Surprising Scrying (DM SteveK) Friday October 8th, 2010 1:16:02 PM
Nobody is really surprised that Firn'gaer's Greater Scry spell is altered and becomes a two-way conversation between the Children of Chaos and (from Rash's hasty guess and whisper to the others) the embodiment of the Sargrass Plains. There wasn't one before, Rash is convinced, but didn't... yes... on the last stop through OddHolme, Vayine had told the CoC that the Bloodpack had awakened the infant Sargrass from its cocoon and helped it sever its ties to a northern Power called Ga'al.
Vayine and even the grouchy Murdock stand slack-jaws at the radiant power coming from Sargrass. The more common people of the refugees have fallen on thier faces in fear and awe.
Questions come to the curiously unformed humanoid with eyes like suns, and the Power answers. "I feel your respect, so no problem. And yes" the being answers the question in Rash's thoughts, "I am Sargrass. And all the mortals you knew of as the Bloodpack are alive, healthy, and fine. I made sure the ones who wanted to take a break from the life of a champion are able to do so in obscurity, and have cloaked them from divinations. The ones who wanted to stay together have teamed with some other heroes on the Continent of Yrth and now work within Cinnamon Valley."
The blazing eyes look at the red-haired dark elf and the head cocks as if confused and a little upset. "There is a problem? I don't like problems. Tishe' has accepted to be my Witch. I give her power and in exchange she is one of my mortal hands. If there is a mortal problem with that, I can take care of the mortal...?" The question is left hanging for Xenia to decide if there is still a problem...
"But the demon you are looking for. Yes, this is the reason I'm talking to you, the Children of the Crones. You who have so recently been with the power of the Chaos Bell. The Sargrass pauses, and again, the heroes can hear its thoughts just like its words. "How much to tell them? Let's keep it simple, but enough for them to understand. Yeah... The eyes are warm like the sun on a hot day, and the voice like the tall, tall Grasses rustling in the wind. "The Sargrass is going through a metamophosis, and I have flooded the land with rushing Woldsblood except for one area; the place where OddHolme stands. There, a Marilith, imbued with the Marks of Chaos, keeps my crysalis around the Sargrass from being complete."
"If I set you safely to OddHolme, you can slay me this demon, and the waves of Woldsblood will be able to flood the town for me to protect and rebirth the Plains as the Cocoon cradled and bore me."
"Would you do this deed?"
Kazak Stonewall.) (Hp 229) Friday October 8th, 2010 9:55:30 PM
Looking up at the image of the being of the Sargrass .....the dwarf takes in his words ......
Turning about to face the others ..... "Well its dat Demon we're afta ......we hafta settle dat score wit it .... so if dis helps us get dat Demon girl .....i say we should do it ....but lets all have our say about it " ... growls Kazak
Turning back to the Sargrass being ..... "Glad your taking care of da Bboodpack ....dey is a brave bunch .... good folk ..."......pausing a moment Kazak adds........ " so what are ya plans for da Sargrass ?? .... how will it change ?? how will you build it ?? and treat its folks ??" rattles off the dwarven warrior
Rash Friday October 8th, 2010 10:41:38 PM
Rash listens to Kazak and then also responds, "We have been scrying for the demon without success since we knew it came into our plane of existence. I guess your work and the Woldsblood has shielded it from our magic. Yes I am willing to go and end this threat to the good people but I would ask a boon of you if we survive the encounter."
Rash drops to one knee, "I am a cleric who reveres all of the Powers in the Wold. I am in awe that I am meeting a new one. One recently born or thrust into self awareness. I would ask for your wisdom and knowledge. I would know of your goals for the Sargrass and the rest of the Wold. I want to learn about you and add you to my prayers and worship. Will you grant me this boon?"
Torgon AC: 32 HP : 180 Saturday October 9th, 2010 8:14:54 AM
Torgon waits for the entity to answer Rash, and then responds after taking a knee to the divine power. "I don't want all that. I'm a simple Minotaur. Killing the Demon is good for me. And to that end, anything you know about the powers she has gained because of the powers of chaos would be a great benefit in helping us rid you of your marilith annoyance".
Peerimus AC 25 HP 146/146 and Yorrick AC 41 HP 160/160 Sunday October 10th, 2010 3:27:01 PM
Peerimus did not like simple. Simple usually left out detail. Detail usually was important. Being a pest to a newly born Power however, probably not the wisest of things to do. Simple might just have to suffice. However, Peerimus decides to pursue at least one of the details. "As it has been said, we will accept your transport to OddHome to destroy the demon. We will need a day of preparation first. I do have a concern about the death of the demon and the flooding of OddHome with Woldsblood. How much time will we have to vacate the area before the Woldsblood consumes it and will our magic allow us to escape?"
The other prudent questions have been asked, though given the Simple route the Power is taking, Peerimus does not expect much information. Hopefully it won't hurt to ask.
To Rash's request, Peerimus steps back to allow her a more personal contact,. It would be he imagines very much the same for the cleric as it was when he met Father and Mother the first time.
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (4) Barkskin, Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: (4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: (2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: (2) Animal Growth, (2) CCW, Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death
5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
Firn'gaer Sunday October 10th, 2010 5:13:00 PM
Firn'gaer does not like the idea of being surrounded by a sea of Woldsblood. But he trust that the Sawgrass spirit will not unleash the sea once the deed is done without giving them time to evacuate OddHome.
Firn'gaer sets his mind to preparations and what he will need to ready for when they arrive for this fated battle against the power of Chaos.
He chuckles slightly under his breath. The irony is not lost on him. Being a chosen of this power that it is now that they must do battle against the same power that once flowed through each of them.
Xenia (AC31, HP109/109) Sunday October 10th, 2010 9:21:15 PM
Flashes. Tiny emotional vignettes of her own separation from Wynn and the Crimson Shields play through Xenia's soul. "Yeah, I do think there's a problem still." The dark girl faces down the vast searing power of the burning Sargrass Plains with frank openness. "I don't think it's a problem that can't be easily solved though. I can probs help you out with this too. Mortals got, you know, feelings, you see. We care about each other. Tishe and her family in Hook City, they care about each other. Being far apart and not knowing how each other are doing can make us mortals, you know, worried. I'm gonna see the Weavers soon enough, and maybe Tishe someday too. I know the area where she is. It's ... it's where my Guy is from. I can ease their minds a bit about how each other is doing. But it might be even better if it was to come from you. What you can do is do just like you're doing with us. Just show up. Tell the Weavers that Tishe is alright. She's under your pertection. Maybe tell Tishe her fambly is alright too. Just appear and talk."
"It's a simple thing. Right? And for, you know, mortals, it means a lot. Being a Power, a land, and new and all, I didn't know if you knew this or not. But feelings in mortals can be a powerful thing. Feelings can inspire devotion as strong as any shield. When feelings get swaying one way or another they can change lands and such. I mean, with all respect to your vastness and all, understanding feelings and how they work can probs be pretty useful to you too, you know?"
The Plot (and Woldsblood) Thickens (DM SteveK) Monday October 11th, 2010 2:31:05 PM
Sargrass, the Power, visibly considers the acceptances and questions by the heroes. He seems to think, but this time, the leaking of its inner thoughts is cut off and not broadcast to the assembled Children of Chaos. The the eyes like twin suns comes to rest once more on the Children of Chaos.
"It is right that service is rewarded. Even though you were tracking down this demon anyways, since I asked, I will reward your serivce. Once you have destroyed the Chaos Demon, I will talk with you about 'mortal emotions' and I will tell you about Sargrass; the land, the life. As my Manfri say; Talki fresal, dondit liki."
"The powers of Chaos within the demon are altering possibilities and mixing realities. Like Alexandria's ring that shift her between two planes of existance, the Chaos powers are warping all reality about the demon. Actions you think of as sure will become only possibilities; spells miscast, strikes sent awry, and movement confused. Expect it all."
"Fear not, for I will hold the Woldblood away from the town until you have destroyed the demon and are ready to return to this spot. When the taint of the Chaos Power is gone, I will be able to sense all and create a Gate to bring you out of my land."
"But you must go now. I sense forces gathering that I cannot stop. Like when Ga'al held my coccoon to control the Woldsblood, the Chaos Demon has already started a ritual to wrest the control of Woldsblood from my commands. It will be complete in less than one hour."
The Scrying image changes, the borders of the circle becoming more distinct, and suddenly a wind, hot and grassy, blows out from the image of Sargrass. Firn'gaer is quickly able to identify that they Scry spell is gone, and this is now a Gate. "Choose now. Will you come?"
Xenia (AC31, HP109/109) Monday October 11th, 2010 3:28:50 PM
"One hour? Then we'd better go now." The dark rogue pulls her cloak around her black robed figure. "Whatcha wait till now to say that for, huh? Talkee frezal don't likee. Lets go."
Rash Monday October 11th, 2010 4:18:19 PM
Rash stands and draws her sword and sets her shield to dancing next to her. She looks to the others and says, "I would say to buff up but last time we did this, we lost half of our spells. I don't know if we should be before we go." She turns to the Sargrass Power and asks, "Will the gate effect our spells if we cast them now? It sounds like a tough enviroment there to cast in."
Domain give Rash automatic freedom of movement as per spell indicates domain spell
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*, Divine Power, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport*, Righteous Might, Spell Resistance, True Seeing x 2, Flame Strike, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law, Discern location, Spell Immunity Greater, Monster summoning 8 Ninth: Power Word Kill* Miracle, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Durgan Stonewall (AC 38; HP 284/284) Monday October 11th, 2010 7:00:15 PM
"Huh." Durgan grunts. "Looks like we found the demon eh? Let's get to business then." Durgan pats his helmet to make sure it is secure, and gets a nice good grip on his axe and shield. "Allright then. Let's go take care of sumthin ugly."
Torgon AC: 34 HP : 186 Monday October 11th, 2010 9:09:47 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp.
Torgon casts stoneskin upon himself, and then pulls his quicken rod. He then waits for The Sargrass to answer Rash's question. "I can go now, or I can buff up for a round or two. We definitely shouldn't take a whole lot of time throwing spells that may be for naught. Up to you all."
Kazak Stonewall.) (Hp 229) Monday October 11th, 2010 10:34:52 PM
"Thanks for da help " growls Kazak as the Sargrass being image fades ......
Checking his gear ..... " iz just got dis here potion againist dem evil demons ....and me sword " .. grins the dwarf
"Ima ready Druid ..... just set da tactics .....and we'll jump thru dat gate ... " as Kazak sidles up next to his brother .... "demon smashing time ... eh bro "
Sargrass Reply (DM SteveK) Tuesday October 12th, 2010 2:20:58 PM
Sargrass replies. "The Great Migration is ended. There is no disharmony between the land you are in and me. Your spells cast now will not be stripped from you by going through my Gate."
Xenia (AC31, HP109/109) Tuesday October 12th, 2010 3:30:59 PM
"Couldn't hurt to be pertecting yourself," the rogue opines. She activates both rings and her boots, first lifting up off of the ground. Next, turning into a flickering blur. And then, disappearing entirely.
+++++++++++++++++++++++++++
Active Effects: Fly, Invisibility, Blinking
Expended: Boots 1/3
Torgon AC: 34 HP : 186 Tuesday October 12th, 2010 9:22:55 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection
Torgon casts Protection from Energy-fire, and says "Let me know how quickly until we are going. Most of my spells do not last as long as your spells, and rounds may matter to me."
Peerimus AC 25 HP 146/146 and Yorrick AC 41 HP 160/160 Tuesday October 12th, 2010 10:13:29 PM
Peerimus chuckles as the thought of Father ssitting on a high branch and watching what is about to happens dances through his mind unbidden. "I will likely become a prime target." Peerimus then casts Shapechage, but maintains his human form. "We have less than an hour, but I believe we should equip ourselves as best as we can. Be ready in a minute or less if you are able." The now Huge bear moves to stand directly before Torgon. "Yorrick will be your point Torgon. Kazak and Durgan your flanks." Peerimus stands just to the Minotaurs right .
"We move in, form a wall and push forward. Rash and I will heal as we can and Firngear will control our field of battle. Do not spread to thin."
With those final words Peerimus is ready
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth
Rash d3=3 ; Tuesday October 12th, 2010 11:42:28 PM
Rash casts True Seeing, Shield of Faith, Tongues (from scroll) Monster Summoning 8 (will summon 3 huge air elementals a round before we go) and then cast shield of Law on us and the air elementals.
She will tell the elementals to fly through the gate when the group is ready.
Through the Gate (DM SteveK) Wednesday October 13th, 2010 11:37:04 AM
Peerimus instructs the Children of Chaos to be ready in a minute, and 10 standard spells can be cast in that time (spellcasters start counting durations). The prepatory spells fly, and the group of seven heroes move through the Gate of Sargrass.
The Gate functions as Sargrass has said, a normal transition of being there and then suddenly being here, less like a teleportation spell and more like walking through a courtyard archway. The Children and the three Air Elementals spread out in an immediate defensive perimeter to assess the situation. (DM placed heroes on map. You can now move as you will.)
On the other side, the heat hits the heroes like they stuck thier faces into a large oven. The sun is bright and the light stabs at the eyes. A stiff wind blows about, the rattle of short 'Grasses that cover most of the ground creating a sussurus of sound. The only break in the 'Grasses is a circular spot of sand, about 40 feet in diameter. Behind them, the Blood-red Gate of Sargrass momentarily looks back at the stone-built village of the refugees of OddHolme, and then it closes into a Crimson disc hanging in the air. About a half mile away in every direction, a hundred foot wave of pure Woldsblood is poised, roiling against the invisible bonds before it, unable to come closer to the Gate, the Heroes, or the domed town of OddHolme.
Squinting from the sun's glare, the heroes can see OddHolme to the south. Like most of the more permenant settlements that used to be in the region of the Sargrass, it is completely covered by a dome of toughened 'Grasses and material, woven in a dome that rises into the air. Those who are builder minded can estimate the dome is an oblong that is 1,000 feet wide and 800 feet long, the dome rising almost 80 feet into the air.
Where the dome and 'grasses meet in the nearest wall, a 10 foot tall and 20 foot long dark opening shows a way in...
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Xenia (AC31, HP109/109) Wednesday October 13th, 2010 12:37:59 PM
"Hoo-wee," the invisible rogue whispers from within the midst of the Chaos Guys, "almost forgot how hot it was here."
"I'm gonna rise up and take a look-see around," she announces, before lifting up into the air. Once aloft, Xenia scans the area still clear of the surging Woldsblood with particular attention to the nearby sandy space. From her bag, she takes a scroll in preparation for the encounter with Worm Girl.
+++++++++++++++++++++++++++
Rise 30ft / Take scroll from bag
Spot 44 Listen 40
Position H51/Elevation 35ft
Active Effects: Fly 5m, Invisibility 5m, Blinking, shield of law 2/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Peerimus looks at the opening, "We should send the Air Elemenals in quickly to attack what they find. It will draw the enemy's fire."
Peerimus moves forward 30' in a straight line with Yorrick ding te same. Peerimus cast a Heightened Fire Seed spell upon a single acorn to use shortly
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth, Shield of Law from Rash
Torgon AC: 34 HP : 186 Wednesday October 13th, 2010 9:43:22 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 108 rounds True Seeing, duration 89 rounds
Torgon waits four rounds and puts away his extend rod, and pulls his quicken rod. He then casts Freedom of movement, Magic circle vs evil, Align weapon lawful, pulls and casts a scroll of true seeing. His shield is already floating animated around him.
Upon arrival, he recoils from the oppressive heat. "Wow, this would be annoying for longer than a few minutes. Since we're not seeing any demons, looks like we'll need to go in that building over there right after Peerimus's elementals. Either that or let Firn' Gaer blow open a bigger doorway. It is only grass and mud looking stuff."
Kazak Stonewall Ac 36 Hp 229 Wednesday October 13th, 2010 11:16:47 PM
Walking thru the gate ..... "whoa da heat ..... anybody got some magics against dis heat .... don't wanna get all worn out while weez fighting " .... growls Kazak
Heeding the Druids tactical plan ....the dwarf moves in conjuction with others ...and takes up a position on Torgons left flank ..... " yo bro you take da right side i'll handle da left "
Activating his shield (animated) .....the warrior waits to to use his magics ..... " good thinking Torgon ....most of my stuff is short timed too .... most combat stuff .... should hold off till weez gets inside ... "
Rash 160/160 AC 37 Thursday October 14th, 2010 12:22:19 AM
Rash directs the 3 air elementals through the gate using her tongues spell. She will tell them to attack any demonic creature on the other side but to leave alone any humans or any of the noble races. "If nothing is there then come back and let me know."
Rash will then cast a fly on herself and gain 10 of altitude and head for the gate
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 2/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) monster summoning 8 3/18 3 huge huge air elementals hps 136 ac 25 full attack 2 slams +19 (2d8+4) damage, damage reduction 5 elemental traits
OddHolme Rd 2 (DM SteveK) Thursday October 14th, 2010 11:19:21 AM
Xenia flies higher and scans the area. The burning wind whips bits of sand in the heroes direction, the combination makes seeing and hearing more difficult (-5 Spot and Listen checks). Still, Xenia is experienced, and is pretty sure there isn't anything other than grass and sand in the area within her field of vision.
Peerius suggests a scouting mission for Rash's elementals and moves forward, preparing a spell.
Yorrick paces his human companion.
Torgon recoils from the oppressive heat and agrees that the dome is the obvious place to look for the demon. Maybe Firn'gaer could make an alternate entrance? (DM Move: The minotaur moves forward with the group.)
Kazak growls at the heat of the Sargrass, and takes a position on Torgon's left flank.
(DM Move) Durgan takes a position on Torgon's right flank.
(DM Move) Firn'gaer keeps up with the group, maintaining his minimum forward movement with his Overland Flight spell behind the massive Yorrick.
Rash directs her 3 air elementals through the gate, speaking Auran with her Tongues spell. The cleric then casts Fly on herself, rises 10 feet and heads for the gate.
The 3 Air Elementals rush like the wind into the darkened tunnel and are lost from view.
...COMBAT ROUNDS...
Overland Flight spell (and magic items) provides average maneuverability. Per a recent discussion on the Rules Board, we've been using Overland Flight incorrectly. A hero can't HOVER using a means that provides only Average maneuverability.
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Xenia (AC31, HP109/109) Thursday October 14th, 2010 11:27:50 AM
Sorry, I monitor the rules board and I've seen no discussion on the topic of the Fly spell from magic items. Fly, per the spell, should provide Good maneuverability. Could you point me in the direction of a rule that states otherwise?
SteveK: I mis-spoke. I was referring to the conversation that you and I were both in at the end of August. Fly spells are fine, it is the Overland Flight spell that is only Average maneuverability.
Firn'gaer AC20; HP124; Arcane Sight, Extd Fly, Extd True Seeing, See Invisibility, Tongues, SR18 d20+6=13 ; Thursday October 14th, 2010 12:53:57 PM
[OOC: Fly provides good maneuverability. Overland flight is only average and therefore no hovering. Must move at least 20-ft or loss altitude.]
Firn'gaer rises as he moves (he is 30 over the ground). He scans the area with his true sight and arcane sight (Spot DC13).
Active Spells: Extended Fly (36 minutes); Extended True Seeing (36 minutes) Permanent Spells: Arcane Sight, See Invisibility, Tongues
Torgon AC: 34 HP : 186 Thursday October 14th, 2010 2:08:42 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 107 rounds True Seeing, duration 88 rounds
Torgon takes a move and a move to stand right before the entry way to Oddholme. He looks left and right once the dwarves have joined him. "ready? Time to kill us a demon"
Xenia (AC35, HP109/109) Thursday October 14th, 2010 3:43:36 PM
"We're clear!" the invisible rogue's voice calls down from above. "Nothing here outside."
With a flick of her wrist, she opens the scroll. As she reads aloud the magic the scroll crumbles, and she fetches another. Carefully she eyes the dark entrance to the grass dome as Torgie Minotaur heads straight for it.
+++++++++++++++++++++++++++
UMD 29 Autosuccess vs DC27 for Freedom of Movement / 5ft Move / take out another scroll
Spot 44 Listen 40
Position J51/Elevation 35ft
Active Effects: FoM 70m, Fly 5m, Invisibility 5m, Blinking,
Shield of Law (From Rash) 2/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Durgan Stonewall (AC 38; HP 284/284) Thursday October 14th, 2010 9:40:55 PM
Durgan retrives a potion from his haversack as the group advances on the building. "So the beastie is in there eh? Anybody else feel like sumthin interestin is about ta happen?"
Kazak Stonewall Ac 36 Hp 229 Thursday October 14th, 2010 9:47:03 PM
"Oh yeah ...... i can feel me skin tingle ..... almost time for steel and stone "
The dwarven warrior surveys his surroundings .... " hey Peerimus ....whats day section of sand doing der .... just seems a little outa place .... must be of some use ..... hope it ain't hiding no skulking demons trying to trap us in da building "
Kazak continues his advance ...staying in step with the others ..... eyes sweeping the area .....
