help.
H2 attacks D4 roll 30 (+ -4 AC, prone), Damage 17 H3 attacks D4 if alive or moves to attack D3 H3 attacks ? roll 18 (if D4 + -4 AC, prone) Damage 16 (if on D3 and hit Trip roll 28) H4 attacks D3 roll 18, damage 11, if hit trip check 28 H5 moves towards D6 and casts Aid H6 moves towards D6 and casts Aid H7 summoned H8 summoned H9 summoned
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes) ( 6 images)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Message (including All hounds, Aztyr and Malgant)
Archon 2 39 hp + 8 hp aid (current 13 + 0) Aid Dire Wolf Form (02 rounds left)
Archon 3 44 hp + 13 hp aid (current 39 + 0) Aid Dire Wolf Form (02 rounds left)
Archon 4 33 hp + 7 hp aid (current 13 + 0) Aid Dire Wolf Form (02 rounds left)
Archon 5 37 hp + 10 hp aid (current 37 + 10) Aid (14 rounds left)
Archon 6 30 hp + 11 hp aid (current 37 + 11) Aid (14 rounds left)
Archon 7 26 hp (-- rounds left)
Archon 8 41 hp (-- rounds left)
Archon 9 36 hp (-- rounds left)
All Hounds have :
Aura of Menace, 20' radius DC 16 SR 16
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC 16 is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Valanthe AC 32/ 25 vs intangible HP 145/ 169, Light Fortifacation,Aid, Death Ward Friday December 3rd, 2010 5:03:50 PM
"Okay so what just happened? My armor feels heavier and I'm not sure how I got to here." Valanthe says as she looks around trying to get her bearings.
ooc: even before Valanthe was confused she was pretty much just standing and waiting. Kinda hard to attack a flying enemy or do much of anything else to it.
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 105/102] Friday December 3rd, 2010 6:27:09 PM
"It was silver," Vorelle says as the bat crashes to the ground.
Hearing Vauhwyt's call, she moves to join her friends. When the aura is cast, she becomes less nimble and easier to hit. Also her quiver stops working.
[OOC: Extra-dimensional storage. Just unavailable, or does Vorelle's quiver begin vomiting arrows?]
Vauhwyt (AC24, 85 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) (Detect Scrying) Friday December 3rd, 2010 10:42:06 PM
unavailable.
Which is very good for the shrunken fire, cow carcass, blocks of stone, and such that she keeps in her haversack.
Yup, thought of that already.
Moderate Fortification, AC 30(31 with haste), 121+ 2 temp/128 hp Malgant Saturday December 4th, 2010 11:24:57 AM
OOC Wow, the other way would be....messy
Attack upon the wizard stronghold (Dm Glenn) d100=6 ; d100=98 ; d100=16 ; d20=9 ; d20+18=36 ; d20+13=32 ; d100=28 ; d100=95 ; d10=9 ; d20+18=20 ; d20+13=30 ; d100=33 ; d100=59 ; d10=4 ; d10=6 ; Saturday December 4th, 2010 2:07:41 PM /Start of OOC: (OOC: Light/Darkness rules are such a pain. Normally Darkness is 2nd level and Continual Flame is 2nd wiz. Spell ability are considered wizard from the wizard list first so, the drow and Deva spells are of the same level, so they counter each other in the overlap. Mal does have several Continual Flame spells on his shield and weapons and since he can cast divine Continual Flame which are 3rd level they trump the drow darkness. Darkness spells and light spells don't stack with themselves. They only dispel one another if they are cast upon the same object. So, there is normal light around Mal. There is normal light around the Deva except where it is overlapped by darkness where the darkness prevails. Note if the Continue flame was cast on the same item as the darkness then it would counter/dispel it. Prevailing light is Shadowy.
Note under Pathfinder - Darkness spells reduce the light level in the area of effect by one level. A higher level light spell brought into an area of magical darkness will temporarily negate both allowing the prevailing light conditions to exist. The levels are: Bright Light, Normal light, Dim Light, darkness. The Prevailing light would be Dim w/20%miss. Darkness would make it Dark w/50%miss & effectively bliness to any without darkvision. The Deva's light nor Aztyr would counter the drow darkness, but Mal's would. In other cases the Deva's, Aztyr & Mal's light would increase the light level to normal level within the area.
Aztyr's low light vision doubles the light range of the light effects. I've added yellow circles for the light.
To adjust for the light confusion, I'll mark D5 as dead from the previous round, leaving all other results as is.) //End of OOC:
In the Shadow Realm:
Vauhwyt runs over to Val where Mookie fails to activate the PE wand. Quickly reviewing her options the liontaur calls the other over to her before activating her antiMagic Field. Appolo does as Vauhwyt ask as does Vorelle. Many things happen as Vauhwyt cast the spell. All magic within 10ft of the Liontaur stops working as it is suppressed most importantly Valanthe is no longer confused.
The Second most important thing is that everyone is shifted out of the Shadow Realm back into the Prime Material. Vauhwyt, Mookie, Appolo, Vorelle and Valanthe find themselves in the maze tunnels. Vauhwyt is squeezed there (Squeezing: -4 penalty on attack rolls and a -4 penalty to AC)
In the Prime material
The Deva uses her magic to light up her weapon, but it isn't powerful enough to out shine the drows's darkness. She move to attack another drow.
Malgant finds one of the drow he is facing did take mortal wounds last round and he finishes of the other one with three blows.
Aztyr orders her hounds new hounds to aid themselves, then summoned three new one. The two hounds finish off the prone drow. (20%miss chance: 6, 98) the first one misses the second one hits due to the foe being prone. Another hound attacks the drow3 who is no longer bline, the hound misses due to the dark (20%miss : 16).
The group hear the others as they return to prime world, but Mal can't sense them via his status spell?
D2 blind hearing the Deva approach makes an attack (hit ac 36, 32 50%miss: 28/95 dam 19-10dr=9) the first strike gets through hitting the Deva thanks to the blind fighting traing, the second misses. D3 now able to see attacks the Hound4 (hit ac 20, 30 vs ac14, 20%miss 33, 59 dam 14, 16) killing it (I think?) D6 blind & D7 blind Stands ready to attack anything that come near.
(ooc: Confused roll a D100 each round for your action: { If attacked while confused you automatic attack your attacker {no confusion D100 roll}} <10 attack caster or close, 11-20 act normally, 21-50 do nothing but babble incoherently, 51-70 Flee away from caster at top speed, 71-100 Attack nearest creature (other than your familiar). )
Drow warriors: (evil) AC 20 Touch 13, SR 21 D1 dam 58 (dying) D2 (blind) (modified AC 23) D3 dam 29 Not Menaced by H2, H3 D4 dam 53+16=69 (dead) D5 dam 27 (dead) D6 (blind) Menaced by H3 not H2 (modified AC23) D7 dam 14-23=0 (blind) D8 dam 67 (dying) D9 (dead) D0 dam 11+12+10+5+15+10=63 (dead)
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 124/130) & Jynx (AC 20 - HP 65/65) d20+12=29 ; d100=88 ; d8+11=19 ; d20+11=16 ; d20+12=28 ; d100=2 ; d20+12=20 ; d100=25 ; d8+11=16 ; d20+11=14 ; d20+12=22 ; d100=90 ; d8+11=19 ; d20+11=27 ; d8+6=11 ; d8+6=14 ; d8+6=13 ; Saturday December 4th, 2010 6:06:23 PM
Aztyr commands her hounds, H2 and H3 attack D3. She tells H5 and H6 to shift into Dire wolf and attack D6. The 3 new hounds she tells to Aid themselves and move forward towards where D4 died, ready to attack next round. Aztyr stays where she is, holding her action in case someone nasty pops in, which she'll either cast Disintigrate or Finger of Death, depending on her instinct of what's needed to finish it/him off.
H2, Attack 29, miss% 88, Damage 19, Trip check 16 H3, Attack 28, miss% 2 H5, Attack 20, miss% 25, Damage 16, Trip check 14 H6, Attack 22, miss% 90, Damage 19, Trip check 27 H7 cast Aid and move towards D4 H8 cast Aid and move towards D4 H9 cast Aid and move towards D4
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes) ( 6 images)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Message (including hounds 2 & 3, Aztyr and Malgant)
Archon 2 39 hp + 8 hp aid (current 13 + 0) Aid Dire Wolf Form (01 rounds left)
Archon 3 44 hp + 13 hp aid (current 39 + 0) Aid Dire Wolf Form (01 rounds left)
Archon 5 37 hp + 10 hp aid (current 37 + 10) Aid Dire Wolf Form (13 rounds left)
Archon 6 30 hp + 11 hp aid (current 37 + 11) Aid Dire Wolf Form (13 rounds left)
Archon 7 26 hp + 11 Aid (14 rounds left)
Archon 8 41 hp + 14 Aid (14 rounds left)
Archon 9 36 hp + 13 Aid (14 rounds left)
All Hounds have :
Aura of Menace, 20' radius DC 16 SR 16
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC 16 is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Moderate Fortification, AC 30(31 with haste), 121+ 2 temp/128 hp Malgant d20+21=39 ; d20+16=35 ; d20+11=12 ; d8+12=13 ; d8+12=19 ; Saturday December 4th, 2010 10:10:52 PM
OOC Wow, you're right, darkness and light are a pain. I totally forgot about the continual flames on the shield. Since all of the Deva's magic is divine wouldn't the continual flame be divine as well? I look at Holy word, holy smite, heal ect to figure out the Deva's spells are divine. IC Malgant double moves into the darkness, trusting his sword and shield to light his way.(move to Q/R 31/32) The Deva swings three times at the drow(D2), hitting twice. (Hit AC 39 for 13 damage and Hit AC 35 for 19 damage DC22 fort save vs stun )
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 18 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (115 rounds) -Death Ward (124 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 20 rounds elapsed) -Remove Fear (duration 85 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 125 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 124 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.) - 2/10 charges of haste used from my armor today
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (124 rounds) Remove Fear (duration 85 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (118 rounds) Remove Fear (duration 84 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (118 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (119 rounds) Remove Fear (duration 84 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (120 rounds) Remove Fear (duration 84 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 116 rounds) Death Ward (121 rounds) Remove Fear (duration 84 rounds) (cast by Deva)
Valanthe AC 32/ 25 vs intangible HP 145/ 169, Light Fortifacation,Aid, Death Ward Sunday December 5th, 2010 9:45:24 PM
Valanthe staggers as she tries not to spill her breakfast all over the ground. "Okay I know I am repeating myself but what just happened? Where's the bat thing?"
Moderate Fortification, AC 30(31 with haste), 121+ 2 temp/128 hp Malgant Monday December 6th, 2010 12:08:03 AM
OOC Was I getting anything from the status spell while they were in the shadow realm? Would Malgant notice that there is now NO information coming from the spell?
(ooc: No the status spell only tracks them while on the same plane as you. So, I should have said Mal is still not getting any status from them. DM Glenn)
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 105/102] Monday December 6th, 2010 12:59:31 AM
Hearing the sounds of combat, Vorelle inches cautiously forward, drawing her handaxes as she moves.
[Sorry; I forgot what the red Xs are. Vorelle double moves to Q-25 unless she has to stop at S-23.]
(ooc: That's all right you not there with Mal and Aztyr when they discovered what the red Xs signify. -DM Glenn)
Vauhwyt (AC24, 85 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) (Detect Scrying) Monday December 6th, 2010 11:01:29 AM
Vauhwyt wants to make sure all her friends stay safe in the AM Field, so she moves forward with Vorelle, trying to keep everybody together.
She says, "Seeing as we defeated the defender in the Shadow Realm, maybe we should go back there. Thoughts?"
She explains to Val, "You were affected by a confusion spell. Stay close to me because if you go outside the field, you will be confused again.
Appolo Ac 34 HP106/96. Aid, Heorism,remove fear,Deathward, Bulls Strength Haste Monday December 6th, 2010 12:09:49 PM
Appolo"we should move forward on this planeor rejion Mlagant and Aztyr.Either way I think it's best we stay on our own plane for awhile.Also we can't stay in this Am field forever.Pehaps Mal can.Help with the confusion."
Attack upon the wizard stronghold (Dm Glenn) d6=1 ; 10d6=32 ; d20+8=25 ; d20+18=27 ; d20+13=16 ; d100=46 ; d100=1 ; d20+18=32 ; d20+13=33 ; d100=17 ; d100=30 ; d100=75 ; d10=8 ; d10=2 ; d20+5=24 ; d20+5=15 ; d20+16=31 ; d100=40 ; d100=45 ; d20+11=20 ; d100=97 ; d10=1 ; d20+18=20 ; d100=84 ; d10=8 ; Monday December 6th, 2010 3:25:56 PM In the Prime material
Aztyr manages her summoned hounds telling some to shift and others to aid or attack, one hits drow3, as two hounds shift into direwolfs (standard action) as they close with drow6, but can't attack yet. The new three Aid themselves and move towards Drow4
Malgant moves as the Deva stirkes drow2 twice wounding it, but not stunning it (save: 25)
(ooc: Q) Are Deva's spells divine? A) spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. )
Valanthe staggers with the lingering effects of confusion from so much magic then none.
Adapting to the changes Vorelle cautiously inches forward with a double move forward discovers one of the many traps in the Maze as a blast of fire hits her (Fire trap 32, DC18 Reflex for half. )
Vauhwyt tries to keep up with Vorelle as she squeezes through the medium size tunnels (ooc: each square cost x2 move), also there is only room for two others within the Anti-Magic field. Appolo and Valanthe keep close. The Anti-Magic field prevents the trap from affecting Appolo.
D2 still bind swings back at the Deva (hit ac 27, 16 50%miss 46/1) but it misses due to its blindness. D3 turns to fight the two new dogs attacking one (H2 hit ac 32, 33 20%miss 17/30{bind fighting}, 75 dam 18, 12 tot=30) both strikes hit. D6 Menaced by H6, but not H5, Drow 6 strikes at the hound6 as it closes with its ready action (hit ac 31 50%miss 40/45 miss) the taking after the hound closes hit attacks for this round (hit 20, 20 50%miss 97, 84 dam 11, 18 tot=29) After hitting the hound the drow is no longer Menaced by it .