Active Magic shield of law - 2/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Peerimus AC 25 HP 146/146 and Yorrick AC 50 HP 160/160 d20+25=30 ; d20+26=33 ; 3d6+18=26 ; Thursday October 14th, 2010 10:20:01 PM
Yorrick and Peerimus move another 30' forward. "I agree Kazak and I don't particularly care for it, but I have no suggestions and I am certainly not wandering onto it to test any trap theories." Peerimus keeps a wary eye on the sand, enough eyes are pointing ahead already [spot 30] At a grunt of caution from Peerimus, Yorrick stands readyto strike anything rising out of the sand close by [Readied attack AC 33 Dmg 26]
"Can someone light up the interior?"
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth, Shield of Law from Rash
Rash 160/160 AC 37 Friday October 15th, 2010 8:24:54 AM
Rash will move forward to the entrance (s53) and see what she can see (true seeing spell activated) and peek inside. If she can't see because it is dark, then she will cast light.
Domain give Rash automatic freedom of movement as per spell indicates domain spell
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*, Divine Power, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport*, Righteous Might, Spell Resistance, True Seeing x 2, Flame Strike, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law, Discern location, Spell Immunity Greater, Monster summoning 8 Ninth: Power Word Kill* Miracle, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) monster summoning 8 3/18 3 huge huge air elementals hps 136 ac 25 full attack 2 slams +19 (2d8+4) damage, damage reduction 5 elemental traits
OddHolme Rd 3 (DM SteveK) Friday October 15th, 2010 9:33:35 AM
Firn'gaer flies up and looks around. He can't see very well because of the blowing wind, but it is simple to his mind to note the diameter of the sand is the same as a Rock to Mud spell if it were cast on dry earth. Whether recent or not, the gnome wizard can't say.
Torgon moves to where he is directly in front of the 20' wide and tall tunnel. Mists swirl inside the darkness, making it impossible to see more than a few feet.
Xenia reads a scroll and looks at the entrance. Her elven eyes also see the swirling fog that fills the corridor.
Durgan retrieves a potion while walking that slows him down and he falls a little behind the line of fighters.
Kazak trots to keep up with the minotaur, scanning the area and also noting the mist-filled tunnel.
Peerimus and Yorrick are cautious about the sandy ground, perhaps remembering how the great blue dragon, Ohzone, had used a similar patch to ambush the Children. Well, that won't happen without some pain this time!
Rash moves up with Torgon and notes the mists are one of the many kinds of magical fog; neither true seeing nor light will be able to sweepit away. And it is also dark inside.
...COMBAT ROUNDS...
Mis-Spoke Earlier: :-) Overland Flight spell (and those magic items) provides average maneuverability. A hero can't HOVER using a means that provides only Average maneuverability.
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Xenia (AC35, HP109/109) Friday October 15th, 2010 10:48:18 AM
"Stop!"
Xenia's voice comes down from above. The rogue draws another scroll from her haversack and swoops down to the top of the door of the grass dome.
"Let me take care of the mist first," she says, as she peers into the swirling mist. As she prepares the scroll, the dark girl listens intently for any sound that might indicate a presence lurking, hidden in the mist.
Position S51/Elevation Unknown-Top of Door to Oddhome
Active Effects: FoM 70m, Fly 5m, Invisibility 5m, Blinking,
Shield of Law (From Rash) 2/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Torgon AC: 34 HP : 186/186 Friday October 15th, 2010 11:21:15 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 106 rounds True Seeing, duration 87 rounds
Torgon waits for Xenia to get rid of the mist if she is able. If not, this is gonna be ugly.
Kazak Stonewall Ac 36 Hp 229 Friday October 15th, 2010 11:29:01 PM
Stopping at Xenia's words ..... the dwarf waits the drow girls tactics ...... getting an idea .... Kazak reaches into his effiecient quiver .... pulling out a couple foot long rods with gold tips ....
" I'll try dis stuff ......should maybe light da place up a little ... "
Striking one of the sunrods on his armor the dwarf tosses it into the darkness .....
" I'm betting Durgans stash of mountain ale dat da Demon girl is in dere .... and dem tattoo's she stole from us is helping her ....... not to mention da abilities we gave da tattoo's help her too ...... mine was flying ...."
Kazak keeps pace with the big minotaur
Active Magic shield of law - 2/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Durgan Stonewall (AC 41; HP 284/284) Sunday October 17th, 2010 4:47:22 PM
Durgan drinks down his potion, and catches back up to the group as they pause. "Come on out beastie, we know ye are in there!"
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
OddHolme Rd 5 (DM SteveK) d100=32 ; Monday October 18th, 2010 10:43:30 AM
(2 rounds pass)
Xenia flies forward and preps a scroll and listens in the mist. There doesn't appear to be any sounds close to the entrance, but further into the mist, a battle is raging between the air elementals Rash sent in earlier and what sounds like huge horses!
Not having a reason not to, the half-drow girl casts her spell, timing it nicely from her blinking (DM roll 32%) and a Gust of Wind peels back the magical fog for 60 feet!
Kazak adds his 2 cents and a couple of Sunrods, igniting them and tossing them into the darkness. It turns out that the darkness is NOT magical, and the Sunrods light up all the area that no longer has fog...
The other heroes move up to stand at the entrance and see what the Gust and Sunrods can do.
...................
The Children can easily see 60 feet into the 20' wide (and tall) corridor, and there is nothing waiting. No invisible, illusion, or otherwise hiding monsters can be seen. Beyond that, swirling fog and darkness continue to block thier sight in the main corridor which continues straight into the heart of the Domed town.
To the left, there are 2 doors. The closest is 15 feet in and 10' wide (and tall), while the second is 60' distant and stands right next to the swirling fogs.
To the right is a corridor 40 feet away, swirling fog also blocking that path.
The sounds of battle between air elementals and giant horses continue in the foggy darkness of the main corridor.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Xenia (AC35, HP109/109) Monday October 18th, 2010 3:08:30 PM
"I got another one just like that," Xenia's voice rings out from above. "Last one, though. I'll hold onto it if we need it to clear more mist. But for now, I'm gonna hold off."
Reaching into her sack, the rogue brings out the second Gust of Wind scroll. Now, with two scrolls, one in each hand, she dives down into the tunnel, heading toward the sounds of fighting.
Active Effects: FoM 70m, Fly 5m, Invisibility 5m, Blinking,
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Durgan Stonewall (AC 41; HP 284/284) Monday October 18th, 2010 4:25:11 PM
"Ach! There she goes again. Hold on girl with yer flyin off. Rash, can you bring the elementals back? Draw the enemy out here where we can see em.
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Firn'gaer AC20; HP124; Arcane Sight, Extd Fly, Extd True Seeing, See Invisibility, Tongues, SR18 Monday October 18th, 2010 7:48:41 PM
Firn'gaer casts Invisibility on himself and flies after Xenia.
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth, Shield of Law from Rash
Kazak Stonewall Ac 36 Hp 229 Monday October 18th, 2010 10:22:11 PM
Following the druid .(move action -30ft)...Kazak reaches for another sunrod .... tossing it into the fog ...(standard action)
"Lets see whats der " growls the dwarf
Motioning to his brother .... " keep da line bro ....wall of steel and stone "
Active Magic shield of law - 2/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
3 sunrods used
Rash 214/160 AC 46 Monday October 18th, 2010 11:25:59 PM
Rash hears Durgan and even agrees with him but holds off since everyone else is charging forward. She will a quickened divine favor, and then a regular divine power which kicks in her righteous might spell. She then follows the others keeping pace by flying.
Domain give Rash automatic freedom of movement as per spell indicates domain spell
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*, Divine Power, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport*, Righteous Might, Spell Resistance, True Seeing x 2, Flame Strike, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law, Discern location, Spell Immunity Greater, Monster summoning 8 Ninth: Power Word Kill* Miracle, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) monster summoning 8 3/18 3 huge huge air elementals hps 136 ac 25 full attack 2 slams +19 (2d8+4) damage, damage reduction 5 elemental traits divine favor 1/10 (+6 luck bonus to hit and damage) divine power 1/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 1/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
Torgon AC: 34 HP : 186/186 Tuesday October 19th, 2010 7:55:08 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 105 rounds True Seeing, duration 86 rounds
Torgon moves forward, keeping his position in the line with the dwarves.
OddHolme Rd 6 (DM SteveK) Tuesday October 19th, 2010 6:58:53 PM
Xenia brings out a second Gust of Wind scroll and dives down into the tunnel, heading toward the sounds of fighting. Her sharp eyes can't see more than 5 feet through the foggy swirls.
Durgan dispairs of ever protecting the rogue, and asks for Rash to bring the elementals back. He keeps up with Torgon.
Firn'gaer casts Invisibility on himself and flies after Xenia, ducking to make it into the tunnel. Because of his momentary concentration on his spell, he is still 40 feet away from the blinking rogue.
Peerimus moves with Yorrick to the first door and with the great bear just behind him he tries to open it, discovering it is solidly, magically locked.
Kazak follows the druid and reaches for another sunrod to ignite and toss in the next couple of seconds. (follow = move; reach = move)
Rash casts a quickened divine favor, and then a divine power which kicks in her righteous might contingency. She then follows the others keeping pace by flying.
Torgon moves forward, keeping his position in the line with the dwarves.
...................
Beyond the swirling fog and darkness, nothing can be seen in the main corridor which continues straight into the heart of the Domed town.
To the left, there are 2 doors. The closest tried by Peerimus to be locked, and the second is at ground level near Xenia and Ras and stands right next to the swirling fogs.
To the right is a corridor 40 feet away, swirling fog also blocking that path.
The sounds of battle between air elementals and giant horses continue from the foggy darkness of the main corridor, but the nieghs of triumph tell you who is winning.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Kazak Stonewall Ac 36 Hp 229 Tuesday October 19th, 2010 11:22:56 PM
Kazak holds the sunrod in his hand .....waiting for the right moment to throw .......But the dwarf does move forward (40 ft move)(double move).....keeping his flank position on the left
From his days in his youth .....in the tunnels and caves of his and Durgans home ..... the warrior listens to the sounds ..... trying to gauge their location and distance ......
Active Magic shield of law - 2/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
2 sunrods used - 1 in hand
Torgon AC: 34 HP : 186/186 Wednesday October 20th, 2010 8:25:21 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 104 rounds True Seeing, duration 85 rounds
"Well, we checking the doors, or moving toward the fighting?" Torgon asks aloud. He will then move in whatever direction is indicated, keeping in line with the dwarves.
Xenia (AC35, HP109/109) d100=60 ; Wednesday October 20th, 2010 11:13:01 AM
The dark rogue pauses at the edge of the swirling mist, from within which comes the sound of angry horses. A glance back reveals some trouble with a locked door. Nothing a sneaky girl can't handle.
Xenia unfurls the scroll she's been holding for some time now. A quick read brings her vision into crystal clarity. Even darkness is no impediment to her now. Without a word, she flies down from the ceiling toward the locked door.
"I'll take a look at what's on the other side of the door, Peerimus," she whispers. "I'll be right back." Then, cloaked in both Shadow and the magic of Invisibility, more quiet than a gliding owl, the dark rogue flies through the very fabric of the door, passing through to the other side.
+++++++++++++++++++++++++++
Cast True Seeing / Move
UMD Autosuccess vs DC29 (UMD is 27+2 from Decipher Script Synergy) 50% to Blink through Door: 60 / Pass
Note: Drew scroll of True Seeing back after your Round 2.
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+27=33 ; 3d6+31=42 ; Wednesday October 20th, 2010 11:24:08 AM
Peerimus informs the group of the magically held door. "Lets move to support the elementals and invite the enemy to us." With that Peerimus shifts into a Solar and moves forward 80' with Yorrick right behind him.
Peerimus can move 150' and so if an enemy presents itself he will close and attack [PA-5 Hit AC 33 Dmg 42]
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Rash 214/160 AC 46 Wednesday October 20th, 2010 9:58:11 PM
Rash moves forward into the mist sword poised to strike at the first foe she sees. She calls out to the air elementals calling them to the group so they can be supported.
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 5/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) monster summoning 8 5/18 3 huge huge air elementals hps 136 ac 25 full attack 2 slams +19 (2d8+4) damage, damage reduction 5 elemental traits divine favor 2/10 (+6 luck bonus to hit and damage) divine power 2/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 2/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
Durgan Stonewall (AC 41; HP 284/284) Wednesday October 20th, 2010 10:26:55 PM
Durgan follows along, keeping the formation going. "Huh. Hey druid, hard to do all that stuff you just said when the spellcasters are getting ahead of their protection. It's hard ta keep up!"
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
OddHolme Rd 7 (DM SteveK) d20+23=30 ; d6=5 ; d20+23=30 ; d20+23=30 ; d20+23=26 ; d20+5=23 ; d20+23=27 ; d20+23=38 ; d20+23=43 ; d20+23=42 ; 2d6+10=14 ; 2d6+10=17 ; d4=4 ; d4=1 ; 2d6+5=13 ; 2d6+5=13 ; d20+23=27 ; Thursday October 21st, 2010 7:00:14 PM
Kazak holds the sunrod in his hand and moves forward to stand just within the foggy mists. (DM take 10 roll) The dwarfs ears tell him the the loud battle sounds are only a few feet away and to the right, but unable to see anything because of the mist.
Torgon keeps battle stations, staying in line with the dwarves.
Xenia reads the true seeing scroll and, more quiet than a gliding owl, passes through to the other side. The darkness of the room holds no barrier for the magical sight of the rogue, and Xenia is able to see a fairly large room (45'x50') empty of any inhabitants. Bundles and bales of various goods line the walls and there is an overturned table near the door with some worthless chits scattered about. No ways out (even with the True Seeing) and nothing of interest in the room.
Peerimus shifts into a Solar and moves forward with Yorrick right behind him. The swirling mists allow the druid to only see the wall at his left side and the hulking menace of Yorrick behind.
Rash floats above Torgon and into the mist with sword poised. She only just clears the minotaur when the mists suddenly open to her right and she sees one air elemental fighting two Huge flaming horses blowing smoke; Nightmares! Moving into the room, she is struck at by a hoof before Rash can strike one of the beasts. (AOO: AC 30 miss) Rash gets one attack this round, plus her full actions next round
Durgan follows along, keeping the formation going.
...................
Nightmare 1 nieghs in the huge familiar sound and breaths a smokey cone of cinders over Rash before lashing out with two huge hooves and a snap of carnivore teeth. Rash Fort DC 24 or -2 attack/damage for 50 rounds; AC 30, 30, 26 all miss Some of the wounds on the Nightmare heal before Rash's eyes.
Nightmare 2 snorts its sulfurous smoke over the last wounded air elemental who has no defense against the smokey attack and is slaughtered by the Nightmare, disolving into the very air. (Air elemental Fore Dc 24 - 23 fail; AC 27, 38, 43crit42 Dam 9,12,4,1,21 = 47) The huge Nightmare immediately turns a flaming hoof on Rash! Cleave AC 27 miss The few wounds on the Nightmare close up with fiendish healing.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Nightmare 1 AC 26 HP ? ; 50% miss chance if 5 feet away; 100% if more than 5 feet away Nightmare 2 AC 26 HP ? ; 50% miss chance if 5 feet away; 100% if more than 5 feet away
Kazak Stonewall Ac 36 Hp 229 Thursday October 21st, 2010 10:40:06 PM
"Grrrr .... dang smoke ..... lets see if dis trick works .... "
Sstriking the sunrod on his armor ..... lighting it .....Kazak tosses it into the room ....." can't see but maybe we can see der shadows backlit againsit da light " .... Growls the dwarf as he moves in support of Rash ...." right behind ya Mrs Trinka "
Active Effects: shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Rash 214/160 AC 46 d20+23=25 ; d20+30=46 ; d100=8 ; d20=17 ; d20+30=34 ; d20+30=48 ; d20+25=44 ; d20+20=21 ; d20+30=36 ; d20+25=45 ; d100=99 ; d100=69 ; d100=16 ; 2d6+45=49 ; 2d6+45=53 ; 2d6+45=51 ; 2d6+45=50 ; 2d6+45=52 ; Thursday October 21st, 2010 11:00:34 PM
Rash surprised by the smoke cone of pain almost doesn't make her saving throw, ( made it thanks to increased consitution and shield of law)
Rash calls out to the Children, "They are up here! Nightmares hidden in the smoke" (ooc Rash also has a true seeing spell on, does it help with the smoke?)
Rash swings with her AOO hitting ac 46 but misses do to the concealment (assuming true seeing doesn't help for now) She then moves forward to AK55 and with the aid of her haste armor swings away first at Nightmare 1
Rash lashes out with her sword hitting 1st attack hits ac 34 (miss chance 99 hit hit!) 49 points of damage 2nd attack hits ac 48 critical hit/ crit roll 36 hit (miss chance 69 hit!) 104 points of damage 3rd attack hits ac 44 critical hit/ crit roll 45 hit! (miss chance 16 miss) 4th attack rolled natural 1 miss
Total damage is 153 points to Nightmare 1 (203 if true seeing helps with the smoke and 52 to Nightmare 2 assuming nightmare 1 is dead)
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 6/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 3/10 (+6 luck bonus to hit and damage) divine power 3/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 3/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
Xenia (AC35, HP109/109) Friday October 22nd, 2010 9:00:54 AM
Must be a storeroom. Wonder why it was magic locked?
The question is trivial, and occupies but the briefest of considerations. The fact of magic locking for something as inconsequential as a simple storeroom may speak to the general level of wealth and resources that had been available to the one time occupants of this grass dome, but a supposition such as that would be little more than supposition. The fact of the magic locking is little more than that. It was locked. Hopefully, only from the outside, though.
Xenia tests the theory, opening the door before crossing the hall. Everyone's gone into the fog 'cept for Fernie. Sounds of angry horses continue to resound. Nightmares? How dangerous could a bunch of angry horses be?
Xenia, instead, inspects the offshoot across the main corridor. Peering into the mist, she listens for signs that something may be down this way. Slight shifts in movement. Breathing. Anything.
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
OddHolme Rd 7 (DM SteveK) Friday October 22nd, 2010 9:44:59 AM
Clarification - The open room where the Nightmares are is NOT covered in smoke and mist; only the corridors that the heroes have been in. The Nightmares themselves excreete a smoke that makes it hard for them to be hit; since it is physical, True Seeing doesn't help with the to hit percentages.
Firn'gaer AC20; HP124; Arcane Sight, Extd Fly, Extd True Seeing, See Invisibility, Tongues, SR18 Friday October 22nd, 2010 8:48:20 PM
Firn'gaer moves up 60-ft. and casts Extended Shield.
Kazak Stonewall Ac 36 Hp 229 Friday October 22nd, 2010 11:12:56 PM
The dwarven warrior steps in behind Rash Trinka .... supporting her attack ..... looking for an angle to attack the nightmares ......
Durgan Stonewall (AC 41; HP 284/284) Friday October 22nd, 2010 11:42:07 PM
Durgan follows his brother into the room, looking to get into the action.
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, Tongues, SR18 Saturday October 23rd, 2010 10:19:54 AM
OOC: Adding shield to stats.
Torgon AC: 34 HP : 186/186 Saturday October 23rd, 2010 3:36:24 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 103 rounds True Seeing, duration 84 rounds
Torgon holds back on the casting of his power up spells, realizing the two nightmares are but guarddogs. He moves to AL/AM, 54/55. Upon reaching the spot and virtually bumping into the nightmares before being able to see them well enough to hit them, he realizes how badly the clouds will affect his combat. Without being able to see farther than 5', his reach has been negated.
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+27=38 ; d100=96 ; 3d6+31=37 ; d20+26=45 ; d100=90 ; 3d6+15=27 ; d6=6 ; d6=2 ; d20+35=53 ; Saturday October 23rd, 2010 10:29:37 PM
Peerimus calls for Yorrick to move with him to the right as the sounds of combat erupt from Rash and Kazak's call as he moves in. The fog vanishes and the enmy presents itself. Yorrick and Peerimus strike out at Nightmare 2. Peerimus [PA-5 Hit AC 38 98% hit Dmg 37 Good aligned magic weapon] Yorrick [Hit AC 45 90% hit Dmg 27 +6 Fire +2 Cold Magic Weapon] Yorrick then twists and brings his mass against the great horse [Grapple 53]
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
OddHolme Rd 8 (DM SteveK) d100=56 ; d20+23=41 ; 2d6+10=21 ; d4=2 ; d20+23=42 ; d20+23=42 ; 2d6+10=17 ; 2d6+10=14 ; d4=1 ; d4=3 ; d6=4 ; d20+23=31 ; d20+23=42 ; d20+23=30 ; d20+23=33 ; d20+18=38 ; d20+18=28 ; 2d6+10=19 ; d4=2 ; 2d6+5=7 ; d6=4 ; Monday October 25th, 2010 10:52:49 AM
Rash nearly unddone by the smoky cinders, but her magic allows her to overcome. She calls for the others and lays into the huge Nightmare, doing considerable damage with only two strikes!
Xenia checks out the storeroom, and then tests the door. Nope, magically locked on both sides! Instead, she slides through the door and scouts out the foggy smaller corridor on the other side of the main hall. Her enhanced skill can't find any slight shift in movement. Breathing. Anything. (ooc: Xenia at AB/53 not AB/58)
Firn'gaer moves up 60-ft. and casts Extended Shield, losing himself in the cooridor mists.
Kazak steps in behind Rash Trinka and his sunrod lights up the room and the two huge Nightmares. There is no mist in the large room except around the horses and so the sunrod can do its work.
Durgan follows his brother into the room, looking to get into the action. As Durgan was closer to this side of the corridor, he is able to jump right into the room, size up Nightmare #1 from Kazak's sunrod and take a swing. Of course, before he gets there, the Nightmare lets fly a flaming hoof in his general direction, striking the attacking dwarf! (AOO on Durgan AC 41 Dam 21 +2 Fire = Durgan takes 23 damage Nightmares are not Chaotic and so Shield of Law is ineffective) Durgan gets an attack this round
Torgon realizes the two nightmares are but guarddogs and moves up, bumping into the battle nearly by accident. He reflects that his massive reach is no use in the fog and his wandering mind proves costly. The second Nightmare flashes a hoof forward, catching Torgon in a vulnerable spot! AOO on Torgon AC 42 crit 42 confirm! Dam 17+1fire + 14+3fire = Torgon takes 35 damage)
Peerimus calls for Yorrick to move with him to the right as the sounds of combat erupt from Rash and Kazak's call as he moves in. The fog vanishes and the enemy is in front. Peerimus moves to enable the great bear to get a paw in himself. Though the move opens up the druid, the Nightmare is unable to take advantage of it (because of its shot against Torgon). The Nightmare is wounded and pulled into a bearhug. ...................
Nightmare 1 rears and breathes its smokey cone of cinders catching Rash, Kazak, and Durgan (Fort DC 24 or -2 attack/damage for 40 rounds) It's hooves and teeth are concentrated against Rash, madness in its equine eyes, and amazingly it hits with a flaming hoof and carnivore teeth! (Nightmare not Chaotic, Shield of Law ineffective AC 31 miss, 42 hit, 38 Crit 28 Dam 19+2, 7 = Rash takes 28 damage). Some of the damage heals on the nightmare.
Nightmare 2 snorts its sulfurous smoke over Torgon and Yorrick (Fort DC 24 or -2 attack/damage for 40 rounds), then turns ethereal, escaping the grappling bear claws. More wounds on the foggy, incorporal Nightmare close up with fiendish healing.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Nightmare 1 AC 26 HP 143/? ; 50% miss chance if 5 feet away; 100% if more than 5 feet away Nightmare 2 AC 26 HP 62/? ; 50% miss chance if 5 feet away; 100% if more than 5 feet away Etheral
Xenia (AC35, HP109/109) Monday October 25th, 2010 11:52:10 AM
Now, with a reasonable surety that nothing lurks in the back corridors to sneak on the Chaos Guys, the rogue speeds into the smoke, gliding past the indistinct, but distinct enough to recognize, forms of both Kaz and Bear Yorrick. Silently she glides, drawing her bow from her magic quiver as she goes.
Just beyond Bear Yorrick, the smoke clears to the right, and Xenia enters. The horses are huge! What is it? Giants that ride these horses?
She sneaks into a corner, prepared to surprise them with a few well placed arrows.
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Torgon AC: 34 HP : 155/186 d20+21=24 ; d20+15=29 ; 2d6+49=56 ; Monday October 25th, 2010 1:45:39 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 102 rounds True Seeing, duration 83 rounds
OOC: they aren't summoned are they? if so, i have magic circle vs. evil up.)
Torgon takes the hit from Nightmare 2, ignoring the fire damage. He then shakes off the effect from it's unholy snort(fort save 24). He watches the beast go ethereal, and realizes he can't hit the thing, so he readies his action for when the beast reappears to this plane, whether that be by the spell of his friends, or the desire of the nightmare. If the beast reappears this round, he swings away.(Don't think you can ready a full attack action, just one swing)
Durgan Stonewall (AC 41; HP 261/284) d20+33=36 ; d10+13=16 ; Monday October 25th, 2010 7:33:35 PM
"Ack! Hit me will ye? Yer the ugliest horse I ever laid eyes on!" Durgan takes a swipe on the creature, hoping to score a solid hit before it turns ethereal as well. "Might need some durned magic ta deal with these things eh?"
Actions: attack nightmare #1 hit AC 36, dmg= 16
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+28=48 ; d20+24=36 ; d20+24=29 ; 3d6+16=25 ; 3d6+16=28 ; d6=2 ; d6=5 ; d6=5 ; d6=3 ; d20+22=30 ; 3d6+41=58 ; Monday October 25th, 2010 11:11:51 PM
Smoke pours over Yorrick, apparently just making the great bear mad; the solar smiles to himself. [Fort 48]
Peerimus moves 5' to the south, closing on the etheral nightmare and grunts for Yorrick to clse as well before striking hard. With deafening roar, Yorrick tears into the creature [Hit AC 38/31Dmg 27+2 Fire +5 Cold /30+5 Fire +3 Cold] Yorricks claws enhanced with Ghost touch reach into the Etheral and tear great rents into the nightmares flank Added 2 to each AC and hit for Bull Str.
Peerimus readies with a great round house if the demon horse solidifies [PA -10 Hit AC 30 Dmg 58]
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: **(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, Ht Fire Seed
*Cast Spell Staff contains ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Kazak Stonewall Ac 36 Hp 229 d20+32=34 ; d20+27=34 ; d20+22=31 ; d20+17=33 ; d10+16=24 ; d10+16=22 ; d10+16=23 ; d10+16=21 ; Monday October 25th, 2010 11:16:13 PM
Sliding forward at a slight angle tp avoid stomping on Durgan ... (moves to AH-54)(5'ft move) ..... the dwarven warrior quickly draws his stone sword (free action) ......launching an attack on the Nightmare..pounding the horsely beast .....
Active Effects: shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
"Lets smash dis beastie bro ..... quick before it turns into da wind again " growls Kazak
OddHolme Rd 10 (DM SteveK) d20+23=40 ; 2d6+10=17 ; d4=2 ; Tuesday October 26th, 2010 11:32:46 AM
Edit Post
Xenia sneaks to the room and prepares to surprise the huge flaming horses. She keeps in the mists which may spoil her aim, but makes it very difficult to get hit too.
Torgon readies a thrust, preparing for the second Nightmare to return. The wily minotaur is fairly certain these are not conjured creatures because they can touch him through the Magic Circle v Evil.
Durgan takes a swipe at the creature, hitting for moderate damage.
Yorrick, spurred on by Peerimus continues to attack and connect with the etheral Nightmare because of Ebyron's blessed Tear! The Nightmare staggers.
Peerimus readies a tremendous roundhouse to connect if the creature solidifies.
Kazak draws his stone sword while advancing and pounds the horsely beast into a bloody mass on the floor! As he moved up, the huge Nightmare struck the dwarven warrior a blow before folding under the Stone Sword. (AOO on Kazak AC 40 Dam 17+2fire = Kazak takes 19 damage)
...................
Nightmare 2 is no dummy, and wills itself to another plane of existance.
The room is lit and shadowy without any apparent way out. Besides the two nightmares, a huge chariot is parked in one corner. Other small bales and smashed tables and what could have been animal pens are about the walls.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Xenia (AC35, HP109/109) Tuesday October 26th, 2010 12:24:24 PM
Xenia is Blinking. Shouldn't she be able to see the Nightmares even on the Ethereal plane. Especially on the Ethereal plane because the smoke, or so I assume, would not be there.
DM SteveK: The Nightmare is no longer there. After having still been attacked by Yorrick's ghost touch claws, the Nightmare shifted to a completely different plane. Firn'gaer's Spellcraft easily idenitifies the disappearance of the Nightmare as a Plane Shift spell-like ability. The Nightmare won't be coming back.
Torgon AC: 34 HP : 186/186 3d8+5=20 ; 3d8+5=18 ; Tuesday October 26th, 2010 12:51:45 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 101 rounds True Seeing, duration 82 rounds
With the nightmares gone, Torgon pulls out a wand of CSW, using it twice upon himself. "Anyone else?" he asks, offering to use the wands healing powers. "We should heal what we can quickly, and get a move on. From the looks of things, this might take awhile."
Xenia (AC35, HP109/109) Tuesday October 26th, 2010 8:40:10 PM
"I don't see 'm no more!" From out of the mist and formlessness of invisibility, Xenia's voice cries out. "I saw one of them horses for just a bit in the gray blinky land," she adds. "Then it was gone."
She moves past the room and down the misty corridor
"Don't know that it's coming back. Wonder what other weerdo stuff's come here to make this grass place its home?"
"I'm gonna scout down the main way," the rogue announces. "Looks like everything's clear behind us."
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+24=41 ; d20+14=29 ; Tuesday October 26th, 2010 9:09:49 PM
"Durgan and Kazak you have rear guard at the moment. I'm coming in pretty much right behind you Xenia." Peermus gives a patto Yorrick and the bear fallsto the his left as Peerimus moves around the corner. The fog is thick, but the druid keeps his ears and eyes peeled as they move [Spot 41 Listen 29]
Knowing the others are slower them himself and Yorrick, the pair only move 40' [Yorrick to Row 49 about AU and Peerimus in row 52 at AU] "Torgon move up behind me." When the minotaur does Perimus touches him casting Mothers Protection of Barkskin over him. [Barkskin Natural Armor Bonus +5 stacks wthother natural Armor, duration 220 minutes]
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
OddHolme Rd 11 (DM SteveK) Wednesday October 27th, 2010 9:19:08 AM
The Nightmares gone, the Children of Chaos continue to move into the abandoned domed town of OddHolme. Dispite all of them excepting Torgon have been to the town before, the corridors and rooms seem different. Perhaps it is that none spent very much time here. Perhaps the folk who were here before had done some remodelling. Or perhaps there is a more sinister change to the mundane-seeming corridors covered in swirling foggy mist. Whatever the reason, the heroes don't know the obvious way to go...
(DM move of all other heroes for continuity purpose)
Peerimus takes the lead and soon discovers the 20 foot wide corridor ends at a small door (5 foot wide) and a smaller corridor (10 foot wide) leads off to the right.
Xenia stops at a discovered corridor leading to the left and listens and peers into the dark, foggy gloom... and hears the rustling of feathers, and the scrape of a claw against the hardened dirt floor of the town (made from hard-packed dirt and a mixture from the Grasses that gives it a concrete feel.) But the rogue knows, there is something down that corridor!
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM
Torgon AC: 34 HP : 186/186 Wednesday October 27th, 2010 12:34:10 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Align Weapon-good, duration 100rounds True Seeing, duration 81 rounds
Torgon stands by and awaits Xenia's discovery of what awaits down the hall. With his size, they would be much better off if he were not plugging up the entire hallway. With his reach, he could likely move in after a couple people, and still strike at an enemy.
Durgan Stonewall (AC 41; HP 261/284) Wednesday October 27th, 2010 8:41:57 PM
Durgan watches the back, in case something ugly tries to sneak up on the group. "Eh? There she goes again. Holler out when ye find sumthin girl."
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Rash 214/160 AC 46 Wednesday October 27th, 2010 9:35:12 PM
ooc Sorry for the missed posts folks, RL has gotten the better of me lately.
Rash wipes the blood from her sword, peering around with her true seeing spell wondering if she there are any invisible critters or secret doors around. As the others start moving away, she will take a quick look at the chariot before hurrying after the others. "I wonder if the demon rides in this thing or it is for someone else? Seems like he put things together pretty quick."
While most of us could squeeze through that door, Yorrick certainly could not. Peerimus does not like the idea of leaving so many unexplored avenues behind the group, but the options are limited. The druid heads down the passage after Xenia. Maintianing a careful ear into the swirling fog [Listen 28] he proceeds with some caution after the invisible rogue. Just before he leaves he bids Yorrick to stand rear guard in the passge. Peerimus moves floating up just above the floor 50' down the passage or until he stumbles into something
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Kazak Stonewall Ac 36 Hp 210/229 Wednesday October 27th, 2010 10:04:28 PM
"Aye Druid " as Kazak stays in the main corridor .... but he moves to the tunnels entrance .(moves to AR-50)...... reaching for another sunrod .... the dwarf strikes it againist his armor ....then .tossing it as far as he can down the tunnel (not sure how far he can throw it ,,, Dm's descretion ;-) ....
"Dat should cut thru da foggy stuff " growls Kazak
Active Effects: shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, Tongues, SR18 Wednesday October 27th, 2010 11:17:15 PM
"I'll stay near Yorrick, just in case something shows up. If you need us, I'll bring us quickly."
Kazak Stonewall Ac 36 Hp 210/229 Thursday October 28th, 2010 10:53:59 PM
The dwarven warrior waits patiently as the sunrod light burns through the fog ....waiting with anticipation to see what lurks beneath ;-)
OddHolme Rd 11 (DM SteveK) d20+24=36 ; d20+24=39 ; d20+24=28 ; d20+24=40 ; d20+11=26 ; d20+11=23 ; d100=79 ; d20+15=34 ; d20+15=17 ; d20+13=14 ; d20+13=25 ; d20+13=25 ; d20+9=28 ; d20+9=15 ; d8=7 ; Friday October 29th, 2010 1:23:45 PM
Xenia tells the others she is going forward and explores the coorridor for the source of the sounds. She moves 35 feet into the gloom, not seeing any other passageways or doors. The darkness is no impediment because of the rogue's True Seeing, but the fog ends any observation beyond 5 feet. So it is little surprise that 35 feet later, Xenia nearly bumps into the source of the sounds, a medium-sized purple-skinned feathered avian-vulture-humanoid: a Vrock Demon! Movement but 5 feet away confirms there is another one close by, and the swirl of fog enables Xenia to notice a large doorway beyond the two demons!
Torgan, Durgan, and Rash stand their ground with Yorrick and Firn'gaer close by. The fog swirls around them, making it unable to see more than 5 feet even with sunrods, light spells, or True Seeing and Darkvision spells active.
Peerimus (last round cast Barkskin on Torgon) follows behind.
Kazak moves up to the corridor and hopes to make some help by lighting a Sunrod and throwing it down the coorridor. It only dimly lights a few feet around it before the fog swallows the light, and gives a small glow to Peerimus' angelic backside.
................
The Vrocks make small noises enough for Xenia to find them, but Xenia isn't moving as well as she could, and the hunter demons eyes move towards the invisible but not quite noiseless rogue! Spot: 36, 28 Listen: 39, 40 Hide: 26, 23
Vrock 1 seems to communicate without words to the other demon and then sends a deafening shriek down the corridor! It penetrates Xenia's Spell Resistance, but doesn't affect Peerimus (Xenia Fort DC 22 or be stunned for 1 round) Spores pour out of the demon's body, filling the air, and making it impossible for the invisible, blinking half-drow to avoid. ( Xenia takes 7 damage as the spores attach to her skin)
Vrock 2 moves to flank the other demon and slashes the air with claws, talons, and wicked beak to strike the rogue. ([b]AC 34 miss due invisible, 17, 14, 25, 25[b])
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Xenia (AC35, HP109/109) Friday October 29th, 2010 3:00:57 PM
I get this message from Google Docs when I try the map:
Sorry, the page (or document) you have requested is not available.
Please check the address and try again.
Also, another note. I don't think you can pinpoint a character with a Listen check. All you get is that you know something is around somewhere.
DM SteveK: 1. I rechecked the map, but it looks like all permissions are set for you to see. My suggestion is to try again later. I'll set a new one on Sunday if there is still a problem. 2. Shame on you, making me read more rules! :-) Yeah, can pinpoint only with +20 on Listen check, but you can still choose a square and fight by chance. Vrock missed anyways on this one, so doesn't really matter if it picked right square or not this time. I'll know better next time, too. Thanks for the note! 3. With the +2 Ac for invisible, +4 Ac for Shield of Law, and +6 Total defense, the Vrocks will only hit Xenia with a claw on a Nat 20 and 50% miss chance. :-) Luckily there are harder monsters in the town ... somewhere.
In life, you learn to dodge or fight. The dark rogue has always been one for dodging and slipping away. So it is that when the blast of sonic scream washes over her, she manages to draw away the essence of her health and fortitude and slip away with that as well.
"GIANT BIRD GUYS!" the rogue calls out. "BIG CHICKENS! CAN'T TOUCH ME!" Gritting her teeth against the spores that dig into her flesh, the dark girl continues to taunt the vrocks while dodging and weaving to avoid any lucky strikes against her.
"KILL THE GIANT CHICKENS! KILL 'EM DOWN!"
+++++++++++++++++++++++++++
Note: BTW, w/Uncanny Dodge, a rogue can't be flanked by Vrocks.
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM, Gust of Wind, True Seeing
Durgan Stonewall (AC 41; HP 261/284) Friday October 29th, 2010 9:41:35 PM
"Huh? Did she say chickens? Come on brother, it's just chickens, how bad could it be?" Durgan begins moving down the passageway towards the sound of Xenia and the chickens. "Harumph. It would be nice if somebody would take care of this durned fog!"
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Kazak Stonewall Ac 36 Hp 210/229 Friday October 29th, 2010 10:50:41 PM
"Hehe brother ..... chicken for dinner tonight !! " .....
Turning to Face Torgon and the others behind him .... " any magics to get rid of da foggy stuff ?? .... wind magics ?"
" careful gaurding our backs .... might be sneaky escape doors hidden bout where der could get behind us "
" Ii'm heading in after me brother ....... coming Brother "
The younger dwarf steps in after the older ....keeping 10'ft behind ....
Active Effects: shield of law -?/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
ooc' yup i can't get to map eithe r....but i was able to get to the older maps
ooc:harder monsters in town ... somewhere ?? Gulp !! :-)
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+27=32 ; d20+22=36 ; d20+17=20 ; 3d6+31=42 ; 3d6+31=41 ; Sunday October 31st, 2010 11:59:05 AM OoC couldn't get to map. Peerimus moved 50' behind Xenia last round and so should be right there. If not then just the first swing suppose
Peerimus glides into his 10' range on one of the demons. His Quarterstaff comes into the vile thing with devastating results. The druid was never one for battles cries are sharp retorts in combat. Part of his focusholds on the Vrocks, the demons were of little threat to any of them, but best to destroy them quickly. [PA-5 Hit AC 32/32/20 Dmg 42/41]
OddHome has certainly been twisted in its design and intention. Too many corridors, back tracks and likely dead ends. Somewhere the architect of this perversion was hidng, likely thinking her position well entrenched. Then again, this would be the demon from Ahl. A demon that very likely knows who is assaulting her stronghold and from Firngaer has said of the creature, it is tactically brilliant and very intelligent. Disturbing possiblities of end encounters flash through his mind. The group must begin to assume as they move in that the Demon knows it is they, knows how powerful The Chaos Champions are. After all we won in the valley of Ahl. She would also know of some of our capabilities and habits. that explains the fog and the tighter confines of the place. Peerimus' mind continues moving through possibilities and encounters and how they might counter the demon.
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Rash 214/160 AC 46 Sunday October 31st, 2010 10:17:14 PM
ooc Also can't get to the map, google isn't taking my password
Rash moves towards the noise of combat wondering what was causing the noise.
DM SteveK I also had trouble getting into google docs, but now I'm good. Reset the link just to make sure. I will take into account you can't see map in battle.
Torgon AC: 39 HP : 186/186 Monday November 1st, 2010 9:31:37 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 99 rounds True Seeing, duration 80 rounds
"Thanks" called out Torgon to Peerimus as the Druid gave him Barkskin.
Torgon begins to move toward the corridor, but realizes that with the majority of the CoC already in there, unless it opens up, he will likely just be in the way should they need to back up. He stops himself at the edge of the corridor, not entering as of yet while he tries to better assess the situation down the hall.
"Peerimus!" he yells out. "There enough room down there for me, or am I better off staying out here and covering our rear?"
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, Tongues, SR18 Monday November 1st, 2010 9:29:49 PM
Firn'gaer waits with the great bear. "Don't worry, my friend, if we are needed I will get us there." He says the Yorrick in a comforting tone.
OddHolme Rd 11 (DM SteveK) d100=23 ; d100=66 ; d20+24=42 ; d20+24=36 ; d20+15=29 ; d20+15=28 ; d20+12=22 ; d20+12=20 ; d20+12=21 ; d8=5 ; d4=3 ; Tuesday November 2nd, 2010 12:28:11 AM
Xenia manages to draw away from the demon's scream and gives warning to her companions, gritting her teeth against the spores and taunts the vrocks while dodging thier attacks.