Drow warriors: (evil) AC 20 Touch 13, SR 21 D1 dam 58 (dying) D2 dam 13+19=32 (blind) (modified AC 23) D3 dam 29+19=48 Not Menaced by H2, H3 D4 dam 69 (dead) D5 dam 27 (dead) D6 (blind) Menaced by H3 not H2, H5,H6 (modified AC23) D7 dam 0 (blind) D8 dam 67 (dying) D9 (dead) D0 dam 63 (dead)
Vauhwyt (AC24, 85 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) (AM Field) Monday December 6th, 2010 8:37:17 PM
"Stay close if you want to avoid the traps," Vauhwyt shouts. She moves 40 feet (a double move, squeezed), to 15-T-U. People who move 30 will have to make a double move to keep up. Make sure you post that you stay within 10 feet of Vauwhyt at all times. The AM Field should cancel all magical lights and darknesses, as well as all magical traps.
As she moves, Vauhwyt draws a sunrod. If she needs to, she'll light it next round.
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 105/102] d20+15=33 ; d20+22=24 ; d6+1=2 ; Monday December 6th, 2010 9:05:26 PM
Vorelle steps back out of the way of the trap. [Reflex save 33; Evasion]
She continues into the room. The battle is a confusing mess, but she finds an opponent and attacks.
[Move to N-28 (assuming I can step over all those dead bodies). Attack Drow #2 with primary axe (magic, silver). Hit AC 24 for 2 damage.]
Appolo Ac 34 HP106/96. Aid, Heorism,remove fear,Deathward, Bulls Strength Haste Tuesday December 7th, 2010 11:10:22 AM
Appolo continues to follow close to Vauhwyt."So I guess we're going to rejion Malgant,then move forward."
Moderate Fortification, AC 30(31 with haste), 121+ 2 temp/128 hp Malgant d20+21=28 ; d20+16=24 ; d20+11=22 ; d8+12=19 ; d8+12=19 ; Tuesday December 7th, 2010 12:09:12 PM
As Malgant moves towards D3 he sees 2 hounds already harrying the drow. Heading deeper into the gloom he sees more darkness toward the wall and moves toward D7.( triple move to G/H 27/28, drow will get an AoO.) Malgant sees Vorelle and asks, " Vorelle?! why are you here? did you guys already release the chicks? Where is Val and the others?" The Deva, having met Malgant's friends before the teleport in and fight does not flinch as Vorelle steps up beside her and hacks at the drow. The Celestial instead smiles and puts the drow down.( Hit AC 26 for 19 and Hit AC 24 for 19, DC 22 fort save vs stun) Vorelle will be included under the Deva's protective aura this round.
-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.)
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 18 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (114 rounds) -Death Ward (123 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 21 rounds elapsed) -Remove Fear (duration 84 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 124 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 123 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.) - 2/10 charges of haste used from my armor today
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (123 rounds) Remove Fear (duration 84 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (117 rounds) Remove Fear (duration 83 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (117 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (118 rounds) Remove Fear (duration 83 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (119 rounds) Remove Fear (duration 83 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 115 rounds) Death Ward (120 rounds) Remove Fear (duration 83 rounds) (cast by Deva)
Vauhwyt (AC24, 85 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) (AM Field) Tuesday December 7th, 2010 1:11:45 PM
Vauhwyt tells Appolo, "Nah, we're going deeper in, since we have the protection of the anti-magic field."
She hopes Val stays close too, or it's confusion city!
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 124/130) & Jynx (AC 20 - HP 65/65) d20+12=16 ; d20+9=25 ; d100=78 ; 2d6+3=13 ; d20+9=19 ; d20+12=27 ; d100=22 ; d8+10=18 ; d20+11=24 ; d20+12=15 ; d20+4=15 ; d20+4=12 ; Tuesday December 7th, 2010 2:47:55 PM
OOC: I posted earlier last night, but appearently it got lost, I have the rolls here so I'll try to remember what I wrote. IC:
Aztyr shouts orders to the hounds. H3 attacks D3, H8 and H9 both attack D3 with two handed swords and Bites. H7 shifts to Dire Wolf and moves towards D7. H5 and H6 both continue to attack D6 and try H5 tries to trip D6 (free action with Hit). Aztyr herself, holds her action again, incase something much more dangerous arrives and requires her to cast upon it.
H2, Drops dead H3, Attack 16, H5, Attack 27, miss% 22, Damage 18, Trip check 24 H6, Attack 15 H7 Shift to Dire Wolf H8 Attack 25, miss% 78, Damage 13, Bite 15 H9 Attack 19, Bite 12
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes) ( 6 images)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Message (including H3, Aztyr and Malgant)
Archon 3 44 hp + 13 hp aid (current 39 + 0) Aid Dire Wolf Form (last round)
Archon 5 37 hp + 10 hp aid (current 37 + 10) Aid Dire Wolf Form (12 rounds left)
Archon 6 30 hp + 11 hp aid (current 37 + 11) Aid Dire Wolf Form (12 rounds left)
Archon 7 26 hp + 11 Aid Dire Wolf Form (13 rounds left)
Archon 8 41 hp + 14 Aid (13 rounds left)
Archon 9 36 hp + 13 Aid (13 rounds left)
All Hounds have :
Aura of Menace, 20' radius DC 16 SR 16
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC 16 is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Appolo Ac 34 HP106/96. Aid, Heorism,remove fear,Deathward, Bulls Strength Haste Tuesday December 7th, 2010 5:34:14 PM
Appolo looks around"I think Vorelle went to help Malgant and AztyrPehaps we should reform with them and advance as a group.Val and I aren't going to do much good if we have to stay tis close to you ina fight.""
Vorelle [second post] Tuesday December 7th, 2010 9:02:54 PM
"I don't know," Vorelle replies to Malgant. "Vauhwyt told us all to get close, then cast some kind of spell. It popped us out of the Shadow place and we wound up in one of the tunnels. We haven't seen the girls."
Attack upon the wizard stronghold (Dm Glenn) d100=97 ; d100=61 ; d100=87 ; d20+18=25 ; d20+13=23 ; d100=13 ; d100=56 ; d100=6 ; d100=52 ; d10=6 ; d10=3 ; d20+18=27 ; d20+13=32 ; d20+13=17 ; d100=22 ; d100=46 ; Tuesday December 7th, 2010 9:49:00 PM
Vauhwyt tells the others to stay close as she squeezes deeper into the Maze. Trigger a mechanical trap that causes the tunnel ahead to collapse blocking their progress forward. Appolo stays close to Vauhwyt.
Neatly avoiding the fire trap, Vorelle returns to the entrance room to help clean up the drow where she draws some blood (20%miss chance due to darkness: 97 good).
Malgant heads deeper into t he darkness twards Drow7, as he calls to Vorelle. The Deva smiles at Vorelle as she hacks at the drow (20%miss 61, 87 both good) she hits twice wounding the drow deeply each time. It drops to the ground dead.
Aztyr orders to hounds to continue their attacks. They get one good bit in on drow6, and finish off Drow3 with two savage bite. Aztyr watches the hounds do their work.
Drow6 still bind attacks Hound6 (hit ac 25, 23 50%miss 13/56, 6/52 dam 16, 13) twice he hits only bearly thanks to his bind fighting training.