Durgan begins moving down the passageway towards the sound of Xenia and the chickens, bumping into Peerimus' backside right after passing Kazak's Sunrod.
Kazak steps in after his older brother, halting where he can barely see the armored form beyond the Sunrod's light....
Peerimus glides to the demons until one dimly shows through the fog and then his Quarterstaff is a blur, but the fog enables only the second attack to strike home. (50% miss chance 10 feet away)
Rash moves towards the noise of combat, not even able to get all the way into the hall because of the backlog.
Torgon stops at the edge of the corridor, assessing the situation down the hall. Even in the fog, it is clear the corridor is clogged by the girth of the heroes.
Firn'gaer waits with the great bear.
................
Vrock 1 knows Xenia is close, but can't see her or feel her out (Touch AC 29 miss), and so slashes a claw into the space it thinks Xenia is without success (AC 28 miss) The spores on Xenia begin to burrow into her skin (Xenia takes 3 damage from the burrowing spores rd1)
Vrock 2 gives its own shriek down the corridor which penetrates the Spell Resistance of Xenia, Peerimus, and Durgan (Xenia, Peerimus, and Durgan Fort DC 22 or be stunned for 1 round) Spores pour out of the demon's body, filling the air, and making it impossible for the invisible, blinking half-drow to avoid. ( Xenia takes 5 damage as the spores attach to her skin)
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Sure, the burrowing spores hurt, but healing's pretty close by. And the screaming is little more than annoying to the rogue who can dodge such things as easily as she dodges balls of fire.
"Bye bye, Chicken," the rogue continues to taunt as she backs away, allowing her voice to come from just behind Peerimus before reversing course and sneaking between the two Vrocks to see what lies beyond.
A door ... Wonder what's behind this door?
What sneaky girl could help but wonder what's behind a closed door? But this sneaky girl is also a wary girl. Xenia, with the vrocks lost in the smokey mist nearby behind her, begins a thorough search for traps and locks.
+++++++++++++++++++++++++++
Fortitude 40 Hide 66 (Taking 10 w/Skill Mastery +20 from Invisibility, -5 penalty for full movement) Move Silently 39 (Taking 10 w/Skill Mastery +20 from Invisibility, -5 penalty for full movement) Search 37 (Doors for traps, Taking 10 w/Skill Mastery)
Position AS39/Elevation 10ft (45ft total move back and then up again)
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM, Gust of Wind, True Seeing
Rash 190/160 AC 46 Tuesday November 2nd, 2010 5:01:08 PM
Rash is bottlenecked in the hallway itching to get into the fight. Suddenly she sniffs the air and a rank smell assaults her nose. Her stomach rolls over and she vomits her lunch on top of Kazak's head. She moans as she pats her stomach, "Sorry Kazak. Damn, I was hoping this part of the pregnancy wasn't going to hit for a while."
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 6/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 6/10 (+6 luck bonus to hit and damage) divine power 6/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 6/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+22=36 ; d20+27=31 ; d20+22=32 ; d20+17=37 ; d20+17=23 ; d100=82 ; d100=45 ; d100=84 ; 3d6+31=40 ; 3d6+31=41 ; 3d6+31=46 ; d20+22=40 ; 3d6+31=45 ; Tuesday November 2nd, 2010 6:34:52 PM
"The corridor remains tight, hold there until we clear these troublsome demons." Peerimus calls back to the rest. The Vrocks shriek thrums into his ears and many of the side conversations the druid is having with himself end.
Peerimus steps forward as Xenia slides between the Vrocks and attempts to end the fight far quicker [PA -5 Hit AC 36/31/36 crit 23 Dmg 40/41/46 If any strike takes down Vrock 2 Peerimus Cleaves into the other Hit AC 40 or 35 Dmg 45 please forget the %'s missed that Xenia vactaed for me to close tuntil after hitting the buttons.
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Durgan Stonewall (AC 41; HP 261/284) d20+26=42 ; Tuesday November 2nd, 2010 9:52:35 PM
"I can't see! whats goin on up there!"
Actions: fort save = 42
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
OddHolme Rd 12 (DM SteveK) d4=4 ; d4=2 ; Tuesday November 2nd, 2010 11:30:18 PM
Xenia moves out and about in a confusing dance made extra complicated by the obviously magical fog. Once she gets to the double doors, she does a close examination, noting that while she can find no traps, the doors are (once again) magically locked.
Rash gets an uncomfortable and ill-timed bout of morning sickness
Peerimus steps up and starts inventing a new game: cracking skulls. And he does it very well, especially with the followthrough from one Vrock to the other. In the space of seconds, the Vrocks are both dead.
The others wait for more information and room.
................
Xenia takes 6 more damage from burrowing spores (2+1 round)
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Kazak Stonewall Ac 36 Hp 210/229 Tuesday November 2nd, 2010 11:31:26 PM
Feeling something splash on him ...... " grrrrr .... i've been hit !!! ......der shooting someting " ..... growls Kazak
Realizing it wasn't blood from Rash's explanation .... " Dang ..... it's slimey and dats gross... i'm not hit ...... yet "
" Ok Druid iz holding my position behind ya " replies the dwarf
" yous pregnant ??? "
Active Effects: shield of law -?/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Torgon AC: 39 HP : 186/186 Wednesday November 3rd, 2010 8:10:30 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 97 rounds True Seeing, duration 78 rounds
Torgon waits out in the larger hallway while the smaller Heroes investigate the corridor. No sense heading down it just to block it up, turn around, and come back.
He prepares to pull his healing wand should anyone need it. "Anybody need healing?" He offers out to the group.
Xenia (AC41, HP96/109) Wednesday November 3rd, 2010 12:10:23 PM
"I do!" Xenia calls out from next to the locked doors to the call for healing. Sparing the locked door the briefest look of irritation, the rogue flies back away down the corridor. There are more ways to get around things, and this may be just the place to use this special magic scroll.
At the intersection, the massive form of Torgie Minotaur comes into view. "It's me, Torgie. Xenia." She places a hand upon the minotaur's shoulder at the same time that she pulls a scroll from her magic haversack. "Those Vrock Birds set some spores onto me and they're digging into my skin."
+++++++++++++++++++++++++++
UMD for Scroll of Knock Autosuccess vs DC22 All doors within 120ft spring open. (If this is too many actions, delay till next round)
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Expended: Boots 1/3; Scrolls: FoM, Gust of Wind, True Seeing
OddHolme Rd 15 (DM SteveK) d4=1 ; d4=3 ; Wednesday November 3rd, 2010 10:10:46 PM
waiting for more posts
Kazak Stonewall Ac 36 Hp 210/229 Wednesday November 3rd, 2010 11:22:10 PM
Kazak peers through the swirling for ;-)
Rash 190/160 AC 46 Thursday November 4th, 2010 8:43:29 AM
Rash is mortified that her lunch is now on the mighty Kazak's head. She wipes her mouth and mumbles, "Yes, I am and I am getting grumpy too. Let's get a move on up there Xenia! We are giving them to much time to prepare. I can dimension door some of us through the door if necessary."
Rash flicks a large chunk off Kazak's shoulder thinking she will have to give him a bath in beer to make up for this.
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 6/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 7/10 (+6 luck bonus to hit and damage) divine power 7/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 7/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
OddHolme Rd 15 (DM SteveK) d4=2 d4=2 16d6(2+1+1+5+2+3+6+6+2+3+5+6+3+2+3+2)=52 d100=80 d100=79 d20+23=39 d20+23=36 Thursday November 4th, 2010 10:08:11 AM
Three rounds pass.
Xenia moves back to Torgon and gets healed (roll as normal Torgon), which heals some wounds but doesn't remove the burrowing spores. She retrieves a scroll, and moves back to the arcane locked doors. Casting her scroll, the doors open and the rogue sees a large room. There is no fog, and though it is dark, Xenia's True Seeing spell enables her to easily take in the 40x40 foot room. And recognize the Portal Room of OddHolme.
A large slab of an ancient white stone dominates the center of the room, its sides carved with a fluid style of a culture unknown long, long ago. The walls are also stone and carved in cartoonish stories and more symbols in every possible space. Xenia remembers Tishe' of the Bloodpack had mentioned that the weaver translated some of the stories and symbols to learn how to limitedly use the Portal, but it took a long time, a very long time.
And yet, all this goes through her mind in a flash, because the room is not empty.
A huge, hairy and tusked demon with absurdly small wings stands behind the stone slab. It reacts to the opening of the doors with a wordless roar, and then stabs a finger at the opening a moment before a very wide Lightning Bolt streaks through the air and down the close-packed coordidor. "I see nothing, my children", it calls to the room in a dulcet feminine voice full of malice, "but there must be something there. Slay them!"
Widened Lightning Bolt: Xenia, Peerimus, Kazak, Durgan, Rash, and Yorrick take 52 damage, Reflex DC 20 for 1/2
Moving at the sides of the room are two more grotesque demons, thier bodies excreting a slime and stench. They reach the doorway, flanking it and not exposing themselves to the opening. By the way they look directly at Xenia, it looks like invisibility and darkness don't give them any problems: they can see Xenia!
Above the portal, dancing in the air, Xenia can see four more Vrocks begin to caper and cackle.
................
Knock PHB says Knock has a Target of ONE door or chest and can open a maximum of two means to keep locked. Xenia would also have to have line of sight to target the door.
Xenia takes 4 more damage from burrowing spores (3+2 round)
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
ooc: I'm still using old map, my apologies. Will update tonight when have more time.
Torgon AC: 39 HP : 186/186 3d8+5=21 ; Thursday November 4th, 2010 10:43:50 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 94 rounds True Seeing, duration 75 rounds
Torgon used his wand of CSW on Xenia, healing her of 21 hp worth of damage. After seeing that the spores are unaffected, "Not sure how to take care of the spores Xenia. Might be a disease, might be a curse, might need a full blown heal. Probably gonna have to be waiting until after the battle."
The Minotaur keeps his wand in hand as he waits where he is. Until the hallway clears out a little, there is not much he can do. Even with his reach, there are way too many people in the way to get his chain wet.
A flash of lightning in front of Peerimus as the druid now angel scans the room with his Darkvision. the Lightning bolt peels away aout the Protective aura that surrounds him. *see below acts as 20' Minor Globe. Would it get to continue past the Protection?
Peerimus roars over his shoulder to Yorrick, the responding roar from the great bear lets him know that being left out of battle is not something he wants
If Peerimus can see he sails into the room, streaking past the would be guards at the door and into the dancing Vrock above. [Fly speed 150 Good PA -10 Hit AC 30 Dmg 52]
If he cannot see, Peerimus casts Daylight unto his staff and then flies into the room
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Durgan Stonewall (AC 41; HP 235/284) d20+17=27 ; Thursday November 4th, 2010 10:07:59 PM
OOC actions based on description, Steve, please place on map. reflex save = 27, half dmg
"Ack! Durned lightning! Come on brother, let's go hit something ugly!"
Durgan moves up and takes postion inside the door, to attack the demon on the left. He tries to leave enough room, for the others to get by him into the room.
Actions: move into the room
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Map Updated Thursday November 4th, 2010 10:17:01 PM
Map Updated
Kazak Stonewall Ac 36(40 vs Chaos) Hp 184/229 d20+17=33 ; Thursday November 4th, 2010 10:58:31 PM
Somehow escaping the worst of the lightning (d20+17=33 reflex save made)(takes 26).....the dwarven warrior blinks away the stars ........hearing Durgan's boots pound forward ...." hit something ugly .... but i don't wanna hit you " .... teases the younger brother .........Kazak follows after him ....running (x3 moves 60-ft) .....moving towards the center of the room ....
Quickly spinning about ..... Kazak's steel grey eyessweep the room ...... he then barks out what he see's to the others down the hall ..... barking out tactical infomation as to help his friends as they come through the fog .....
Active Magic Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Xenia (AC41, HP109/109) Friday November 5th, 2010 9:35:46 AM
"Bye-bee." Xenia sticks her pink tongue out at the two Slime Critters at the door before executing an evasive corkscrew turn that sends her away and back down the narrow hall.
"Pretty crowded in there, Torgie," she quips, coming up on the minotaur at the corner to accept his offer of healing. The flesh, mangled by the spores, heals over, but the spores themselves still remain, wiggling beneath the skin. *ewww* Xenia takes out a healing wand of her own.
"I seen five critters in the room down there, Torgie. In the room down at the end of all this smoke." And she proceeds to describe the situation as she had seen it.
+++++++++++++++++++++++++++
Reflex Save 38 (No damage w/Evasion) Tumble 41 to avoid AoO's (w/Skill Mastery) Move back to receive cure from Torgon / Draw Wand of CLW
Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Rash 190/160 AC 46 d20+17=20 ; d20+30=35 ; 2d6+35=44 ; Sunday November 7th, 2010 9:43:33 PM
Rash just ducks out of the way when she sees the lightning bolt heading her way (save roll 20 no damage due to evasion ring)
Rash waits until the tunnel has cleared out of her friends and then flies down the tunnel to enter the room taking a whack at H1 as she goes by. (will let DM place me at the most logical place.)
She hits AC 35 for 44 points of damage
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 6/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 8/10 (+6 luck bonus to hit and damage) divine power 8/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 8/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, Tongues, SR18 Monday November 8th, 2010 9:56:33 AM
Firn'gaer continues to wait with Yorrick for the hall to open.
OddHolme Round 16 [DM SteveK] d20+14=15 ; d20+14=15 ; d4=3 ; d4=3 ; d20+20=21 ; d20+20=23 ; d20+20=26 ; d20+20=32 ; d20+14=20 ; d20+14=24 ; d20+9=29 ; d20+9=27 ; d20+14=24 ; d20+14=27 ; d20+9=24 ; d8+2=7 ; Monday November 8th, 2010 5:51:41 PM
Torgon keeps his wand at the ready, reflecting there is not much that he can do at the moment.
Peerimus-Angel moves up beyond the fog (sqeezing by Xenia), and scans the room with his Darkvision. He is able to see just fine in the room and identify all the demons. While his protective aura defends the druid, he discovers the lightning effects are the same on the other side of his field, but he was close enough to completely protect Durgan. Durgan is not affected by the Lightning Bolt last round. The druid-angel flies up to the ceiling and assaults the dancing Vrocks. The stench in the room is nearly overpowering and Peerimus feels he may be sick. Peerimus Fort DC 24 or be nauseated: see below
Both slime-demons try to slice Peerimus with their teeth as he flashes by to no avail. (AOO v Peermimus AC 15, 15 both miss)
Yorrick roars out his unhappiness to his companion.
Durgan hustles up and goes toe to toe with the left-most slime demon. The dwarf also feels the urge to empty his stomach in the presence of the slimy demons. Durgan's Darkvision is able to see the demons and Portal Stone.
Kazak follows after Durgan, running blind in the fog until he charges into the dark room and slams against a chest-high stone block (the Portal). Kazak's Darkvision is able to see the demons and Portal Stone. He shouts the situation to the others.
Xenia conducts evasive maneuvers and returns to Torgon, providing more tactical knowledge before taking out her own healing wand.
Rash waits until the tunnel has cleared out and then flies down the tunnel to enter the room and takes a whack at the left demon as she goes by. It is getting rather crowded in the room... Her nostrils are also affected by the magical nausea of the demons! Rash Fort DC 24 or be nauseated: see below
Firn'gaer continues to wait with Yorrick for the hall to open.
................ The Vrock attacked by Peerimus stumbles out of the mad dance, and shrieks at the druid. Peerimus, Rash, Kazak, and Durgan Fort DC 22 or stunned for 1 round
The other 3 Vrocks continue their capering in the air. (Concentration checks passed, no AOOs)
Slime Demon 1 attacks Durgan and is able to get a single claw hit on the dwarf. (AC 20, 24, nat 20 Crit 27 miss Durgan takes 7 damage
Slime 2 concentrates on Rash with little avail. (AC 24, 27, 24 all miss)
Hairy Demon casts a spell and the room is plunged into the evil of an Unholy Aura. "Kill them!" it shrieks in a little girl's voice, a scintillating aura playing about its wings.
Xenia takes 6 more damage from burrowing spores (4+3 round)
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
Unholy Aura All demons 1) +4 deflection bonus to AC and a +4 resistance bonus on saves v all creatures. 2) spell resistance 25 against good spells and spells cast by good creatures. 3) blocks possession and mental influence 4) Any Good melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage ( Fort DC 23 negates).
Hairy Demon: AC 27 Slimy Demon1 AC 23 HP 44/ ? Slimy Demon2 AC 23 Vrock AC 22 52/? Vrock AC 22 Vrock AC 22 Vrock AC 22
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+26=35 ; d20+26=31 ; d20+31=46 ; d20+26=32 ; 3d6+30=38 ; d20+26=33 ; d20+26=31 ; 3d6+30=38 ; d20+21=22 ; d20+16=34 ; d20+26=31 ; 3d6+30=40 ; d20+31=44 ; d20+26=36 ; 3d6+30=39 ; d20+16=29 ; d20+26=46 ; 3d6+30=39 ; d20+20=34 Monday November 8th, 2010 8:10:55 PM
Demons dancing about can never be a good thing and so Peerimus works on distracting them aggressively. The smell is horrific but the angel is able to dismiss the stench andfocus. the shriek assults his goodly ears but again he pushes it side. [Fort 35/31]
Activating his Boots of Speed, Peerimus thunders into the Vrock flock, striking at each of them once and the original Vrock he hit Twice [starting with the Vrock he originally struck PA -2 Hit AC 46 Fort 32 Dmg 38 Hasted swing PA -2 Hit AC 44 Fort 36 Dmg 39 PA -2 Hit AC 33 Fort 31 Dmg 38 PA -2 Hit AC 22 miss PA -2 Hit AC 34 Fort 31 Dmg 40 Cleave if needed AC 29/34/39/45 depending on whichstrikedropped the Vrock Fort 46 Dmg 39]
Last round Yorrick's Lightning reflex 34
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning 84/120, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Durgan Stonewall (AC 41; HP 254/284) d20+33=42 ; d20+28=30 ; d20+23=28 ; d20+18=19 ; d10+13=15 ; d10+13=17 ; d10+13=16 ; Monday November 8th, 2010 9:48:04 PM
"Ack! Why do they gotta smell? Durned stinky demons. Blech, gonna hafta take a bath after this little outing."
Actions: full attack, hit AC: 42, 30, 28, miss dmg: 15, 17, 16
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Kazak Stonewall Ac 36(40 vs Chaos) Hp 184/229 d20+25=39 ; d20+32=50 ; d20+32=44 ; d20+27=42 ; d20+22=31 ; d20+17=26 ; d10+16=26 ; d10+16=21 ; d10+16=24 ; d10+16=17 ; Monday November 8th, 2010 11:19:32 PM
Whirling about as the Demons magic evaporates around him (d20+25=39 fort save .. made it) ......Kazak joins his brother in battling the nearby stench filled Demon ....drawing his stone blade .....he steps aside (moves to AQ-36 .. 5'FT move) ...... the ancient weapon smashes the demon ......
1st smash d20+32=52 crit hit !! damage d10+16=26 crit roll d20+32=44 crit hit made !! damage d10+16=21 2nd smash d20+27=42 damage d10+16=24 3rd smash d20+22=31 damage d10+16=17 4th smash d20+17=26 missed
:" Come on bro lets smash em to bits ...... whoa he smells as bad as Rash's puke "
Active Magic Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Torgon AC: 39 HP : 186/186 Tuesday November 9th, 2010 8:28:03 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 93 rounds True Seeing, duration 74 rounds
Torgon tucks his wand back in his belt, and moves down the hallway to AR/AS 44/45. He trusts that Xenia can slip by him whenever she feels like it. "Time to join the party" he thinks to himself.
Xenia (AC41, HP108/109) d8+1=5 ; Tuesday November 9th, 2010 9:01:18 AM
"I'm gonna go back 'n see how things are goin'," the voice of the invisible rogue says.
With the wand, she heals back most of the hurt the burrowing spores are making. It's not so much the pain, but does it have to itch so much?
Invisible, and wreathed in the misty smokey, Xenia glides cautiously back down the corridor and past Torgon. [i]Whah![/b] Quickly, the dark girl pulls up short as her pert dark nose encounters a foulness of odor that tells her that one of them Demon Guys is likely near up ahead.
"Sump'in smelly quick up ahead, Torgie," she warns.
+++++++++++++++++++++++++++
Heal from Wand of CLW / Move
UMD Autosuccess Wand of CLW Min roll of 28 vs DC20 Heal 5hp
Shield of Law (From Rash) 7/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
OddHolme Round 17 [DM SteveK] d20+20=34 ; d20+20=26 ; d20+20=36 ; d8=6 ; d8=2 ; d8=2 ; d20+14=25 ; d20+9=26 ; d20+9=14 ; d20+22=37 ; 6d8=24 ; d10=9 ; d4=3 ; d4=2 ; Tuesday November 9th, 2010 6:09:25 PM
Peerimus thunders into the Vrock flock, slaying one demon and striking each of the others once. The massive wounds drop the Vrock's concentration on their dance, breaking the impending spell!