Drow7 still bind too hears a foe approach and strikes out (hit ac 27, 32 50%miss 22/46 miss) but mises due to his blindness, the drow shifts back deeper into the tunnel.
Drow warriors: (evil) [/b] AC 20 Touch 13, SR 21 D1 dam 58 (dying) D2 dam 32+2+19+19=72 (dead) D3 dam 48+13=61 (dead) D4 dam 69 (dead) D5 dam 27 (dead) D6 dam 18 (blind) Menaced by H3 not H2, H5,H6 (modified AC23) D7 dam 0 (blind) D8 dam 67 (dying) D9 (dead) D0 dam 63 (dead)
Valanthe AC 32/ 25 vs intangible HP 145/ 169, Light Fortifacation,Aid, Death Ward Tuesday December 7th, 2010 10:07:10 PM
Hearing the sounds of battle Valanthe really wants to run forward and enter the fray. But she can't and that just makes her mad. "How long do I have to stay in this field? If we have to defend ourselves my weapons and armor won't be much good without the magic."
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 124/130) & Jynx (AC 20 - HP 65/65) d20+12=21 ; d100=66 ; d8+10=15 ; d20+11=29 ; d20+12=16 ; Tuesday December 7th, 2010 10:26:26 PM
Aztyr continues to watch the havok the Hounds are creating. Pleased with the results as they are currently.
H5, Attack 21, miss% 66, Damage 15, Trip check 29 H6, Attack 16 H7 moves back toward Aztyr H8 Shifts into Dire Wolf form H9 Shifts into Dire Wolf form
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes) ( 6 images)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Message (including H3, Aztyr and Malgant)
Archon 5 37 hp + 10 hp aid (current 37 + 10) Aid Dire Wolf Form (11 rounds left)
Archon 6 30 hp + 11 hp aid (current 19 + 0) Aid Dire Wolf Form (11 rounds left)
Archon 7 26 hp + 11 Aid Dire Wolf Form (12 rounds left)
Archon 8 41 hp + 14 Aid Dire Wolf Form (12 rounds left)
Archon 9 36 hp + 13 Aid Dire Wolf Form (12 rounds left)
All Hounds have :
Aura of Menace, 20' radius DC 16 SR 16
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC 16 is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
(fixed Spell count, it's now correct (was missing correct # for level 6 spells cast (increased it to 5 from 3 having been cast))
Moderate Fortification, AC 30(31 with haste), 121+ 2 temp/128 hp Malgant Wednesday December 8th, 2010 1:03:25 AM
OOC Aren't Vorelle and the Deva fighting in a normally lit area, the cont flame and darkness canceling ine another out?
Vauhwyt (AC24, 85 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) (AM Field) d20+17=25 ; Wednesday December 8th, 2010 9:59:41 AM
OOC: Was there any damage from the tunnel collapse?
Vauwhyt senses her friends' frustration, and acts to relieve it.
"Val, Appolo, sorry. Here you go."
She sees that Vorelle did not pop back into the shadows when the ranger left the Am Field, so she's not going to worry about that. The effect has clearly ended, and is not just suppressed.
So she says to Mookie, "Get ready with that protection from Evil wand," and she spends a standard action turning off the AM Field. Mookie tries to use UMD to protect Val from the Confusion. His UMD check is a 25, so Val is protected from the Confusion.
Vauwhyt picks up the CLW wand. Mookie picks up his Ioun Stone.
"Go! Fight! Win!" the liontaur says to her friends.
See below for current status:
Spell Slots Used:
1 of 6 level 0 spells used 2 of 7 level 1 spells used 5 of 7 level 2 spells used 6 of 7 level 3 spells used 2 of 6 level 4 spells used 2 of 5 level 5 spells used 1 of 3 level 6 spells used
Darkwalk: 20 rounds of 50 (duration rounds up when cancelled)
One Hero Point used.
Spell Status:
Vauhwyt: Extended Greater Magic Weapon, Expeditious Retreat, Death Ward (from Mal), Magic Vestment on buckler (from Mal)
Mookie: Protection from Evil, Detect Scrying, Heroism, Expeditious Retreat, Nemesis Insight, Alter Self, Hide from Undead (from Mal), Death Ward (from Mal)
On Val, Vorelle, and Appolo: Heroism, Aid (Val: 9hp; Vorelle: 3 hp; Appolo: 9 hp)
On Val, Vorelle, and Appolo: Protection from Evil
On Mal: Extended Greater Magic Weapon
Round 0: - Aztyr teleports. - Mal casts Spell Immunity - Vauhwyt tries and fails to teleport. - Archon casts Aid on Vorelle (+3 temp hit points). - Mookie tries to read scroll of invisibility: UMD 18 = fails to emulate 12 Int.
Round 1: - Aztyr casts Shield - Mal casts Helping Hand - Vauhwyt teleports successfully. Gets fix via Locate Creature - Archon casts Aid on Appolo (+9 temp hit points). - Mookie tries to read scroll of invisibility: UMD 19 = fails to emulate 12 Int.
Round 2: Aztyr casts Mirror Image Malgant casts Invisibility Purge Vauhwyt waits to hear from Val, Appolo, and Vorelle
Round 3: Aztyr casts Summon Monster VI (1 hound archon) Malgant casts Consecrate spell. (cast time 1 rnd, NOT 10 minutes) Vauwhyt brings Appolo, Vorelle, Val, Mookie, and Ark the Archon into the Realm of Shadows.
Round 4: Aztyr casts Summon Monster VI (3 hound archons) Aztyr's First Hound Archon casts Message. Vauhwyt moves toward the most recent location indicated by the Locate Object fix
Round 5: Move 60 ft Round 6: Cast Grease and move 30 ft Round 7: Move 60 ft. Then coldbat breathes on us. Round 8: Move and attack the bat. Mookie uses pro evil on self. Round 9: Full attack on bat. Mookie uses CLW on self. Round 10: Jump and grapple bat. Mookie holds on. Round 11: Cast Enlarge Person. Mookie tries Ray of Enfeeblement. Round 12: Cast Jump. Mookie uses CLW wand on Vauhwyt. Round 13: Mostly dispelled; cast Acid Arrow. Mookie uses CLW wand on self. Round 13: V casts second Acid Arrow. Mookie Pro Evil wand on Appolo. Round 13: V casts third Acid Arrow. Mookie uses CLW wand on Vauhwyt. Round 14: Mookie fails to protect Val from evil, so Vauhwyt casts AM Field, centered on Mookie! Round 15: Moved forward, squeezing in tunnels. Round 16: Tunnel collapse = movement stopped Round 17: Dismisses AM Field, Pro Evil on Val.