Durgan makes disparaging remarks about the demons' bathing habits, and strikes a slimmer three times, though most of the wounds fail to strike as deeply as they may have (damage reduction 10/good) Durgan must make 3 saves Fort DC 23 or lose d6 Strength for each fail.
Kazak joins his brother in battling the nearby stench filled Demon with his Stone Blade, also finding the demon's nature deflecting a portion of his strikes... Kazak must make 3 saves Fort DC 23 or lose d6 Strength for each fail.
Torgon tucks his wand back in his belt, and moves down the hallway, trusting that Xenia can slip by him whenever she feels like it.
Xenia glides cautiously back down the corridor and past Torgon, pulling up short as she encounters the demons' pungent scent. The magical nature of the demons' stench makes Xenia think about the insides of her stomach. Xenia Fort DC 24 or become nauseated
Firn'gaer and Yorrick keep a lonely vigil as rearguard in the fog. ................
The Vrocks are livid that Peerimus has scattered their formation, and all three shriek and release spoors! Peermius, Rash, Durgan, and Kazak all make 3 saves at Fort DC 22 or stunned for 1 round Peerimus infested with spores 8+2+2 damage, all negated by damage reduction. Still infected.
Slime Demon 1 attacks Durgan but can't get through the dwarf's armor. (AC 25, 26, 14, all miss)
Slime 2 tries a different tactic, concentrating (DC 23 pass) and casting an Unholy Blight around itself, affecting all the heroes attacking the slime demons. Rash, Peerimus, Durgan, and Kazak take 24 damage and are Sickened. Will DC 18 for 12 damage and not sickened.
Hairy Demon, the scintillating aura playing about its wings, make a gesture and the light strikes every being in the room, and also travels down the hall. Peerimus, Rash, Durgan, Kazak, Xenia, and Torgon are Dazed for 9 rounds. Will DC 22 to negate effect.
Xenia takes 5 more damage from burrowing spores (5+4 round)
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Unholy Aura All demons 1) +4 deflection bonus to AC and a +4 resistance bonus on saves v all creatures. 2) spell resistance 25 against good spells and spells cast by good creatures. 3) blocks possession and mental influence 4) Any Good melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage ( Fort DC 23 negates).
Hairy Demon: AC 31 Slimy Demon1 AC 27 HP 114/ ? Slimy Demon2 AC 27 Vrock 1 dead Vrock AC 26 38 Vrock AC 26 39 Vrock AC 26 40
Xenia (AC41, HP108/109) Tuesday November 9th, 2010 6:26:32 PM
1) Map is not available again. 2) I thought I stopped Xenia outside of the 10ft limit of the Hezrou's stench. If this is a different creature, I apologize. 3) Can the Smite penetrate the smoke? It's defined as Light. I'm wondering whether it's visual or not.
Torgon AC: 39 HP : 186/186 Tuesday November 9th, 2010 9:06:54 PM
OOC: unable to read map.
Torgon AC: 39 HP : 186/186 d20+16=18 ; Tuesday November 9th, 2010 9:13:19 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 93 rounds True Seeing, duration 74 rounds Daze: 9 rounds
Torgon easily succumbs to the Daze effect from the demon(thanks to the typically wonderful die roller.) and stands dazed, unable to move or act unless attacked.
Durgan Stonewall (AC 41; HP 242/284) d20+26=36 ; d20+26=46 ; d20+26=29 ; d20+26=42 ; d20+26=38 ; d20+26=39 ; d20+20=32 ; d20+20=23 ; d20+33=45 ; d20+28=45 ; d20+23=29 ; d20+18=36 ; d10+13=17 ; d10+13=15 ; d10+13=21 ; d10+13=14 ; Tuesday November 9th, 2010 9:37:49 PM
OOC- holy saving throws batman! fort vs losing str= 36, 46, 29; fort vs stunned= 42, 38, 39; will vs sickened= 32(half, and not sickened) will vs dazed= 23(made it!)
"I hear ye brother, let's chop stinky and slimy down to our size eh?"
Actions: full attack on stinky; hit AC: 45, 45, 29, 36 damage: 17, 15, 21, 14
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Rash 178/160 AC 46 d20+21=35 ; d20+21=34 ; d20+27=31 ; d20+27=29 ; d20+21=28 ; d20+21=31 ; d20+21=37 ; d20+30=35 ; d20+30=46 ; d20+25=34 ; d20+20=23 ; d20+42=48 ; 2d6+42=49 ; d20+30=50 ; 2d6+42=48 ; 2d6+42=50 ; Tuesday November 9th, 2010 9:52:08 PM
Rash makes all of her saves for both last round and this round. Steve have you been rolling spell resistance for the monsters? We all have a spell resistance of 25 vs Chaotic creatures. This is assuming they are chaotic. Not sure? I too do not see the map. Sorry for missing yesterday's post. Busy season is almost over!!!!
Rash will attack the first slim demon until it is down and then transfer her attacks to the second if possibe. Rash makes a full power attack +10 hitting ac 35 for 49 points of damage, second swing is a possible critical hit if they can take critical hits. Damage is either 49 or 97 points of damage. Third swing hits ac 34 for 50 points of damage, and final swing is a miss.
(Rash got her extra swing from the haste in her armor)
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 6/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 10/10 (+6 luck bonus to hit and damage) divine power 10/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 10/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
Kazak Stonewall Ac 36(40 vs Chaos) Hp 172/229 d20+25=44 ; d20+25=35 ; d20+25=32 ; d20+25=37 ; d20+25=45 ; d20+25=39 ; d20+18=33 ; d20+18=37 ; d20+32=37 ; d20+27=33 ; d20+22=35 ; d20+17=35 ; d10+16=21 ; d10+16=22 ; d10+16=18 ; d10+16=23 ; d20+17=36 ; d10+16=19 ; Tuesday November 9th, 2010 10:01:04 PM
Assaulted by the demons combined magics ...... the dwarven warrior keeps steady on his feet shuffling a few steps further from the doorway (5'ft move in away from the hallway )
Fort save #1 d20+25=44 made ! Fort save #2 d20+25=35 made ! Fort save #3 d20+25=32 made ! Fort save #4 d20+25=37 made! Fort save #5 d20+25=45 made ! Fort save #6 d20+25=39 made ! Wil save #1 d20+18=33 made! Will save #2 d20+18=33 made!
"Aye bro ....smashing time " Growls Kazak as the stone blade bludgeons the slimey foe .....
"Heh bro just like da days smashing orcs .... and dey smell just da same "
Active Magic Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Peerimus AC 50/54 vs evil HP 195/206 and Yorrick AC 50 HP 160/160 d20+26=35 ; d20+26=46 ; d20+26=29 ; d20+29=46 ; d20+29=36 ; d20+31=42 ; d20+26=32 ; 3d6+30=44 ; d20+26=33 ; d20+26=42 ; 3d6+30=42 ; d20+21=27 ; d20+16=26 ; d20+31=41 ; d20+26=45 ; 3d6+30=38 ; d20+31=35 ; d20+26=29 ; 3d6+30=42 ; Tuesday November 9th, 2010 11:06:30 PM
The Vrock scream and Peerimus growls back [Fort 35 46 29] The unholy Blight rolls across him searing his skin, but it is quickly healed [Will 46] The beam of light strikes him and assaults his mind ye again, but Peerimus pushes the distraction aside and tears into the 3 remaining Vrock Striking the first [Pa -2 AC 42 fort 32 Dmg 44] The Second [Pa -2 AC 33 fort 42 Dmg 42] The third [Pa -2 AC 27 miss] and again [Pa -2 AC 26 Miss] and back to the first with the Hasted swing [Pa -2 AC 41 fort 45 Dmg 38] Cleave to the second [Pa -2 AC 35 fort 29 Dmg 42]
Yorrick stays in the back of the hall alert for any other creatures that may try and come in behind the group
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn Hasted 2/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning 84/120, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Xenia (AC41, HP107/109) d20+30=43 ; d20+17=23 ; d8+1=4 ; Wednesday November 10th, 2010 10:56:43 AM
The stench and terrible darkness roll over the dark rogue from the battle within the room. She fights both off, but this cannot continue. Speaking the trigger word for the wand once more, she drops it to the floor below and then jets off into the demon filled room ahead. Once clear of the smoke, the rogue performs evasive maneuvers to avoid the grasping arms of the two slime demons. Xenia then heads straight up into the air. Below the battle is laid out in perfect clarity. She readies her bow for action.
+++++++++++++++++++++++++++
Heal / Drop Wand / Move
Fortitude Save 43 vs DC24 for Nausea Will Save 23 vs DC22 for Unholy Blight UMD Autosuccess at Min roll of 38 vs DC20 for Wand of CLW CLW Heal 4 Tumble 41 (w/Skill Mastery)
Position AS38/Elevation 25ft (15ft move +15ft of elevation)
Shield of Law (From Rash) 7/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, Tongues, SR18 Wednesday November 10th, 2010 9:40:35 PM
"Yorrick roar if something show up." He says to the bear. Firn'gaer moves up the hall to AS39, or to just behind Torgon if he is in the way.
Kazak Stonewall Ac 36(40 vs Chaos) Hp 172/229 Wednesday November 10th, 2010 11:11:53 PM
The dwarven warrior turns about ..... taking the measure of the Ddemon behind the portal ....
"You .... Demon shall be sent back to da vile deep darkness where ya belong ..." growls Kazak
OddHolme Round 17 [DM SteveK] Friday November 12th, 2010 9:08:37 AM
really apologize; crappy work week in RL
Torgon AC: 39 HP : 186/186 Friday November 12th, 2010 12:53:24 PM
No problem. Gotta handle priorities first.
OddHolme Round 18 [DM SteveK] d20+20=37 ; d20+20=34 ; d20+20=34 ; d20+20=33 ; d20+20=31 ; d20+20=34 ; d4+4=5 ; d20+25=30 ; d20+20=35 ; d20+20=32 ; d20+20=35 ; d20+20=39 ; d20+20=24 ; d20+20=31 ; d20+20=40 ; d20+20=40 ; d20+20=31 ; d20+20=25 ; d20+20=28 ; d20+20=21 ; d20+20=39 ; Monday November 15th, 2010 12:20:14 PM
Notes: Xenia is unaffected by the Hezrou's stench (must be within 10 feet. For some reason, I was thinking 20).
The demon screech, stench, and daze attacks are all supernatural abilities and spell resistance doesn't apply.
The Unholy Aura overcomes the Spell Resistance of Peerimus, Rash, Durgan, Kazak, and Xenia. ..........................
Torgon succumbs to the demon and stands dazed, unable to move or act.
Durgan battles hard against the pungent demon, but the unnatural vitality of the creature negates most of the blows. The dwarf recognizes damage reduction when he sees it... Durgan save 3 times Fort DC 23 or lose d6 STR for each fail
Rash brushes off all demonic influences, realizing the demon's supernatural abilities bypass the spell resistance surrounding the heroes! She follows up on Durgan's pounding, laying low the first Stinky Demon, and turning to deliver two hard strikes against the second. The Stinky Demon reels but is still on its feet! Rash save 3 times Fort DC 23 or lose d6 STR for each fail
Kazak keeps steady on his feet, shuffling a few steps from the doorway and further under the flying giant form of Rash, and the Stone Sword slices into the slimey foe, laying it lifeless on the ground! Kazak save 4 times Fort DC 23 or lose d6 STR each fail
Peerimus pushes the demonic distractions aside and tears into the 3 remaining Vrocks, his holy attacks bypassing the demons' resistance to damage, slaying two bird-demons and leaving only one in the air with the righteous Druid-Angel! Peerimus save 4 times Fort DC 23 or lose d6 STR for each fail The spores who have earlier tried to attach to Peerimus drop off, neutralized.
Yorrick stays in the back of the hall alert for any other creatures that may try and come in behind the group
Xenia uses her wand in the mist then jets through the doorway, sliding around Rash, and brings out her bow while scanning the pitch-black room with her True Seeing. Only one Vrock and the Nalfeshnee is still living in the room filled with heroes!
Firn'gaer moves up the hall to just behind Torgon and notes the minotaur's eyes are wandering and he's drooling into his fur... ................
Only one Vrock remains, and it backpedals while casting a spell, and suddenly are 6 Vrocks in the air, all about, perfect duplicates of the Vrock!
Hairy Demon defensively casts (Concentration: 30) a Greater Dispel Magic and targets Peerimus with the spell! It burns through the druid's spell resistance (30 v 25 = success) and begins stripping spells from the hero! Peerimus is dispelled of Pass wo Trace, Endure Elements, Freedom of Movement, Barkskin, and Shapechange, and the druid sinks slowly to the floor.
Longstrider (DC 33) 32 keep Pass Without trace, (DC 33) 35 LOSE Endure Elements, (DC 33)39 LOSE Protection from Fire, (DC 33)24 keep Protection from Lightning, (DC 33)31 keep Freedom of Movement, (DC 33)40 LOSE Barkskin, (DC 33)40 LOSE Greater Shillahlegh, (DC 33) 31 keep Shield of Law from Rash (DC 33) 25 keep Fire Seed on a single Acorn(DC 33)28 keep Hasted (DC 29) 21 keep Shapechange (DC 33) 39 LOSE
"Mortals are always so powerful, but so vulnerable", the great demon says in its little girl voice, "and so easily manipulated too, to be trapped in this room while the Great One performs her rites in another location. Listen! It is already too late!"
And Yorrick gives a roar. The great bear hears the movement of several creatures in the dark misty corridors and closing in fast! (in the direction of AY, 54)
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Unholy Aura All demons 1) +4 deflection bonus to AC and a +4 resistance bonus on saves v all creatures. 2) spell resistance 25 against good spells and spells cast by good creatures. 3) blocks possession and mental influence 4) Any Good melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage ( Fort DC 23 negates).
Hairy Demon: AC 31 Slimy Demon1 dead Slimy Demon2 AC 27 dead Vrock 1 dead Vrock AC 26 dead Vrock AC 26 dead Vrock AC 26 40
"Go! Torgie! Fernie! We got everything handled here!" the rogue shouts from somewhere up above. "Go see what the noise is." Then, with uncanny accuracy, Xenia fires three rapid arrows from her bow into the hairy Girly Girl Demon. The timing between here and the Gray Lands couldn't be better, and each one is place in a vital spot.
"Lets bring these critters down, and go!" Now visible, the dark girl shouts from above. She reaches into her magic quiver in preparation for another barrage.
+++++++++++++++++++++++++++
Hit Hairy Demon +48/+39/+44 (Crit Threat 36 / Pass) (Added +2 Striking as Invisible due to Blinking) 20% Miss Chance 29, 90, 44 All Hit Damage: 6+33Sneak, 6+28Sneak, 7+4Crit+27Sneak = Total 114hp (Forgot +1 Damage each from Point Blank Shot)
Position AS38/Elevation 25ft (No Move)
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking,
Shield of Law (From Rash) 7/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Rash 178/160 AC 46 d20+24=26 ; d20+24=32 ; d20+24=29 ; d20+30=43 ; 2d6+42=49 ; Monday November 15th, 2010 5:34:28 PM
Rash shrugs off all three effects from the slime demons and casts a quickened divine favor from with her rod. She then flies over the hairy demon and slashes with her sword once hitting ac 43 for 49 points of damage.
"Xenia, we need to find out what is behind this door. This demon is mine!"
location AO-AP 34
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 6/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 1/10 (+6 luck bonus to hit and damage) divine power 11/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 11/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
quicken rod lesser 2/3
Torgon AC: 39 HP : 186/186 Monday November 15th, 2010 5:58:32 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 92 rounds True Seeing, duration 73rounds Daze: 8 rounds
Torgon continues to drool upon himself, unable to act unless someone frees him from the daze effect. If freed from it's influence, Torgon will move 30' back out with Yorrick to defend the rear.
Xenia (AC41, HP107/109) Monday November 15th, 2010 7:50:59 PM
OoC: What door? You mean the portal?
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+31=40 ; d20+26=33 ; 3d6+30=43 ; d20+26=38 ; d20+26=42 ; 3d6+30=43 ; d20+21=39 ; d20+26=46 ; 3d6+30=37 ; d20+16=26 ; d20+26=32 ; 3d6+30=42 ; d20+31=37 ; d20+26=31 ; 3d6+30=42 ; d20+26=42 ; 3d6+18=26 ; d6=4 ; d6=3 ; d20+37=48 ; Monday November 15th, 2010 8:33:46 PM
ooc Took care of the Fort saves in my attack posts, made them all. Also Peerimus has SR of 32
"Time spent removing you from our plane is time well spent demon." Peerimus does not utter his disappointment that the Maralyth was able to accomplish whatever it was she was doing, but then again, they had been here less than 10 minutes and with that knowledge, the druid was not disapointed at all. only pure luck would have allowed them to find her.
Peerimus drifts in on the Vrock and strikes hoping to land a blow or two and hoping that is all he will need. Each strike of his staff will either destroy an image or possibly the Vrock itself. [PA -2 Hit AC 40 Fort 33 Dmg 43] [PA -2 Hit AC 38 Fort 42 Dmg 43] [PA -2 Hit AC 39 Fort 46 Dmg 37] [PA -2 Hit AC 26 Fort 32 Dmg 42] Hasted [PA -2 Hit AC 37 Fort 31 Dmg 42]
If beyond all luck the frist shot lands true, Peerimus moves back down he hall towards Yorrick. The bear is going to need help most assuredly.
Yorrick turns towards the oncoming foes and bellows a mighty challenge. When something appears from the fog, the huge ursine attempts to destroy it. [Readied attack 10' reach Hit AC 42 Dmg 26 plus 4 Fire plus 3 Cold Magical Ghost Touch attack Improved Grab Grapple 48 Defensive Grapple 47]
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn Hasted 3/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning 84/120, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Durgan Stonewall (AC 41; HP 242/284) d20+26=27 ; d20+26=46 ; d20+26=39 ; Monday November 15th, 2010 9:42:30 PM
OOC saves: vs fort 26(nat 1 -str loss?), 46, 39
"Hear that? Sounds like Yorrick hollerin. Come on brother, let's go check it out!"
Actions: double move back towards Yorrick
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Kazak Stonewall Ac 36(40 vs Chaos) Hp 172/229 d20+25=43 ; d20+25=40 ; d20+25=40 ; d20+25=35 ; d20+32=48 ; d20+27=39 ; d20+22=27 ; d20+17=19 ; d10+16=17 ; d10+16=21 ; Monday November 15th, 2010 10:24:26 PM
Fort saves 43,40,40,35
Feeling no ill effects from the slime demon..... Kazak wheels about and steps around the edge of the portal (5'ft move )(moves to Ap-35)...... bringing the whiney demon just within smashing range ......
" i'm a hanging wit da lady to smash dis demon ..... but we'll be right behind ya bro .... dis here whelping won't take much effort " growls Kazak
The stone blade of Turak Nor arcs back and forth ....... twice finding the demons hide ....
Active Magic Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
OddHolme Round 19 [DM SteveK] d20+20=33 ; d6=4 ; d6=1 ; d6=4 ; d4=1 ; d20+10=22 ; d20+10=17 ; d20+10=25 ; d20+10=16 ; Tuesday November 16th, 2010 12:38:45 PM
Xenia fires three arrows with uncanny accuracy into the hairy Girly Girl Demon!
Rash shrugs off any demonic affects, casting a quickened divine favor with her rod before flying over to the hairy demon and slashing her once. The demon is larger than Rash, so as the cleric gets in range, the evil creature strikes with a claw first, missing. (AOO AC 33) Rash save Fort DC 23 or lose d6 STR
Torgon continues to drool upon himself, unable to act.
ooc Took care of the Fort saves in my attack posts, made them all. Also Peerimus has SR of 32 Well fine! You namby-pamby whiney hero who has a better spell resistance than the others! :-) All those fine rolls gone to waste! I'll still get you my pretty, you and your little bear too!
Peerimus concentrates on one thing at a time, striking at the Vrock and hoping to land a blow or two. Each strike of his staff will either destroy an image or possibly the Vrock itself. It takes four strikes and two hits of the real Vrock before it is dead and the only thing left are feathers gently falling in the air.
Durgan hastens back into the mists to help out Yorrick. The dwarven warrior bumps into the gibbering and drooling Torgon who is standing in the narrow corridor.
Kazak wheels about and steps around the edge of the portal and moves up to strike the whiney demon with a good dwarven magical blade. (ooc: demon is 10 feet away, Kazak needs to step in and gets one hit.)
Firn'gaer stays with the swaying Torgon.
Yorrick turns towards the oncoming foes and bellows a mighty challenge. He waits in the misty darkness, but though his vision works well in the dimmest light, it is completely dark in the mist, and the bear can't see anything to target!
.......................
Hairy Demon sees the four heroes who waded through her minions and can't be touched by her spells now corner her, and her immortal life flashes before her eyes. She sidles away from Kazak and calls out in her little girl voice that betrays her huge ape-like girth. "Don't kill me!", she begs, "I know many things and can be of use to you. "I know of what the Great One is planning and where she is!" The huge demon cringes and cries pitifully, ichor dripping out of its wounds.
While Yorrick can't see in the dark, the same doesn't seem to be true to his attackers! Reptilian growls and teeth move all around the great bear, missing, but such a one-sided contest can have only one eventual ending.
Further back in the hall where the reptilian attackers of Yorrick came from, a great ripping/shredding sound is heard, but what does it mean?
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Unholy Aura All demons 1) +4 deflection bonus to AC and a +4 resistance bonus on saves v all creatures. 2) spell resistance 25 against good spells and spells cast by good creatures. 3) blocks possession and mental influence 4) Any Good melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage ( Fort DC 23 negates).
Hairy Demon: AC 35 148/? Hezrous 2 dead Vrocks 4 dead
"NO!" Xenia cries out. The rogue whips out an arrow and draws the fletching back to the line of her jaw. "YOU STOP US. Say sump'in interesting enough to stop us or die. Here! Now! DIE!"
In her mind, she's already loosed the shaft, and it flies into the vulnerable flesh of the Girly Girl Demon.
+++++++++++++++++++++++++++
Ready Action: If the next words out of the Hairy Demon's mouth aren't Extremely interesting facts about the Marlith's plans then ... Hit Hairy Demon +40 (Added +2 Striking as Invisible due to Blinking) 20% Miss Chance 22 Hit Damage: 7+21Sneak = Total 28hp
Position AS38/Elevation 25ft (No Move)
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking,
Shield of Law (From Rash) 7/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, Tongues, SR18 10d6=38 ; Tuesday November 16th, 2010 2:55:07 PM
Firn'gaer moves above Yorrick (still 20-ft up) and casts an Empowered Fireball (cold damage because of Mastery of Elements) covering the area of the Rapke (centered at AU/AV 49/50). Using Master of Shaping, Firn'gaer prevents the flames from touching Yorrick or himself.
Empowered Fireball (Reflex DC22): 38+19=57 points of cold
Kazak Stonewall Ac 36(40 vs Chaos) Hp 172/229 Tuesday November 16th, 2010 3:42:23 PM
" ya better do as da girl says demon ...... she means whats she says ..... trust me on dat " growls Kazak
With sword poised to strike if the demon tries anything ....
" Ya better hurry .... waiting will getcha killed "
Active Magic Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Durgan Stonewall (AC 41; HP 242/284) d20+33=53 ; d20+33=43 ; d10+13=17 ; d10+13=18 ; d10+13=14 ; Tuesday November 16th, 2010 9:26:43 PM
As Durgan bumps into Torgon, he says to him, "hey, whatcha doin back here?" But when there is no reply, he stops for a moment to take a closer look. "Ummmm Rash? Ye may want to check on Torgon, don look good." Not sure if he wants to know what is wrong, he keeps moving, and lays a hit on the first rapke he can reach. "Durned magic got the minotaur. And I don't like the sound of what's down that hall. Hey Yorrick, what do ye say about backing up and let my armor take the brunt of whatever is comin eh?"
Actions: move up to rapke, and take one swing hit AC 53(crit check = 43), damage: 17(+32 if crit)
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
OddHolme Round 20 [DM SteveK] d20+10=13 ; d20+10=12 ; d20+10=14 ; d20+10=14 ; d20+6=13 ; d20+6=21 ; d20+10=15 ; d6=4 ; d20+10=16 ; d20+10=29 ; d20+10=15 ; d20+10=19 ; 3d6+5=20 ; d100=32 ; Wednesday November 17th, 2010 3:56:01 PM
Xenia demands an immediate response, or will skewer the demon. She is ready to skewer it with a magical arrow if it is even a little displeasing. (potential 18 damage [with dam resist], pending Xenia's assessment of the info.)
Firn'gaer, hearing the battle behind him, zips through the fog and above Yorrick, out of the reach of the fiendish reptilians and casts an Cold Empowered Fireball shaped to avoid himself and Yorrick. The enemy is not so lucky, as all 4 Fiendish Rapke suffer horribly. They seem to be a little resistant to cold, however, and all four are still alive! More than that, 2 medium sized black demons with a single horn growing out of their head are caught in the blast as well!
Torgon continues to stand and drool upon himself. [ooc: It's a lousy 2 weeks when your PC is stunned for 10 rounds and none of your companions are able to free you! :-( ]
Kazak encourages the demon to talk, readying his own blow against the hairy blubbering mass.
Durgan bumps into Torgon and calls to Rash about the minotaur's condition. The dwarf can squeeze by his large friend and get to Yorrick if he so desires...
.......................
Hairy Demon doesn't hesitate when it only has a second to live or die. "The Great One is still here, and she hasn't finished the ceremony to open the portal to the Lands of Unrest. I know where she and the ceremony is!" The huge demon makes no moves, still cringing against the wall.
..........................
In the Dark and Mist-filled corridors... As if the demons have some form of internal communication, the COC foes seem to know exactly where the heroes are at! One of the Fiendish Rapke turns into the 10 foot wide corridor and advances to where it can bite at the Dazed Torgon! (AC 15 miss)
The three other Fiendish Rapke seem to realize that even a blind and groping Yorrick is a powerful beast to bring down, and as one, the reptiles of the Sargrass Plains scream! Yorrick and Firn'gaer save 3 times at Fort DC 20 or be Stunned for 1 round and Shaken for 4 rounds. Demons are immune.
The swift and horned demons also jump into the fray. Black and difficult to spot in the mist, the demons have been hiding until the time to attack!
One rushes behind Yorrick to deliver a sneaky attack! (AC 16, miss)
Two fly up to deliver sneaky attacks to Firn'gaer! (AC 29 hit 32% miss, 15, miss)
Two more rush up the corridor and attack the dazed Torgon! (AC 19, 20, miss)
Another great ripping sound is heard, this time from the room where the COC defeated the huge flaming horses!
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Shaken: A shaken character takes a --2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
Unholy Aura All demons 1) +4 deflection bonus to AC and a +4 resistance bonus on saves v all creatures. 2) spell resistance 25 against good spells and spells cast by good creatures. 3) blocks possession and mental influence 4) Any Good melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage ( Fort DC 23 negates).
Hairy Demon: AC 35 148/? Hezrous 2 dead Vrocks 4 dead
Rapke 1 AC 20 47/? Rapke 2 Ac 20 47/? Rapke 3 AC 20 47/? Rapke 4 AC 20 47/?
Babau 1 AC 19 52/? Babau 2 AC 19 52/? Babau 3 AC 19 Babau 4 AC 19 Babau 5 AC 19 Babau 6 AC 19
Gray is Fog -- 5' away 50% miss. 10' away 100% miss Yellow is Lighted Areas -- only can see in these areas
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+28=43 ; d20+28=47 ; d20+28=44 ; d20+26=43 ; 3d6+18=31 ; d6=1 ; d6=6 ; d20+37=53 ; d20+25=36 ; 3d6+41=46 ; Wednesday November 17th, 2010 6:53:34 PM
Yorrick roars again and tries to calm himself, the bear has fought many battles against incredible foes. The screams of the foul lizards merely receive a deep growl from Yorrick [Fort 43/47/44] The great bear then puts his incredible nose to the task of locating a troublesome lizard
Knowing they are about, Yorrick moves 5' and inhales through his nose. [Move action The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source]
Yorrick then strikes. [Hit AC 43 Dmg 31 plus 1 Fire plus 6 Cold Magical Ghost Touch attack Improved Grab Grapple 53 Defensive Grapple 47]
The druid turns a righteous anger towards the cowering demon. He was not sure how the others felt about the creature, but he was quite sure how he felt. "No Quarter." his angelic voice intones through the room. In the blink of an eye, Peerimus is upon the creature.
[Charge attack PA -10 Hit AC 36 Dmg 46]
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn Hasted 4/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning 84/120, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
•Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
"NOT GOOD ENOUGH!" The dark rogue lets fly the arrow, bringing the Girlie Girl Demon to the brink of death. "WE COULDA FIGURED THAT FER OURSELVES. YOU'RE STALLING! TELL US NOW!"
Again she draws back another arrow, her aim as deadly as before. "TELL US NOW, OR YOU'RE DEAD!"
+++++++++++++++++++++++++++
Previous ready action was triggered. Sorry, Steve, not interesting enough. Basically only what we already figured.
This round Ready Action: If the next words out of the Hairy Demon's mouth don't reveal the Marlith's location in enough detail for us to get to it, then fire. Hit Hairy Demon +43 (Added +2 Striking as Invisible due to Blinking) 20% Miss Chance 71 Hit Damage: 6+24Sneak = Total 30hp/20 after DR. Enough for death, I'd think.
Position AS38/Elevation 25ft (No Move)
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking,
Shield of Law (From Rash) 7/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Kazak Stonewall Ac 36(40 vs Chaos) Hp 172/229 d20+32=42 ; d20+27=43 ; d20+27=42 ; d20+22=29 ; d20+17=18 ; d10+16=18 ; d10+16=20 ; Wednesday November 17th, 2010 11:00:23 PM
Holding his position ..... the dwarven warrior doesn't flinch as the Druid launches himself at the Demon ....
:" Better talk quick " ..... growls Kazak .....
He knows the Demons fate ......as does the Demon .... " heh da demon is hanging his life on hope .... like its a ever given anyone hope " Laughs Kazak to himself
Waiting for the Demons to finish his final words ..... his swords quivers in anticipation .....
Attacks ....42 , 43 29 , 18 damage 18 , 20
Active Magic Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Rash 178/160 AC 46 d20+30=32 ; d20+30=49 ; d20+30=40 ; 2d6+42=46 ; 2d6+42=51 ; d20+25=45 ; d20+25=38 ; d20+20=29 ; 2d6+42=48 ; 2d6+42=49 ; Wednesday November 17th, 2010 11:26:51 PM
(ooc I really have to quit this work thing. It is interfering in my play time way to much lately!)
Rash swings confidently once to prod the demon along with some pain but misses! In embarassment, she back strokes and cuts much deeper than she intended hitting with a critical hit doing 97 points of damage. She realizes that she did to much and decides to finish the creature off before it retaliates in desperation so she swings twice more. Her third swing also connects deeply (another critical hit) and she does another 97 points for a total of 194 points of damage.
She looks shamed faced at Xenia and says, "Sorry love, got a bit carried away there. My sword slipped....twice."
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*, Divine Power, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport*, Righteous Might, Spell Resistance, True Seeing x 2, Flame Strike, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law, Discern location, Spell Immunity Greater, Monster summoning 8 Ninth: Power Word Kill* Miracle, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 6/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 1/10 (+6 luck bonus to hit and damage) divine power 11/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 11/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
quicken rod lesser 2/3
OddHolme Round 20 [DM SteveK] Thursday November 18th, 2010 8:16:32 AM My sword slipped....twice.
Hilarious!!!
Torgon AC: 39 HP : 186/186 Thursday November 18th, 2010 9:47:53 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 90 rounds True Seeing, duration 71rounds Daze: 6 rounds
OddHolme Round 21 [DM SteveK] d20=6 ; d20=6 ; d20=13 ; d20=7 ; d20=5 ; d20=19 ; d20+12=31 ; d20+12=29 ; d20+12=14 ; d20+6=26 ; d100=50 ; d100=30 ; d20+12=26 ; d20+10=23 ; d20+10=18 ; d20+10=29 ; d20+10=20 ; Friday November 19th, 2010 1:57:47 PM
Xenia doesn't think the demon's words are important enough and sends an arrow into its flank! She gives it one last opportunity to give up some really juicy bit of knowledge...
Peerimus explains how he feels in negotiating with the demon, and wounds it still more.
Yorrick pinpoints a Fiendish Rapke with just his nose, and claws it to the ground!
Kazak holds his position and anticipates carving up the demon like sukiyaki...
Rash's sword slips... twice... and the demon won't be talking anymore.
Torgon continues to stand and drool upon himself.
Firn'gaer, with Lhari in hand, calls forth another cold fireball and clears away the Fiendish Rapke along with a couple Babau Demons. One Babau is left in the area of effect, little icicles hanging from its horn. ........................
Another Babau 6 sneaks out of the fog and darkness and flies up to Firn'gaer. The demon has altered its tactics and instead of clawing at the gnome, it grabs the wizard, keeping him from using many spells! (AC 31 miss chance 50%, Grapple 26, Save v Shield of Law: 26 sucess) Firn'gaer is Grappled!
The icicled Babau 3 also flys up to Firn'gaer and also attempts to grab the gnome, but the fog symies its efforts. (AC 29, miss chance 30% fail, 14 miss,)
In the corridor, two Babau each cast a spell. There isn't any apparent effect, and with Torgon dazed, Durgan trapped, and the dark fog around everyone, there is no telling what the spell actually was...
There is no more ripping sounds in the town, but Yorrick can smell another odor; one rank as death, metallic, and fetid at the same time. Dimly through the fog, Firn'gaer can barely make out two huge four-legged animals when the nature of the fog changes; it is a magical attack! Firn'gaer, Yorrick, and the 2 Babau must make 2 saves Fort DC 23 or be turned to stone! (Supernatural effect bypasses spell resistance)
Both babau stiffen up and become stone statues that fall on Yorrick and then the floor. Firn'gaer is no longer grappled.
And behind the huge animals, a mocking, sadistic laughter booms through the dark and mist-filled halls.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Huge Nightmare 2 dead Nalfessnee dead Hezrous 2 dead Vrocks 6 dead Rapke 4 dead
Babau 1 AC 19 dead Babau 2 AC 19 dead Babau 3 AC 19 dead Babau 4 AC 19 Babau 5 AC 19 Babau 6 AC 19 dead
Gray is Fog -- 5' away 50% miss. 10' away 100% miss Yellow is Lighted Areas -- only can see in these areas
Xenia (AC41, HP107/109) d20+23=39 ; d100=92 ; d8=5 ; 8d6=24 ; d20+30=40 ; Friday November 19th, 2010 8:33:52 PM
Edit Note: I noticed that B6 was dead. I've changed the target to B4
"'S okay, Momma Rash." The rogue's eyes narrow in a moment of reflection, upon the blood corpse that had the Girlie Girl Demon had become. She seemed to have a certain sort of sense. But ... "I get the feeling Demon Girl wasn't gonna give nothin' up anywho."
"Lets go see what the commotion is. We're coming, Fernie." The dark rogue zips back down into the tunnel, gliding along the ceiling through the smokey smoke fog.
"Whoa!" Darting past Torgon, Xenia performs a quick twist to avoid the weerdo red slime things lined up just past the minotaur. "Slimo Demons out here!" she calls back in warning before flipping around to attack one of the Slimo's assaulting Torgon.
"Take that you." Bow in one hand, the dark rogue hauls off and simply socks Slimo in the kidney with her bare fist.
+++++++++++++++++++++++++++
Tumble 41 Taking 10/w Skill Mastery (to avoid AoO's from Babau lined up next to Torgon) Hit B4 +41 (Added +2 Striking as Invisible due to Blinking) 20% Miss Chance 92 Hit Damage: 5+24Sneak = 29hp Reflex vs Slime 40
Position AR47/Elevation 10ft (50ft Move)
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking,
Shield of Law (From Rash) 7/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Kazak Stonewall Ac 36(40 vs Chaos) Hp 172/229 Friday November 19th, 2010 9:38:16 PM "Peerimus ..... Rash .... yous head down da tunnel first yous are faster den me ..... i'll cover ya backs ....." growls Kazak
" be careful da tunnel is a tight squeeze .... "
The dwarf moves after his faster friends .... acting as rearguard .....
Active Magic Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+28=36 ; d20+28=43 ; d20+26=44 ; 3d6+18=35 ; d6=4 ; d6=1 ; d20+26=36 ; 3d6+31=43 ; d100=29 ; Saturday November 20th, 2010 9:44:36 AM
Peerimus snaps his head towards the hall and flies out back to Yorrick and the others. The laughter was likely from the demon. Good. that means she thinks she has won and that means she will do something dumb [Free action, deactivate Boots of Speed] Peerimus moves past Torgon and the things attacking him, he does want to sty, but more pressing and powerful opponents lie ahead. Kazak should be along shortly as well.
Peerimus comes into the main corridor practically on top of the first Gorgon. [AR.49/AS.50] [GG1 PA-5 Hit AC 36 Dmg 43]
Yorrick thunders a mighty challenge to the great bull-like creatures and stands upon his hind legs. The clouds of gas swirl about the ursine as he lunges into one of them, [Fort 36/43] trusting his nose more than his eyes. [Scent Hit AC 44 Dmg 35 plus 4 Fire plus 1 Cold]
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn Off Hasted 4/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire, Protection Lightning 84/120, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, Regeneration 15, Resistance to electricity 10 and fire 10, Spell resistance 32 •Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, Tongues, SR18 d20+14=34 ; d20+14=21 ; Saturday November 20th, 2010 11:03:25 AM
Firn'gaer fails to save and is turned to Stone.
Rash 178/160 AC 46 Sunday November 21st, 2010 11:47:58 AM
Rash grabs hold of Kazak's shoulder saying, "Stick with my for a minute. The gorgon's are yours. I am going to try and help Torgon and Firn'gaer." Rash then dimension doors to AR-AS 47-48 bringing her dwarven friend along depositing him at AR 49. Rash knows this is a gamble but didn't want to leave her friends in such a vulnerable state
location AR-AS 47-48
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2!, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*!, Divine Power!, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport*, Righteous Might, Spell Resistance, True Seeing x 2!, Flame Strike, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law, Discern location, Spell Immunity Greater, Monster summoning 8! Ninth: Power Word Kill* Miracle, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 8/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 2/10 (+6 luck bonus to hit and damage) divine power 12/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 12/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
quicken rod lesser 2/3
Torgon AC: 39 HP : 186/186 Monday November 22nd, 2010 10:29:18 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 116/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 89 rounds True Seeing, duration 70rounds Daze: 5 rounds
Torgon continues to stand and drool. Tapping his fingers in his mind. He thinks to himself. "Isn't this spell done yet....Stupid demons."
OddHolme Round 22 [DM SteveK] d12=7 ; d6=2 ; d6=4 ; d20+32=40 ; d20+32=40 ; 3d6+5=15 ; 3d6+5=18 ; d4=2 ; d20+20=36 ; d20+20=25 ; 20d6=77 ; d20+6=18 ; d20+6=13 ; Monday November 22nd, 2010 5:32:07 PM
Xenia zips back down into the tunnel, gliding along the ceiling through the smokey smoke fog. She performs a quick twist to avoid the weerdo red slime things, and hauls off and simply socks Slimo in the kidney with her bare fist.
Kazak moves after his faster friends and bumping up against the drooling Torgon in the mist.
Peerimus snaps his head towards the hall and and laughter and flies out back to Yorrick. His speed enables him to arrive in the mist by bumping against one huge Gorgon, and he strikes one.
Yorrick thunders a mighty challenge and uses his nose to pinpoint his enemies, striking one Gorgon with a mighty paw.
Firn'gaer fails to save and is turned to Stone. His body bounces off Yorrick before resting on the dirt floor.
Rash grabs hold of Kazak's shoulder and dimension doors down the known corridor. Her potential arrival spot is occupied by Xenia, and Kazak's by Peerimus. The spell shunts Rash and Kazak to a nearby open space beside Yorrick. Rash take 2 damage, no reduction. Kazak take 4 damage, no reduction
Torgon continues to stand and drool. Tapping his fingers in his mind. ........................
Babau 4 aims carefully and strikes at Torgon with magical accuracy! AC 40, 15 damage
Babau 5 aims carefully and strikes at Torgon with magical accuracy! AC 40, 18 damage
Both Gorgons attempt to wound Yorrick with their horns, but fail. (AC 36, 25) To those with darkvision or True Seeing, the gorgons are glowing with an evil nimbus of light.
The laughter is louder now, and distinctly masculine. "You have escaped me once, pretty toys, but now you have wandered in reach of me again, and I know where you are at!" An incantation is heard and the Portal Chamber and the entire hallway is engulfed in sheets of flame! Durgan, Torgon, Xenia, Peerimus, and Yorrick take 77 damage; save Reflex DC 26 for 38 damage (Do your own damage resistance and etc)
Babau 4 and 5 are incinerated!