Moderate Fortification, AC 30(31 with haste), 121+ 2 temp/128 hp Malgant d20+21=29 ; d20+21=41 ; d20+21=34 ; d20+16=21 ; d20+11=13 ; d20+17=30 ; 2d6+6=14 ; 2d6=11 ; 4d6+12=31 ; 2d6=9 ; 2d6+6=12 ; 2d6=8 ; d8+3=7 ; Wednesday December 8th, 2010 11:06:02 AM
Malgant's multitude of magical lights negate the drow's darkness and expose the fighter to Malgant's blade. A brief moment of pity for the blinded warrior passes when Malgant remembers that only the evil would be blinded by the Work of Imod. Evil reaps what it sows. The cleric invokes his armor with a mere thought, boosting his speed and swings at the drow from beyond the warrior's reach. He hits the drow multiple times ( Hit AC 29 for 14 damage +11 <holy>, Hit AC 41(crit confirmed) for 31 damage + 9 <holy>, Hit AC21 for 12 damage + 8 <holy>, Hit AC 28 Horn Gore for 7 damage Total damage 64 damage + 28 <holy>) Mortally wounding it. Most of the fighting has stopped and Malgan'ts ordered mind assesses the battlefield. " I don't know where the darkness spells were cast so drag all of the drow to the back of the cave so that their darkness does not mask more attackers coming in. If darkness is their game I want everyone to have a light. Deva will you light something for Vorelle please." The Deva produces a copper coin and with a few words makes it glow with a heatless flame and hands it to Vorelle.
-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.)
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 10 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 18 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (113 rounds) -Death Ward (122 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 140 minutes) -Helping Hand (in effect, searching for the chicks, 22 rounds elapsed) -Remove Fear (duration 83 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 123 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 122 round duration) - Protection from energy, lightning absorbs 120 points for 140 minutes or until discharged.) - 3/10 charges of haste used from my armor today
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (122 rounds) Remove Fear (duration 83 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (140 minutes) Death Ward (116 rounds) Remove Fear (duration 82 rounds) (cast by Deva)
Cast on Mookie Hide from undead (140 minutes) Death Ward (116 rounds)
Cast on Vorelle Hide from undead (140 minutes) Death Ward (117 rounds) Remove Fear (duration 82 rounds) (cast by Deva)
Cast on Valanthe Hide from undead (140 minutes) Death Ward (118 rounds) Remove Fear (duration 82 rounds) (cast by Deva)
Cast on Apollo Hide from undead (140 minutes) Bull's strength(+4 strength for 114 rounds) Death Ward (119 rounds) Remove Fear (duration 82 rounds) (cast by Deva)
OOC Was the bat undead? Can I stop tracking the hide from undead spell?
Appolo Ac 34 HP106/96.Protection from Evil Aid, Heorism,remove fear,Deathward, Bulls Strength Haste Wednesday December 8th, 2010 12:03:46 PM
Appolo smiles as the Am field is lowered andhe charges toward the sound of battle in the direction Vorelle went."Come on you two can't let the others have all the fun.Moving more then twice as fast as Val Appolo appears in the cavern looking for something to slice up.
OOC:Hast RUn Feet Double Move to reach cavern.
Vauhwyt (AC24, 85 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) (AM Field) Wednesday December 8th, 2010 1:34:24 PM
OOC: Yes, stop tracking the Hide From Undead!
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 105/102] Thursday December 9th, 2010 1:07:21 AM
The combat is still confusing; Vorelle isn't really sure who is on whose side. Carefully, she snakes her way through overlapping light and shadow, moving toward another of the dark elves.
[Double move to E-33]
Attack upon the wizard stronghold (Dm Glenn) d6=2 ; 10d6=39 ; d20+12=15 ; d20+7=15 ; d100=32 ; d100=9 ; d100=8 ; d10=5 ; Thursday December 9th, 2010 10:21:56 AM
Valanthe is frustrated with having to stay within the Anti-Magic Field.
Continuing to manage the summoned hounds, Aztyr watches as they attack the prone drow (ooc: drow6 was knocked prone last round.) Hound5 manages to wound him.
(ooc: Vorelle and the Deva fighting in a normally lit area? No, the light needs to be higher level than the darkness. Light or dark spell of the same level cast on the same object/point will cancel/dispel one another, but with over lapping effects the light spell must be higher level to. Note also, that the prevailing light is Shadowy.)
(No damage from the tunnel collapse this time. It happened right in front of Val.)
Vauhwyt drops the AM Field and lets Mookie cast a Protection from Evil upon Val.
Malgant can now feel the status spell return on Vauhwyt, Val & Appolo. As he lays into the Drow killing it. The Deva lights up a coin for Vorelle.
Appolo smiles as he is freed of the AM Field and charges after Vorelle, and hits the same energy trap she triggered earlier (Trap at S23 Cold Blast 39dam, Reflex DC18 save for half) There is only drow still alive and it is prone before two direwolfs.
Confused by who is the foe, Vorelle moves around for the last drow.
The prone drow is no longer blind as he fights on to the last swinging twice at the hound (hit ac 15, 15 %20miss 32, 9/8 dam 15) One blade flick cuts deep the other missed due to his own darkness.
Drow warriors: (evil) [/b] AC 20 Touch 13, SR 21 Trip DC is 24 D1 dam 58 (dying) D2 dam 72 (dead) D3 dam 61 (dead) D4 dam 69 (dead) D5 dam 27 (dead) D6 dam 18+15=33 (prone) Menaced by H3 not H2, H5,H6 (modified AC 20+3potion-2Menaced = 21AC) D7 dam 14+11+31+9+12+8+7 = 92 (very dead) D8 dam 67 (dying) D9 (dead) D0 dam 63 (dead)
Vauhwyt (AC24, 91 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) (AM Field) d100=22 ; d20+17=34 ; d8=1 ; d8=5 ; Thursday December 9th, 2010 11:22:47 AM
Vauhwyt reads her Locate scroll to find her girls. Arcane fail 22 - no prob. She concentrates to get a fix. Mookie uses the CLW wand: 34 no prob. 6 hp restored to V.
Appolo Ac 34 HP106/96.Protection from Evil Aid, Heorism,remove fear,Deathward, Bulls Strength Haste d20+17=27 ; Thursday December 9th, 2010 11:28:43 AM
Appolo easily blows by the ice trap,taking no damage.He laughs at the thought of sucha device actually trapping him."Hey you guys need some help in here."He says as runs into the cavern sword drawn and ready.
Reflex 27 Improved Evasion
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 124/130) & Jynx (AC 20 - HP 65/65) d20+12=16 ; d20+12=28 ; d100=2 ; d20+15=33 ; 5d4+5=14 ; Thursday December 9th, 2010 12:44:32 PM
OOC: H6 would have hit also last round if I'd known he was prone, but nothing was said, so I considered him still standing. (attacking a Prone target from next to it, is a -4 to targets AC)
IC:
Aztyr Calls for H6 to fall back and shift back into normal form, H5 continues it attacks. H8 charges in on D6 and attacks, while H7 and H9 moves back towards Aztyr and take up guard duties. With niether Hound successfully hitting D6, Aztyr points her finger at the Drow and unleashes a stream of force bolts. (cast Magic Missile)
SR roll 33, Damage 14
H5, Attack 16 (plus the -4 to AC for prone, still misses H6, Falls Backwards towards Aztyr, and shift back to normal H7 moves back toward Aztyr H8 Attacks 28 miss % 2 H9 moves back toward Aztyr
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes) ( 6 images)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Message (Aztyr and Malgant)
Archon 5 37 hp + 10 hp aid (current 37 + 10) Aid Dire Wolf Form (10 rounds left)
Archon 6 30 hp + 11 hp aid (current 4 + 0) Aid Dire Wolf Form (10 rounds left)
Archon 7 26 hp + 11 Aid Dire Wolf Form (11 rounds left)
Archon 8 41 hp + 14 Aid Dire Wolf Form (11 rounds left)
Archon 9 36 hp + 13 Aid Dire Wolf Form (11 rounds left)
All Hounds have :
Aura of Menace, 20' radius DC 16 SR 16
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC 16 is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Valanthe AC 32/ 25 vs intangible HP 145/ 169, Light Fortifacation,Aid, Death Ward Thursday December 9th, 2010 11:00:35 PM
Not used to being in the back during battle, Valanthe runs down the tunnel (double move to S21)
Vorelle [Heroism, Aid, Hide from Undead, Death Ward, Remove Fear, Protection from Evil][AC 26; HP 105/102] d20+22=36 ; d100=97 ; d6+1=6 ; Friday December 10th, 2010 1:33:58 AM
Vorelle steps up to the remaining Drow and aims a blow at him.
[Hit AC 36 for 6 damage. Miss chance 97, so a hit.]
Attack upon the wizard stronghold (Dm Glenn) Friday December 10th, 2010 9:15:47 AM
Vauhwyt cast another scroll as Mookie uses a healing wand. The magic points East by North-east, through the hart of the maze.
Appolo avoids the trip without injury and is ready to fight.
Some of Aztyr's hounds attack as others fall back and/or change. The Liontaur cast a magic missile at the drow hitting him.
Free to now act Valanthe moves quickly to rejoining the fight.
In position Vorelle steps up and strikes the lone remaining Drow warrior killing him.
With the death of the drow here and the the nightwing in the shadow realm, the group figures the only thing standing between them and the wizards' lab is a Maze full of traps.
(ooc: In the interest of time, come up with a plan for how to deal with the maze, and I'll summarize the results so we can skip to the Mad Lizard's Lab scene. Muhhhahhha....
Now a couple of questions: Who need help converting to Pathfinder? What is status of your Pathfinder conversion? What would you like to do in the next Module? )
Vauhwyt (AC24, 91 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) Friday December 10th, 2010 12:56:28 PM
Vauhwyt thinks the best course of action is to go once more into the Shadows to get to the heart of the maze. After taking maybe three rounds to cast spells -- Heroism, Nemesis Insight, and False Life from her, CLW x3 from Mookie. She wants to make sure the Pro Evils don't wear off before the Confusions. Then she wants to Shift to the Shadows and head in -- preferably with the whole group.
==========
Who need help converting to Pathfinder? You got some extra hours? LOL! I just gotta make the time.
What is status of your Pathfinder conversion? I've planned my classes, levels, and feats. In my mind!
What would you like to do in the next Module? 1) Take care of the fledglings, assuming we get them back. 2) Make sure refugee settlement is going okay. 3) Maybe go visit the Emperor of Aisildur and ask him nicely to stop this bad tax policy? 4) Maybe go take out the Master of Mt. Bone? 5) Go kill goblins, especially the tribe who abused Vauwhyt as a cub. 6) Go find an artifact of my very own?
Moderate Fortification, AC 30(31 with haste), 121+ 2 temp/128 hp Malgant Friday December 10th, 2010 2:21:31 PM
Last round, Malgant casts Detect magic and then grabs the dead drow, dragging it with him back toward the consecrated area, he will gather up other drow bodies as he passes them in the next few rounds. Malgant will search them both for magical gear and for a clue to the passwords to the glyphs and/or layout of the maze. The goal is to stack them up so that their darkness does not screen new opponents from sight.
Let me know how long that takes so that I can deduct the time from the spells. Of course an attack before I finish means I will stop 8).
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 9 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 18 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (111 rounds) -Death Ward (120 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 139 minutes) -Helping Hand (in effect, searching for the chicks, 24 rounds elapsed) -Remove Fear (duration 81 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 121 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 120 round duration) - Protection from energy, lightning absorbs 120 points for 139 minutes or until discharged.) - 3/10 charges of haste used from my armor today
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (120 rounds) Remove Fear (duration 81 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Hide from undead (139 minutes) Death Ward (114 rounds) Remove Fear (duration 80 rounds) (cast by Deva)
Cast on Mookie Death Ward (114 rounds)
Cast on Vorelle Death Ward (115 rounds) Remove Fear (duration 80 rounds) (cast by Deva)
Cast on Valanthe Death Ward (116 rounds) Remove Fear (duration 80 rounds) (cast by Deva)
Cast on Apollo Bull's strength(+4 strength for 112 rounds) Death Ward (117 rounds) Remove Fear (duration 80 rounds) (cast by Deva)
Questions Who need help converting to Pathfinder? Nope I am done except for gear. Waiting on the PTB's to figure out what we are doing to do gear.
What is status of your Pathfinder conversion? Done, I think I want to switch which domains I have taken. War and Strength are not combative cleric domains anymore as far as their granted powers.
What would you like to do in the next Module? Vauhwyt's first 4 ideas are good. I particularly like offending either the country of Alsidur or the master of mount bone since the dread are on the ropes we will need a new opponent.
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 124/130) & Jynx (AC 20 - HP 65/65) Friday December 10th, 2010 10:49:45 PM
Aztyr has the hounds revert to Hound form from Dire Wolf form and help Malgant drag the corpses into a pile in the SW lower corner area. (away from the exit and the tunnels.) Aztyr informs Malgant her Haversack has room to carry items if needed, But She stays on alert watching for more attacks.
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes) ( 6 images)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
Message (Aztyr and Malgant)
Archon 5 37 hp + 10 hp aid (current 37 + 10) Aid (10 rounds left)
Archon 6 30 hp + 11 hp aid (current 4 + 0) Aid (10 rounds left)
Archon 7 26 hp + 11 Aid (11 rounds left)
Archon 8 41 hp + 14 Aid (11 rounds left)
Archon 9 36 hp + 13 Aid (11 rounds left)
All Hounds have :
Aura of Menace, 20' radius DC 16 SR 16
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC 16 is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Now a couple of questions:
Who need help converting to Pathfinder? All Set.
What is status of your Pathfinder conversion? 99.9% waiting on same as Malgant
What would you like to do in the next Module? Aztyr is out here to learn of the Wold, according to her background. (which it seems has vanished yet again, so I'll rewrite it and post it.) She can visit home, but can't stay as her personal Geas for the Shaman that is her mentor. If there was something wrong there, going to help would be ok. As for plot, I'm easy I guess. We still have the Giants to investigate as well. Mt Bone as mentioned, and the Heart Seed tree, but appearently you can't kill it off permenently so.....
Vorelle Sunday December 12th, 2010 2:53:20 PM
Vorelle has a good sense of direction, which may or may not help in the maze, depending on how much magical befuddlement is in there.
[OOC: The old 3.0 skill "Intuit Direction" was folded into 3.5's "Survival" skill.]
Who need help converting to Pathfinder? I think I'm good
What is status of your Pathfinder conversion? I have stats, feats, bonuses, class features, etc. I need to re-do equipment because I misunderstood how we were handling it. It's slow going, because I frickin' hate buying equipment, and now I have to do it over.