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead
6 Babau dead
Huge Fiendish Gorgon 1 AC 32 73/? Huge Fiendish Gorgon 2 AC 32 Mr. X (Balor) AC 39
Gray is Fog -- 5' away 50% miss. 10' away 100% miss Yellow is Lighted Areas -- only can see in these areas
Kazak Stonewall Ac 36(40 vs Chaos) Hp 130/229 d20+18=28 ; d20+19=38 ; d20+14=30 ; d20+9=12 ; d20+4=6 ; d8+7=11 ; d8+7=12 ; Monday November 22nd, 2010 9:52:09 PM
Luckily with the big bodies in front of him .... the dwarf avoids the worst of the demons fire ...(reflex save d20+18=28 made )(takes 38 + 4 )
"Dang ..... da demons are coming outa da stonework today ..... wez gotta even dem odds alittle more "
Not be able to squeeze by to engage the demons ..... Kazak ducks down a little ..... peering thru the legs of his big friends ......picking out the big bull thats wounded ...." i'll take him out so da mighty Yorrick shred da other one " growls Kazak aloud to himself
Taking his right hand off the sword he was holding with both hand s..... he quickly reaches into his magical quiver .(quick draw feat).... launching a volley of spears at the wounded demon bull ....
Active Magic Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+20=23 ; d20+17=19 ; d20+20=25 ; d20+26=35 ; d20+26=29 ; d20+24=31 ; 3d6+18=25 ; d20+37=40 ; d20+31=40 ; d20+26=35 ; d20+21=28 ; d20+16=23 ; d20+31=35 ; 3d6+25=35 ; 3d6+25=41 ; 3d6+25=31 ; d20+31=37 ; 3d6+25=38 ; Monday November 22nd, 2010 10:10:37 PM
Yorrick Reflex 23 The bear hardly moves as Flames swirl about him Peerimus Reflex 19 Peerimus doesn't seem to have the idea to move either The above assumes the fire is not 3rd level or less. If so the Protective aura prevents all damage to Peerimus, Yorrick, Kazak and Rash. Peerimus SR vs Balor d20+20=25 Assuming Balor is not CL 27
The fire about Peerimus personally does not touch him.
Mr/ X how delightful. The group needed to fall back. Their vision,and movement were both hampered and the main opponent had neither restriction. "We need to pull back to the Portal room, pressing in the fog will only get us sorely depleted if not killed. Get Firngaer and fall back. Yorrick and I shall be along shortly"
Yorrick continues to try and bring Gorgon 1 into a grapple. [Hit AC 35 Dmg 25 Grapple 40] Peerimus, activates his Haste Boots and also strikes at Gorgon 1 [PA -2 Hit AC 40/35/28/23 Haste 35 Dmg 35/41/31 Cleave possibility Hit AC 37 or 32 Dmg 38
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 120/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn Off Hasted 4/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 43/120, Protection Lightning 84/120, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, Regeneration 15, Resistance to electricity 10 and fire 10, Spell resistance 32 •Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Durgan Stonewall (AC 41; HP 195/284) d20+15=21 ; d20+33=36 ; d10+13=14 ; Monday November 22nd, 2010 11:15:32 PM
OOC- missed save, but take off 30 points fire for ring = 47 damage
Durgan squeezes by Torgon then attacks the demons who are taking cheap shots at the minotaur. "Try picking on somebody yer own size eh?"
Actions: attack babau, hit AC 36, dmg = 14
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Rash 176/160 AC 46 15d6=52 ; Monday November 22nd, 2010 11:58:53 PM
Rash does a quickened flame strike striking the back quarters of both gorgon's. She does 52 points of damage or 26 reflex dc of 24. She will then cast a miracle spell to cast a stone to flesh spell on Firn'gaer to get him back into the fight.
"Don't fret Torgon I am coming. Finish off those demons and clear a path!"
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2!, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2!! Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*!, Divine Power!, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport*, Righteous Might, Spell Resistance, True Seeing x 2!, Flame Strike, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law!, Discern location, Spell Immunity Greater, Monster summoning 8! Ninth: Power Word Kill* Miracle!, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 9/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 3/10 (+6 luck bonus to hit and damage) divine power 13/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 13/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
quicken rod lesser 2/3 quicken rod 1/3
Torgon AC: 39 HP : 153/186 d20+15=33 ; Tuesday November 23rd, 2010 7:44:00 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp. Protection energy fire, Duration 110 minutes, 78/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 88 rounds True Seeing, duration 69 rounds Daze: 4 rounds
Torgon takes the hits from the Babau. Even in his dazed condition, Torgon manages to avoid taking the full brunt of the Demons spell(reflex save of 33), and What damage did get through to Torgon was quickly absorbed by his Fire Protection spell. He now returns to staring at the excitement known as his feet.
Mere flames cannot catch the red-headed rogue. She tucks into a ball as the fire roars over her. When she uncurls, she does so unscathed.
"I'm betting Horn Boy is another diversion. Go get him," she tells the others. I'm gonna see what's further on. Snakie Girl is here somewhere, and I'm gonna find her."
Xenia whispers to her ring and then becomes invisible. Through the smokey fog, she makes her way. Along one wall there stands another door. Taking the paths of the Gray World, she flies right through, quietly and in the shadows to the other side and then rises up higher off the floor.
+++++++++++++++++++++++++++
Reflex 46 (No damage from Evasion) Activate Ring of Invisibility Blink through door 50% = 58 / Pass Hide 66 (Taking 10 w/Skill Mastery -5 for Full Movement, +20 for Invisible) Move Silently 34 (Taking 10 w/Skill Mastery -5 for Full Movement)
Position AY52 (off the map)/Elevation 15ft (60ft Move)
Shield of Law (From Rash) 7/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
OddHolme Round 21 [DM SteveK] Thursday November 25th, 2010 5:24:11 PM
pardon all... no internet connection on Wed so no post. Next DM post on Monday.
Happy Thanksgiving!
OddHolme Round 23 [DM SteveK] d20+10=16 ; d20+10=18 ; d100=17 ; d20+20=27 ; d20+33=47 ; d20+33=39 ; d20+20=31 ; Monday November 29th, 2010 12:45:33 PM
Kazak wants to reach into his magical quiver and launch a volley of spears at the wounded demon bull, but the mists are too thick and the dwarf can't see anything more than 5 feet away!
Peerimus knows the Firestorm spell is powerful, but the heroic magics dent most of the effect. Even so, the arrival of Mr. X is another problem. The druid calls for a strategic withdrawl while he and the bear keep the enemy at a distance. The gorgon staggers but it is still alive and Grappling with the giant bear!
Durgan squeezes by Torgon and sees the demons who were taking cheap shots at the minotaur are now burned to a crisp by the firestorm!
Rash does a quickened flame strike estimating where the strike should go since the cleric can't see that far in the mist. Rash lucks out, striking both gorgon's, and the wounded one perishes. Quickly, Rash casts a miracle createing a stone to flesh effect on Firn'gaer, bringing him back to life!
Even in his dazed condition, Torgon manages to avoid taking the full brunt of the Demons spell and returns to staring at the excitement known as his feet.
Xenia becomes invisible, and does some scouting. Through another Arcane Locked door, she comes into another dark room. The room is completely cleared of anything that would give a clue as to what this was or is. The only way out is a set of steps going upwards, completely clogged with webs. Xenia's memory of OddHolme recognizes the stairs at once; they are identical to the stairway to Tishe's room. And Tishe's room had a balcony that overlooked the central meeting area of OddHolme...
Firn'gaer gets his equilibrium back now that he is no longer stoned (in the literal sense). ........................
Bellowing in pain, the remaining Gorgon breathes again, filling the corridor with the terrible smoke! Peerimus, Yorrick, Rash, and Firn'gaer make a Fort DC 23 or be turned to stone!
Out of the smoke and mist and darkness, the flaming form of Mr. X, the Balor, walks. Flames dance on his sword and whip, but the demon doesn't use them. Instead, it reaches out and touches Yorrick with its fiendish mind in a concentrated burst! (Concentration; 47, Quickened Dominate Monster) Yorrick Will Save DC 27 or be Dominated. Mr. X laughs deep and malicious. "You got me sucked into a vortex", it croons in words of brass, "that wasn't very nice, now was it?"
Another spell touches upon Peerimus, but the druid's spell resistance deflects the magic!
And from behind Mr. X and also down the corridor behind Yorrick, still more noises of yowling and belling calls can be heard above the clash of battle!
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead 6 Babau dead
Huge Fiendish Gorgon 1 dead Huge Fiendish Gorgon 2 AC 32 42/? Mr. X (Balor) AC 39
Xenia (AC41, HP107/109) Monday November 29th, 2010 5:46:29 PM
"I know where this is." The words, whispered to herself, come from the rogue's lips with an air of exultation. Without hesitation, Xenia slips into the net of sticky webs. As the grasping stands seek to hold her, they encounter the Freedom magic and slide away.
The big center meeting space. What a perfect place for a magic rite. Xenia glides up the stairs to the balcony above. The Spider Strands block her view, but they hide her as well. But they can't foozle her keen pointed-tipped ears. This may be just the way to go. The place where Snake Girl is making her magic. If it is, then she'll need to go back down and open the door for the others.
+++++++++++++++++++++++++++
Steve: Please place Xenia where it would make sense. She wishes to go up the stairs and look out on the center meeting area. She would stop at such a place. She would try to find whatever cover is available to hide herself, should someone dangerous be in the center meeting area.
Shield of Law (From Rash) 7/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Kazak Stonewall Ac 36(40 vs Chaos) Hp 130/229 Monday November 29th, 2010 10:34:54 PM
Shaking his head as he stands cut off from the battle in front of him .... " Ii knew da make us big spells would work againist us at some point " growls Kazak
Stepping back (5'ft move to AW -50) ..... the dwarf reaches into his magical quiver ..... for a couple of sunrods ...." hope dis works again ..... " Striking the sunrods .... Kazak rears back and tosses them over the crowd .... behind the gorgon and Mr .X .... back lighting them againist the smoke ...." no we can see what to hit ...and maybe catch a glimpse of whats making all dat racket down da hallway " Growls the dwarven army segeant .....
Active Magic Shield of Law (From Rash) 3/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Durgan Stonewall (AC 41; HP 195/284) Monday November 29th, 2010 10:42:45 PM
OOC- can anyone help Torgon?
Durgan shoulders his way past the paralyzed Torgon. "Errr, pardon me eh? So nobody helped you yet?" He keeps moving and gets through the crowd to reach his brother. "Hey brother, what say we go and tumble with big and ugly?"
Actions: full move close to Kazak as I can get.
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, Tongues, SR18 d20+14=19 ; Monday November 29th, 2010 11:03:51 PM
Firn'gaer fails again and is turned to stone.
Rash 176/160 AC 46 d20+24=43 ; Monday November 29th, 2010 11:42:33 PM
Rash easily makes her save vs the breath of stone and sighs when she sees the gnome get all solid again. She decides that an ounce of prevention is better than a round of slashing and casts a greater spell immunity on herself giving her protection from Blasphemy, dominate monster, insanity, and power word stun. She asks, "What is wrong with Torgan anyway? I missed it."
Rash then shrugs and does a quickened teleport to get to the otherside of the minotaur and says, "I will get you fixed up in a jiffy (by Durgan, don't have map up)
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2!, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*!, Divine Power!, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport*, Righteous Might!, Spell Resistance, True Seeing x 2!, Flame Strike!, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law!, Discern location, Spell Immunity Greater, Monster summoning 8! Ninth: Power Word Kill* Miracle!, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 9/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 3/10 (+6 luck bonus to hit and damage) divine power 13/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 13/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
quicken rod lesser 2/3 quicken rod 2/3
OddHolme Round 24 [DM SteveK] d20+20=37 ; d20+17=28 ; d20+24=26 ; d20+19=30 ; d20+33=49 ; d20+20=23 ; d20+20=36 ; d20+20=22 ; d20+20=29 ; d20+22=30 ; Tuesday November 30th, 2010 11:53:54 AM ooc: Shield of Law has been in effect for 16 rounds. 2 rounds left
Torgon smiles at the wall.
Xenia uses her invisibility, blinking, and freedom of movement to search out a way to get to OddHolme's center meeting area. And she finds one. Up the stairs, through a door and across a small room to a balcony that overlooks the large, bowl-shaped stadium that is the central meeting area. Yet before Xenia can look out the balcony, she has to overcome the terrible stink that fills the fog in the room! Xenia save Fort DC 20 or be nauseated
Kazak grabs a couple of sunrods, striking them and tossing them over the crowd. The feeble light does little to improve the ability to see the foe.
Durgan shoulders his way past the paralyzed Torgon and seeks to find Kazak in the mist.
Firn'gaer fails again and is turned to stone. (ooc: oh, that sucks!)
Rash resists the gorgon's breath and sighs when her spell to get Firn'gaer back in the fight is negated. The cleric protects herself against the major spell attacks of a Balor before casting a Quickened Teleport back to Torgon.
Peerimus and Yorrick both resist the gorgon's breath and the Balor's Domination. (DM rolls) Yorrick would also be protected from Peerimus' aura in any case. ........................
The Gorgon tries to gore the momentarily inactive Yorrick, but it would take a miracle for the monster to draw blood.
If Mr. X is disappointed at not taking over Yorrick's mind, the Balor doesn't show it. Instead, the demon concentrates and levels another defensively cast Greater Dispel Magic at Peerimus (failing to get through his spell resistance) and then moves back into the mists Peerimus and Yorrick both get AOOs vs Mr. X, 50% miss chance. "How do you like the game now?"
Leaping from behind the Balor are four large, red demon dogs, slavering and howling! Two jump at Peerimus, both missing.
More howling is heard from the other mist-filled corridor, and more Nessian Warhounds come to attack Kazak and flank Yorrick. (all missing)
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead 6 Babau dead
Huge Fiendish Gorgon 1 dead Huge Fiendish Gorgon 2 AC 32 42/? Mr. X (Balor) AC 39
Nessian Warhound1 AC 24 Nessian Warhound2 AC 24 Nessian Warhound3 AC 24 Nessian Warhound4 AC 24 Nessian Warhound5 Ac 24 Nessian Warhound6 AC 24 Nessian Warhound7 AC 24 Nessian Warhound8 AC 24
Eeew. The girl rogue wrinkles her nose at the stink. But, for one who can dodge a smell in the same way she dodges a gout of scorching flame, such things as this are little more than an inconvenience.
Xenia drifts quietly to the edge of the balcony and looks out over the edge and into the meeting space under the huge grass dome. This is it. It has a feel to it.
+++++++++++++++++++++++++++
Question: Looks as though there are two other doors between the group and the place in which Xenia. Are these locked as well?
Shield of Law (From Rash) 7/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
DM SteveK 1) yes, both doors are Arcane Locked as well. All corridors have fog in them too. 2) Dextrous Fortitude? That's not in 3.5 core books or the Woldian Feats
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 160/160 d20+32=47 ; d100=72 ; 3d6+21=30 ; d20+25=41 ; d100=81 ; 3d6+18=30 ; d6=5 ; d6=2 ; d20+25=35 ; d20+25=39 ; d20+23=27 ; 3d6+18=29 ; d6=5 ; d6=3 ; 3d6+18=29 ; d6=5 ; d6=1 ; d20+25=40 ; d20+25=36 ; d20+20=34 ; d20+15=21 ; 3d6+37=46 ; 3d6+37=48 ; 3d6+37=45 ; d20+20=38 ; 3d6+37=54 ; Tuesday November 30th, 2010 8:54:53 PM
Peerimus takes a shot at the departing Balor [Hit AC 47 %72 Dmg 30] Yorrick strikes as well [Hit AC 41 %81 Dmg 30 plus 5 fire plus 2 cold]
The Balor retreats and the hounds arrive. Peerimus tells Yorrick to attack the Gorgon. "Kazak! Durgan! Free up his flank. I have these two."
Yorrick moves forward 5' and strikes with two powerful claws. [Hit AC 35/39/27 Dmg 29 plus 5 fire plus 3 cold / 29 plus 5 fire plus 1 cold]
Peerimus attacks hound 3 {PA 8 Hit 40/36/34/21 Dmg 46/48/45 Cleave AC 38 +/-5 hits Dmg 54
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 120/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn On Hasted 5/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 43/120, Protection Lightning 84/120, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, Regeneration 15, Resistance to electricity 10 and fire 10, Spell resistance 32 •Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Durgan Stonewall (AC 41; HP 195/284) d20+33=34 ; d20+28=30 ; d20+23=38 ; d20+18=28 ; d10+13=17 ; d10+13=20 ; d10+13=22 ; d10+13=21 ; Tuesday November 30th, 2010 10:18:20 PM
"Come on brother, let's send these doggies back to tha kennel!
Actions: fullattack on hound 5, hit AC: 34(nat 1), 30, 38, 28 dmg: 17, 20, 22, 21
Active Effects: 1)shield of law -3/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) 2)barkskin 30 min, +2 nat AC
Rash 176/160 AC 46 Wednesday December 1st, 2010 1:58:21 AM
Rash reaches over and casts a heal on Torgon hoping to get him back into the fight. If he starts moving in a normal manner again, she will say, "Stop drooling and go kill some dogs. I have to fix Firn'gaer again. In some ways he is worse than you!"
Rash will pull out her staff with a miracle stored in it and wait for the big lug Torgon to get out of the way.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2!, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*!, Divine Power!, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport*, Righteous Might!, Spell Resistance, True Seeing x 2!, Flame Strike!, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law!, Discern location, Spell Immunity Greater, Monster summoning 8! Ninth: Power Word Kill* Miracle!, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 17/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 4/10 (+6 luck bonus to hit and damage) divine power 14/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 14/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
quicken rod lesser 2/3 quicken rod 2/3
Torgon AC: 39 HP : 173(192)/186 Wednesday December 1st, 2010 7:58:18 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp (20 used). Protection energy fire, Duration 110 minutes, 78/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 86 rounds True Seeing, duration 67rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 19 rounds
Torgon is freed from the effects of the Demons spell with a Heal spell from Rash. His eyes re-focus and he casts Divine Power and moves down the hallway to AR/AS, 47/48, angrily pulling his chain as part of the move. "I am gonna rip you little buggers in half!" he calls out to the demons in the room. (He will move farther and stand next to Yorrick if Peerimus is airborne.)
Kazak Stonewall Ac 36(40 vs Chaos) Hp 130/229 d20+32=44 ; d20+27=47 ; d20+27=47 ; d20+22=30 ; d20+17=35 ; d20+17=18 ; d10+16=20 ; d10+16=21 ; d10+16=21 ; d10+16=20 ; d10+16=21 ; Wednesday December 1st, 2010 2:18:15 PM
"heh ... back to da kennel .... funny Bro "
Working in tandem with his brother .... Kazak attacks the same hound ...(#5) ....
" yous got it Druid .. weez gonna cover da bears flank " growls Kazak
the stone blade arc tracing smoky trails the the air ...... smashing the hound ....with deadly precision ...
1st smash d20+32=44 damage d10+16=20 2nd smash d20+27=47 crit hit nat 20!! damage d10+16=21 crit roll d20+27=47 nat 20 !!again !! damage d10+16=21 3rd smash d20+22=30 damage d10+16=20 4th smash d20+17=35 crit hit !! damage d10+16=21 crit roll d20+17=18 missed
total damage 20, 21 , 21 , 20 , 21 (Kazak has cleave feat so hopefully he can attack next hound also )
"Eh bro ... side by side ... dese here doggies don't stand an orcs chance againist us ..... "
Active Magic Shield of Law (From Rash) 16/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
OddHolme Round 24 [DM SteveK] d20+20=21 ; Wednesday December 1st, 2010 2:59:13 PM
ooc: Shield of Law has been in effect for 17 rounds. 1 round remaining
Xenia wiggles dexterously around the wafting miasma and checks out the balcony and the meeting space under the huge grass dome. The invisible rogue sees that the balcony opens up at the top of a huge circular area that looks a lot like the inside of a circus big top. A series of circular benches line the walls all the way around the domed area and enclose a hard-packed earthen floor. In the center of this floor, a thirty foot tower of iron stands. Her skilled ears pick up the sonorous sounds of someone speaking inside the Iron Tower, but the meaning of the words is unclear.
Peerimus and Yorrick take shots at the departing Balor, both of which connect and give it some minor wounds, but most is shrugged off by the fiendish nature of the foe.
Yorrick moves forward and strikes with two powerful claws, seriously wounding one Warhound.
Peerimus also attacks Hound 3, and once it sprawls lifelessly in the corridor, turns on the next one, critically wounding that evil lupine!
Durgan concentrates on a Hound behind Yorrick, striking three times hard!
Rash heals Torgon and getting him back into the fight. She then pulls her staff of storing out and waits for the big lug to get out of the way.
Torgon's eyes re-focus and he casts Divine Power before moving down the hallway while angrily pulling his chain out. He is hemmed in from the corridor by Peerimus, but can still strike past the druid.
Working in tandem with his brother, Kazak pulverizes one hound in 2 strokes before taking a step and beginning to work on Hound #6 ....
........................
The Gorgon tries to gore Yorrick, but it would take a miracle for the monster to draw blood.
The Nessian Warhounds press the attack! Hounds #1, 2, and 4 all breathe a maximized firey cone 15 feet out, bathing Torgon, Peerimus, and Yorrick in fire. Torgon, Peerimus, and Yorrick take 24, 24, and 24 fire damage. Reflex Dc 21 for half. Supernatural bypasses Spell Resistance. Do your own adjustments from any fire resistance.