What would you like to do in the next Module? Something fairly straighforward, because we're going to be learning Pathfinder by trying to play 13th (or higher) level characters. Eventually, Vorelle would like to figure out whether her husband is still alive. But that's more of a side-quest.
Attack upon the wizard stronghold (Dm Glenn) Sunday December 12th, 2010 3:55:02 PM
Over the next half minute (6 rounds) the party regroups and makes hasty plans.
Appolo and Val will need a second round of Protection from evil soon.
Mal and the Deva move the drow bodes off to corner and covered the darkness magic. Searching the drow Mal finds ten sets of of moderate magical armor and sword (+2) their hand crossbows were master work. There are several potions still left too 6x barkskin (+3ac) and 9x Cure serious Wound potions. On one of the drow warriors Mal finds a crude map of the maze showing the location of traps and the safe path through (Humm.... Wonder if drow are devious enough to carry a fake map????)
Vauhwyt offers to take everyone through the shadows to the wizard's lab.
Vorolle thinks she could find her way through the maze.
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 124/130 (+ 11 Aid) & Jynx (AC 20 - HP 65/65) d8+6=14 ; d8+6=11 ; Sunday December 12th, 2010 9:30:30 PM
Aztyr listens in,then explains her thoughts. "I'm not really willing to squeeze in such tight spaces. I could make myself smaller, but... I still think we need a diversion, although I'm not sure what else we can do to announce our arrivial. We've made one hell of a mess out here already." When Aztyr hears about the need for longer last Protection from Evils, she coughs up a pair of castings on the two who need them. Appolo and Val will both get a 14 minute duration Protection from Evil.
H6 casts Aid on it'sself. H5 casts Aid on Aztyr. H7,8,9 all cast Message, scattered to cover everybody. This way everyone can use message to everyone else.
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes) ( 6 images)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
On Appolo:
Protection from Evil,14 minute duration
On Valanthe:
Protection from Evil,14 minute duration
On Everybody:
Message
Archon 5 37 hp + 10 hp aid (current 37 + 10) Aid (4 rounds left)
Archon 6 30 hp + 14 hp aid (current 4 + 14) Aid (4 rounds left)
Archon 7 26 hp + 11 Aid (5 rounds left)
Archon 8 41 hp + 14 Aid (5 rounds left)
Archon 9 36 hp + 13 Aid (5 rounds left)
All Hounds have :
Aura of Menace, 20' radius DC 16 SR 16
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC 16 is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Vauhwyt (AC24, 91 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) Sunday December 12th, 2010 11:05:54 PM
OOC: Seriously, guys, let's just shadow our way in. Yes, you have a DC20 fort save or take 1d6 con damage, but we have some restoration scrolls to cure the damage, and its better than the trap route.
Unless Appolo wants to play trapfinder? You got the chops or desire for that, my friend?
I can reduce the Taurs with Reduce Person spells.
Moderate Fortification, AC 30(31 with haste), 121+ 2 temp/128 hp Malgant Monday December 13th, 2010 12:44:29 AM
Malgant starts tossing magical armor and weapons out to be bagged and taken along, the healing potions are distributed to the group ( I suggest 1 each and the other 3 to non healers capable folks) The barkskins are put in a bag unless someone wants one. The crossbows also get bagged for later sale. He hands over the map and stands ready to go . " We have indeed made a good mess. If Vauhwyt can get us all inside I say we go through the shadows. I would hate to see what they follow that wave up with. probably you should reduce us on the off chance that when we emerge from shadow we are in a tight place. I will lament the loss of my reach later, provided we live. Remember there is still a very competent mage and an unknown quality in that druid in this place. That also was surly not all of their minions.Didn't you say that Dul was a drow? Is it coincidence that these warriors are also all drow? Guard yourselves against their venom, I would hate to see half of us fall asleep in one volley. Let us depart at your convenience Vauhwyt. Deva, you have fought well. If you wish to probe this lair of evil deeper you are free to join us, If not I understand and bid you bring my regards to our holy master. Let him know that I will proceed as far as is required to right my misjudgement and I seek his forgiveness for my short sightedness. Good comes in all packages, all we need do is nurture it. If you would be so kind as to recast aid on us I would appreciate it. "
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 7 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 18 temp hp -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (105 rounds) -Death Ward (114 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 137 minutes) -Helping Hand (in effect, searching for the chicks, 30 rounds elapsed) -Remove Fear (duration 75 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 115 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 114 round duration) - Protection from energy, lightning absorbs 120 points for 137 minutes or until discharged.) - 3/10 charges of haste used from my armor today
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (114 rounds) Remove Fear (duration 75 rounds) (cast by Deva)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Death Ward (108 rounds) Remove Fear (duration 74 rounds) (cast by Deva)
Cast on Mookie Death Ward (108 rounds)
Cast on Vorelle Death Ward (109 rounds) Remove Fear (duration 74 rounds) (cast by Deva)
Cast on Valanthe Death Ward (110 rounds) Remove Fear (duration 74 rounds) (cast by Deva)
Cast on Apollo Bull's strength(+4 strength for 106 rounds) Death Ward (111 rounds) Remove Fear (duration 74 rounds) (cast by Deva)
Valanthe AC 32/ 25 vs intangible HP 145/ 169, Light Fortifacation,Aid, Death Ward Monday December 13th, 2010 4:19:15 PM
OOC: My Pathfinder sheet is finished (at least I believe it is) except for putting down the weight of her gear and items. For magical equipment I submitted like a catacombts transaction receipt via email. the value of the items I was trading for the new gear, cost, and what gold of my own I was using. It was approved.
Vauhwyt (AC24, 91 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) Monday December 13th, 2010 5:30:25 PM
Post to come this evening for me, sorry. Bottom line ... five rounds of casting buffs and sixth round to enter the Shadows again.
Appolo Ac 34 HP106/96.Protection from Evil Aid, Heorism,remove fear,Deathward, Bulls Strength Haste Monday December 13th, 2010 5:40:41 PM
Appolo looks around"Well I don't mind messing with traps and with rather stay here on this plane of existance.We do have amap of sorts and Vorelle and I atr well eqipped to deal with traps.I will do whatever the party as a whole think is best,but i do insist that we stay together."
OOC: Still working on Pathfinder,Think we should deal with Mount Done and whoever is there next,becuase we are already very close to it,then Aisildur.Val and I have already met the Emperor and havea sort of deal with him.
Vauhwyt (AC24, 91 of 109 hp) and Mookie (AC15/17, 43 of 54 hp) Monday December 13th, 2010 6:18:18 PM
Letting Appolo go first to look for traps sounds good to Vauhwyt. Stay on the Material Plane, okay!
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 124/130 (+ 11 Aid) & Jynx (AC 20 - HP 65/65) Tuesday December 14th, 2010 1:39:39 AM "Well, if you can make us smaller, I guess we'll be ready to go with you. Or at least I'll be ready, you'll need to discuss making Malgant smaller with him."
Aztyr tells the hounds to follow along keeping an eye out for trouble, until they are returned to thier home. "If I don't get a chance before you return to your home, Thank you very much for your assistance. I may be asking for your help in the future."
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes) ( 6 images)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
On Appolo:
Protection from Evil,14 minute duration
On Valanthe:
Protection from Evil,14 minute duration
On Everybody:
Message
Archon 5 37 hp + 10 hp aid (current 37 + 10) Aid (3 rounds left)
Archon 6 30 hp + 14 hp aid (current 4 + 14) Aid (3 rounds left)
Archon 7 26 hp + 11 Aid (4 rounds left)
Archon 8 41 hp + 14 Aid (4 rounds left)
Archon 9 36 hp + 13 Aid (4 rounds left)
All Hounds have :
Aura of Menace, 20' radius DC 16 SR 16
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC 16 is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Vorelle Tuesday December 14th, 2010 2:03:32 PM
"Well, I managed in the Shadows once, I suppose I can do it again," Vorelle says. "Though it will be more difficult there for me to tell where we're headed."
Attack upon the wizard stronghold (Dm Glenn) Tuesday December 14th, 2010 5:52:30 PM
Aztyr doesn't like the narrow tunnels, but takes care of the two needing longer protection from evil. The summoned hounds are ready to track down more evil for Aztyr.
Vauhwyt pushes for the shadow realm option.
Quickly sorting and bagging items of note, Malgant agrees with Vauhwyt's option. Given the choice the Deva would continue with the mission, in any case she renews the spells as requested.
Appolo would prefer the Maze route, but will go with the group.
Vauhwyt agrees to let Appolo lead through the Maze. Aztyr also agrees to being reduced and going via the maze.
Vorelle is willing to brave the shadows again, or the maze.
Going via the Maze:
Calculate how many rounds do you need to prepare before taking the route on the map through the maze.
Need 4x trap spot rolls, General spot & listen rolls, survival(track) roll
Aztyr AC 20 (AC 12/16/20 Base+Mage Armor+Shield - HP 124/130 (+ 11 Aid) & Jynx (AC 20 - HP 65/65) d20+2=14 ; d20+2=18 ; Tuesday December 14th, 2010 6:26:20 PM
Aztyr falls in line with the others, having the hounds cover the spaces behind them in the tunnels.
"We'll lose the rear guard in a few seconds, maybe someone can cover that side of our group."
Mage Armor (cast at 6 am 26 hour duration) Hat of Disguise : appears armored like an ancient Liontaur Shaman Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage) See Invisability (140 minutes) Protection from Evil (14 minutes) Shield (14 minute duration) Mirror Image.(duration 14 minutes) ( 6 images)
On Malgant:
Protection from Enery : Fire (140 minutes duration or 120/120 points of damage) Protection from Enery : Cold (140 minutes duration or 120/120 points of damage)
On Appolo:
Protection from Evil,14 minute duration
On Valanthe:
Protection from Evil,14 minute duration
On Everybody:
Message
Archon 5 37 hp + 10 hp aid (current 37 + 10) Aid (2 rounds left)
Archon 6 30 hp + 14 hp aid (current 4 + 14) Aid (2 rounds left)
Archon 7 26 hp + 11 Aid (3 rounds left)
Archon 8 41 hp + 14 Aid (3 rounds left)
Archon 9 36 hp + 13 Aid (3 rounds left)
All Hounds have :
Aura of Menace, 20' radius DC 16 SR 16
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC 16 is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Only marked off 1 round
Valanthe AC 32/ 25 vs intangible HP 145/ 169, Light Fortifacation,Aid, Death Ward Tuesday December 14th, 2010 9:59:01 PM
Valanthe follows near the front, shield ready. A big metal shield in a tight tunel could be useful. Against mechanical traps or a magical blast of fire.
Moderate Fortification, AC 30(31 with haste), 121+ 18 temp/128 hp Malgant d8+10=18 ; d8+10=12 ; d8+10=16 ; d8+10=13 ; d8+10=17 ; d8+10=17 ; Wednesday December 15th, 2010 10:57:17 AM
OOC Beyond the six rounds of searching I don't need any more time for spells, the Deva can cast while I search. Please take over the care and incrementing of your own Aid spell. I will post them below. IC Malgant submits to the reduce person, asking Vauhwyt to please reverse it once they are in larger quarters and in combat ( in larger openings). He also reminds the group that the girls might be headed for them since the Helping Hand spell he cast has had sufficient time to locate them if they are here and should be beckoning them toward him, if they are willing to follow. Malgant and the Deva then take up the rear guard position in the maze, following at the back of the group.
Legacy Item Mathilda's Stand +1 Heavy Stone Shield Sanctuary 1/day (333 gp) Shield Other 1/day (1333 gp)* Protection From Energy 1/day (3000 gp)* Spell Immunity 1/day (5333 gp)* Spell Resistance 1/day (8333 gp) Antimagic Field 1/day (12000 gp)
7th level(2+1) Domain Power Word Blind , Heal, wind walk*
Spell Effects -Remove fear from the Deva, +4 morale bonus to fear save 7 minute duration -Aid from the Deva, +1 morale to hit and save vs fear, + 18 temp hp (12 min duration) -Greater magic weapon, extended from Vauhwyt making my sword +3 -Magic Vestment on Malgant's armor to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Magic Vestment on Matilda's Stand to make the bonus +3 .... 28 hour duration (lesser rod of extend used) cast at 6 am -Status on Valanthe, Vauhwyt, Appolo and Vorelle, 28 hour duration (lesser rod of extend used) cast at 6 am -Owl's Wisdom (105 rounds) -Death Ward (114 rounds) - planar ally cast - wind walk 14 hour duration on Malgant, Appolo, Valanthe, Vorelle and Aztyr -Spell Immunity ( Immune to fear, magic missile and hold person, duration 137 minutes) -Helping Hand (in effect, searching for the chicks, 30 rounds elapsed) -Remove Fear (duration 75 rounds) (cast by Deva) -Invisibility Purge (70' radius, duration 115 rounds) -Entropic shield, 20% miss chance on ranged attacks vs Malgant ( 114 round duration) - Protection from energy, lightning absorbs 120 points for 137 minutes or until discharged.) - 3/10 charges of haste used from my armor today
Cast on Aztyr Shield Other (duration 14 hours) Death Ward (114 rounds) Remove Fear (duration 75 rounds) (cast by Deva) Aid from the Deva, +1 morale to hit and save vs fear, + 12 temp hp (12 min duration)
Cast on Vauhwyt Magic Vestment on Vauhwyt's buckler to make the bonus +3...14 hour duration Cast just before we go Death Ward (108 rounds) Remove Fear (duration 74 rounds) (cast by Deva) Aid from the Deva, +1 morale to hit and save vs fear, + 16 temp hp (12 min duration)
Cast on Mookie Death Ward (108 rounds)
Cast on Vorelle Death Ward (109 rounds) Remove Fear (duration 74 rounds) (cast by Deva) Aid from the Deva, +1 morale to hit and save vs fear, + 13 temp hp (12 min duration)
Cast on Valanthe Death Ward (110 rounds) Remove Fear (duration 74 rounds) (cast by Deva) Aid from the Deva, +1 morale to hit and save vs fear, + 17 temp hp (12 min duration)
Cast on Apollo Bull's strength(+4 strength for 106 rounds) Death Ward (111 rounds) Remove Fear (duration 74 rounds) (cast by Deva) Aid from the Deva, +1 morale to hit and save vs fear, + 17 temp hp (12 min duration)