More Nessian Warhounds leap in behind the bear and dwarves, and they too try to attack with a maximized fiery breath. Yorrick and Kazak take 24, 24, and 24 fire damage. Reflex Dc 21 for half. Supernatural bypasses Spell Resistance. Do your own adjustments from any fire resistance.
There is no obvious attack out of the mist from Mr. X. Where he may be is unknown, lost somewhere in the mist (if indeed the demon is still there at all).
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead 6 Babau dead
Huge Fiendish Gorgon 1 dead Huge Fiendish Gorgon 2 AC 32 42/? Mr. X (Balor) AC 39 30/ ?
Nessian Warhound1 AC 24 Nessian Warhound2 AC 24 99/122 Nessian Warhound3 dead Nessian Warhound4 AC 24 Nessian Warhound5 dead Nessian Warhound6 AC 24 41/122 Nessian Warhound7 AC 24 Nessian Warhound8 AC 24
The Dark Rogue whirls and begins making her way back. Luck is with her, and she ghosts safely through two walls, coming to the center of the web filled stairway where she reads from the scroll in her hand.
Through the strands of webbing, Xenia can spy the door before her as it springs open, compelled by the power of the magic. "UP HERE! I'VE FOUND THE CEREMONY!" she shouts "IT'S IN AN IRON TOWER. BUT WE NEED SOMEONE TO BREAK THROUGH TWO DOORS!"
+++++++++++++++++++++++++++
50% rolls for Blinking through Two Walls 64 and 91 / Both pass UMD Autosuccess (Even with a 1 that's 28 vs DC23 for Scroll of Knock) Door at AX52 Pops open
Peerimus AC 50/54 vs evil HP 206/206 and Yorrick AC 50 HP 121/160 d20+21=22 ; d3=2 ; d20+21=28 ; d20+21=27 ; d20+20=31 ; d20+20=22 ; d20+20=39 ; d20+20=36 ; d20+20=24 ; d20+20=25 ; d20+25=36 ; d20+25=39 ; d20+20=21 ; d20+15=19 ; d20+10=11 ; 3d6+35=41 ; 3d6+35=46 ; d20+25=32 ; 3d6+35=48 ; d20+25=37 ; d20+25=30 ; d20+23=31 ; 3d6+18=30 ; d6=3 ; d6=5 ; Wednesday December 1st, 2010 9:53:25 PM
Peerimus hears Xenia, "Excellent work!" The flames roar past the Solar, none leave a mark due to his protections [Reflex 22/28/27 Dmg 24-10/14-10/14-10 Protection Fire takes 22]
Fire rages from all sides about Yorrick. the great bear manages to spin and duck away from the brunt of all of them. [Reflex 31/22/39/36/24/25 Dmg 72-43=39]
Peerimus strikes at Hound 2, trying to put it down so he can start to move out of Torgons way [PA 7 Hit AC 36/39/21/19/11 Dmg 41/46] Cleave 32 dmg 48 If Hound 2 falls Peerimus moves 5 forward
Yorrick strikes out at the Gorgon, but only gets a single strike [Hit AC 37/30/31 Dmg 30 plus 3 fire plus 5 cold]
"Everyone start moving towards Xenia."
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 98/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn On Hasted 4/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 0/120, Protection Lightning 84/120, Freedom of Movement, Stone Skin, Animal Growth 22 minutes, Shield of Law from Rash
Change shape, damage reduction 15/epic and evil, Regeneration 15, Resistance to electricity 10 and fire 10, Spell resistance 32 •Darkvision out to 60 feet and low-light vision. •Immunity to acid, cold, and petrification •+4 racial bonus on saves against poison. •Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.) •Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active
Torgon AC: 39 HP : 173(192)/186 d20+15=20 ; d20+15=16 ; d20+15=27 ; d20+26=35 ; d20+21=39 ; d20+16=30 ; d20+11=28 ; d20=4 ; 2d6+33=35 ; 2d6+33=39 ; 2d6+33=43 ; 2d6+33=36 ; 2d6+33=44 ; d20+26=33 ; d20+26=27 ; d20+26=28 ; d20+26=41 ; d20+26=39 ; 2d6+33=44 ; 2d6+33=42 ; 2d6+33=38 ; 2d6+33=39 ; 2d6+33=42 ; Wednesday December 1st, 2010 9:56:37 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Stoneskin, Duration 110 minutes, DR 10/adamantine up to 110 hp (20 used). Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 85 rounds True Seeing, duration 66 rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 18 rounds
Torgon manages to avoid the majority of the hit from only one of the three breath weapons, but fortunately his fire protection spell absorbs the damage.
Torgon launches his chain past Peerimus at hound number two, going to hound seven if two drops. (Attacks power attacked by 7)
Attack 1: hit ac 35 Damage: 35 Attack 2: hit ac 39 Damage: 39 Attack 3: hit ac 30 Damage: 43 Attack 4: hit ac 28 Damage: 36 Cleave attack if needed: 4 + either 26,21,16,11(depending on swing) Damage: 44
Torgon will take an AoO whenever the opportunity arises with his 15' reach. AoO if needed: 33,27,28,41,39 Damage: 44,42,38,39,42.
Torgon AC: 39 HP : 173(192)/186 Wednesday December 1st, 2010 9:58:18 PM
(darn simultaneous posts. If Peerimus drops hound two, Torgon will take a 5' step and lay into hound 4, then 7.)
Rash 176/160 AC 46 Wednesday December 1st, 2010 11:24:05 PM
Rash will use the miracle stored in her staff to again cast a stone to flesh spell on Firn'gaer. She calls out to the mage, "If you become stone again, I am going to make you a fountain in Heranmar and the water is going to pour out from somewhere totally inappropriate! Now make yourself useful!"
Rash then takes off flying calling out to Xenia, "Coming dear!" Not sure how much height I am going to need or how much is available to get past folks so I will let the DM place me.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2!, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*!, Divine Power!, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport*, Righteous Might!, Spell Resistance, True Seeing x 2!, Flame Strike!, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law!, Discern location, Spell Immunity Greater, Monster summoning 8! Ninth: Power Word Kill* Miracle!, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes shield of law 18/18 rounds everyone including the elementals get +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will) divine favor 5/10 (+6 luck bonus to hit and damage) divine power 15/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 15/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
quicken rod lesser 2/3 quicken rod 2/3 miracle from staff
Kazak Stonewall Ac 36(40 vs Chaos) Hp 94/229 d20+17=29 ; d20+17=24 ; d20+17=28 ; d20+32=50 ; d20+32=34 ; d20+27=30 ; d20+22=42 ; d20+22=27 ; d20+17=37 ; d20+17=30 ; d10+16=22 ; d10+16=20 ; d10+16=17 ; d10+16=25 ; d10+16=19 ; d10+16=25 ; d10+16=25 ; Thursday December 2nd, 2010 9:11:50 AM
Grimacing as the flames dance around him ..... but the dwarf maganges to avoid the worst of it .... thanks to Rash's magics ....(takes 3x12=36)(reflex saves 29,24,28)
" My turn doggie " and the dwarven warrior stone blade smashes the hound to pulp .....
(attacks hound #6 then moves onto hound #8)(Kazak has cleave feat)
1st smash d20+32=50 crit hit !! damage d10+16=22 crit roll d20+32=34 damage d10+16=20 2nd smash d20+27=30 damage d10+16=17 3rd smash d20+22=42 nat 20!! crit hit damage d10+16=25 crit roll d20+22=27 damage d10+16=19 4th smash d20+17=37 nat 20 !! crit hit dmage d10+16=25 crit roll d20+17=30 damage d10+16=25
Total damage 22,20,17, 25, 19 , 25 , 25 =143
"Come on bro take care of da little doggie .. we gotta clear da way to help Xxenia .... she's found something important .... and time is short .... to stop da Demon girl"
Active Magic Shield of Law (From Rash) 17/18 rounds +4 deflection bonus to ac and +4 resistance bonus on saves, spell resistance of 25 vs chaotic creatures, protection from mental influences from chaotic creatures, and finally when hit by a chaotic creature, it has to make a save or be slowed like the spell (dc 27 will)
Xenia makes her way back through a Stinking Cloud, two Arcane Locked doors, a corridor of mist, a stairway of web, and casts a Knock spell to open the first door she blinked through. Above the din of battle, she shouts her findings at the top of her lungs.
Peerimus hears Xenia, and the druid begins focusing the Children on the objective while he and Yorrick work over some hounds. His first strike slays Hound #2, but his followup cleave misses in the mist. His last strike is true, creating a huge bruise on Hound #4.
Yorrick strikes out at the Gorgon, but only gets a single strike with a paw.
Torgon launches his chain at the hounds, slaying Hound #2 and wounding #1; the mist concealing the Hounds and causing two strikes to go astray.
Rash will use the miracle stored in her staff to again cast a stone to flesh spell on Firn'gaer before flying off towards Xenia. The cleric only skims the ground but has to stop short behind Torgon. Even by squeezing, she will be unable to find a space for herself amid all her allies and enemies. (ooc: 60 foot move with squeezing = 30 feet, can't stop in a place without being in someone elses space. Ie movement stops) Firn'gaer make Fort DC 15 save or die from Stone to Flesh transformation
Kazak's stone blade smashes at the hound in front of him. While the fog gives the Hound the space for a breath, it is not much more than that. The pup is a pulp.
........................
The Gorgon tries to gore Yorrick, but it would take a miracle for the monster to draw blood.
The Nessian Warhound #1 ignores the insurmountable odds, slavering through the fog and leaps on Peerimus, missing with evil looking teeth. (ooc: no AOOs possible because of mist)
The two Warhounds facing Kazak leap in but do nothing more than drool on his armor.
Flashing in the center of the melee is another magical assault from Mr. X; an area Greater Dispel Magic. Unlike the weakened dispels earlier, this spell bypasses all Spell Resistance and attacks the spells on the heroes directly! (ooc: Dispel Magic and Greater Dispel Magic are not subject to Spell Resistance. My fault earlier.) Peerimus, Yorrick, Torgon, Firn'gaer, Kazak, and Durgan are affected with highest level spell attacked first[b]
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead 6 Babau dead
Huge Fiendish Gorgon 1 dead Huge Fiendish Gorgon 2 AC 32 62/? Mr. X (Balor) AC 39 30/ ?
Nessian Warhound1 AC 24 81/122 Nessian Warhound2-5 dead Nessian Warhound6 AC 24 41/122 Nessian Warhound7 AC 24 Nessian Warhound8 AC 24
Growling and shouting and lots of other stuff drifts in from the door to the corridor outside. Sure sign, those sounds are, that the Chaos Guys don't got Horn Guy and his pals killed down yet. Best work on clearing the way.
The girl rogue reaches into her haversack and pulls out a kit of tools wrapped in butter soft deerskin. Inside are picks and shims, tiny hooks on long thin wires, the tools of the trade. Looks like time to try this the old fashion way. Xenia pulls out a pick and a tension wrench and begins working away.
+++++++++++++++++++++++++++
Note: Because of the time required to extract the Thieves Kit from her haversack, the door should not open until half way through next round.
Torgon AC: 39 HP : 173(192)/186 Thursday December 2nd, 2010 4:54:22 PM
OOC: (need a DM ruling. My ring of Counterspells has a greater dispel magic in it. The item says that "should that spell ever be cast upon the wearer, the spell is immediately countered." My question would be that although it's an area dispel, would it not still be being cast upon Torgon, and at that point be immediately countered as a spell, sparing myself and everyone else from the effects?)(Or because it's an area effect, does it not apply, and the ring not go off?)
I am pretty sure that the ring only goes off when the spell is targeted on you. Rash has the same ring with the same spell in it and I think this has come up before. George
SteveK Yep, George is right. Sorry Chris.
Rash 176/160 AC 46 Thursday December 2nd, 2010 11:18:45 PM
OOC Steve, If the creatures we are fighting were summoned by the Balor, they would also be effected by the greater dispel magic right?
DM SteveK you are absolutely right. None of the creatures are affected by the greater dispel magic. :-) Clue: that is an indicator of something, too.
Al: In some of the details of the post there are several mentions of a tearing sound. I have taken that to be dimensional rips. These creatures are coming through the dimensional rips and are therefore not summoned.
Another assumption of mine is that it is the ceremony that is causing these rips. If we stop the ceremony, it is possible that we will be able to stop the creatures coming through as well.
Rash 176/160 AC 46 Friday December 3rd, 2010 8:53:04 AM
OOC "Waiting on Torgon's post. Hopefully he will move into the room so Rash can do something effective this round! hint hint hint!
Kazak Stonewall Ac 36(40 vs Chaos) Hp 94/229 d20+32=41 ; d20+27=43 ; d20+22=25 ; d20+17=35 ; d20+17=33 ; d10+16=26 ; d10+16=23 ; d10+16=24 ; d10+16=26 ; d10+16=25 ; Friday December 3rd, 2010 8:58:47 AM
The battle tested dwarf keeps moving forward .... the stone blade smashing the hounds as he tries to clear the way to follow Xenia.....
" better run while ya can doggies .....yous no match for me and my blade " growls Kazak as he again lays heavily into the hound (#7)
"Durgan wake up ..... hit da doggie so we can follow Xenia ... we gotta get to da Demon girl before she does something real bad "
no Active Magic
Torgon AC: 39 HP : 173(192)/186 d20+26=31 ; d20+26=29 ; d20+26=45 ; d20+26=40 ; d20+26=39 ; d20+26=33 ; 2d6+33=45 ; 2d6+33=41 ; 2d6+33=42 ; 2d6+33=41 ; 2d6+33=40 ; 2d6+33=45 ; Friday December 3rd, 2010 9:14:35 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 84 rounds True Seeing, duration 65 rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 17 rounds
Torgon moves out into the main room so Rash can get by.(can't figure out where I can go, so DM's choice, preferably next to an opponent.) Torgon will then swing once at whatever target is in range.(Attacks power attacked by 7)
Attack 1: hit ac 31 Damage: 45
Torgon will take an AoO whenever the opportunity arises with his 15' reach. AoO if needed: 26,45,40,39,33 Damage: 41,42,41,40,45.
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, SR18 d20+14=20 ; d20+29=34 ; 18d6=60 ; d20+14=16 ; Friday December 3rd, 2010 2:02:04 PM
[Fort Save DC20, but with the way the die roller hates me, I expected a 1.]
Firn'gaer sends a Chain Lightning Bolt, casting defensively (DC34), targeted at the Gorgon and arcing to the hounds. Chain Lightning: Reflex DC25, Damage: 60 primary, 30 secondary targets
Rash 176/160 AC 46 Friday December 3rd, 2010 3:06:38 PM
Rash smiles when she sees the Firn'gaer get into action. If she has room she will move over to Kazak and cast a heal spell on him. Giving him 150 more hitpoints to play with. "Swat these things down. I am heading to Xenia to see what she found. Firn'gaer, you should follow me. I have a feeling that we will need you casting ability to shut this thing down."
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2!, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*!, Divine Power!, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport!*, Righteous Might!, Spell Resistance, True Seeing x 2!, Flame Strike!, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2!!, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law!, Discern location, Spell Immunity Greater, Monster summoning 8! Ninth: Power Word Kill* Miracle!, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes divine favor 6/10 (+6 luck bonus to hit and damage) divine power 16/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 16/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con)
quicken rod lesser 2/3 quicken rod 2/3 miracle from staff
Peerimus AC 21/25 vs evil HP 146/146 and Yorrick AC 50 HP 121/160 d20+26=29 ; d20+26=44 ; d20+24=28 ; 3d6+18=26 ; d6=3 ; d6=2 ; d20+21=39 ; d20+21=25 ; d20+16=30 ; d20+11=28 ; 2d6+24=32 ; 2d6+24=29 ; 2d6+24=35 ; 2d6+24=35 ; Friday December 3rd, 2010 10:01:06 PM
Yorrick contnues to try and take out the Gorgon [AC 29/44/28 Dmg 26 plus 3 fire plus 2 cold]
Peerimus finds himself much more vulnerable, but knows casting another Shapechange to be a temporary slolution. The Balor would simply bring iit down again. "Firngaer, can you seal off Mr.X with a wal of force or Wall of Stone?" Peerimus strikes at the Hound directly in front of him [PA 5 AC 39/25/30/28 Dmg 32/29/34/35] THe Blackthorn staf slams repeatedly into the head and side of the hound, breaking bone and pulverizing tissue. Peerimus takes a 5' step back after delivering his last strike
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 98/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn On Hasted 4/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 0/120, Protection Lightning 84/120, Freedom of Movement, Animal Growth 22 minutes, Shield of Law from Rash
Durgan Stonewall (AC 39; HP 195/284) Friday December 3rd, 2010 11:41:44 PM
"My brother, smashing stuff is your department, and Xenia said sumthin about some doors. Get on up there and take it down. I'm goin the other way to hold the back."
Durgan retrieves a potion from his haversack, then moves across in front of Peerimus and Yorrick before drinking it. "Now druid, I'll hold them off while ye get everyone up there."
Actions: get potion from haversack(free action), move, drink. (enlarge person)
OddHolme Round 26, (revisited Hero Actions) [DM SteveK] d100=84 ; d100=71 ; d100=79 ; Monday December 6th, 2010 11:35:00 AM (ooc: Because of the small corridors and fog, there are 5 of 7 PCs that can't complete the action they want. To head off frustration, I'm posting only PC actions. If a Player wants to change his hero's action from what is below, go ahead and post.
I will post Round 27 tomorrow. ..........
Xenia works to clear the way for the others, pulling out her Thieves Tools and gets ready to pick the lock at the top of the webbed stairs.
Kazak keeps moving forward, his stone blade smashing another Hound to the hard-packed earth of the corridor floor.
Torgon wants to move, but with Peerimus, Firn'gaer, and Yorrick in the way, there is no place for him to go and strike out at the same time. And so the warrior stands where he is, lashing out again and again with his chain until the Hound is slain. (ooc: 1- Squeezing past friendly's cost double move, there is nowhere for Torgon to get to in 30 feet of move. 2- since Torgon didn't move, DM used the rolled AoOs as a full round action to kill the Hound.)
Firn'gaer wants to cast a spell, but can't see the Hounds or Gorgon clearly enough to target the enemy! (ooc: fog gives 50% miss and unable to target for beings more than 5 feet away.)
Rash wants to heal Firn'gaer, but can't squeeze past Torgon who can't squeeze past Peerimus and Firn'gaer. At least, they can't squeeze past and conduct other actions at the same time...
Yorrick gives the Gorgon another wound. The armored bull looks nowhere close to death, but with the bear striking and the gorgon not, it is only a matter of time. The question lays in whose side does time help?
Peerimus calls for a different tactic and looks for an enemy to strike before withdrawing. It appears either action is a possibility, but with the Hound already dead, not both.
Durgan retrieves a potion from his haversack (move action), then moves across in front of Peerimus and Yorrick (move action) before drinking it (next round). He reminds everyone that he is best at defense and can keep rear guard while the others attack the real target.
Torgon AC: 39 HP : 173(192)/186 Monday December 6th, 2010 2:38:49 PM
OOC: I'm good with that. Thanks.
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, SR18 Monday December 6th, 2010 9:53:13 PM
Firn'gaer will use Mage's Lucubration to recall his Empowered Fireball.
Durgan Stonewall (AC 39; HP 195/284) Monday December 6th, 2010 9:54:00 PM
OOC- thats fine. For some reason, I thought retrieving an item from a haversack was a free action
Rash 176/160 AC 46 Monday December 6th, 2010 11:18:04 PM
Rash will use her greater teleport to teleport to Xenia. Sorry Kazak but I guess you will need a healing potion
OddHolme Round 27 [DM SteveK] 10d6=28 ; d20+20=21 ; d20+20=37 ; Tuesday December 7th, 2010 4:49:32 PM
Xenia works to clear the way for the others, pulling out her Thieves Tools and gets ready to pick the lock at the top of the webbed stairs. Amazingly enough, the door springs open at the first touch! door is open!
Kazak keeps moving forward, his stone blade smashing another Hound to the hard-packed earth of the corridor floor. Since Rash can't get to the dwarf, no healing spell arrives.
Torgon wants to move, but with Peerimus, Firn'gaer, and Yorrick in the way, there is no place for him to go and strike out at the same time. And so the warrior stands where he is, lashing out again and again with his chain until the Hound is slain. (ooc: 1- Squeezing past friendly's cost double move, there is nowhere for Torgon to get to in 30 feet of move. 2- since Torgon didn't move, DM used the rolled AoOs as a full round action to kill the Hound.)
Firn'gaer will use Mage's Lucubration to recall his Empowered Fireball.
Rash casts greater teleport to teleport to Xenia. As the magical spell whisks her away, tremendous forces clash and flare in that 'otherspace' of teleportation. A maelstrom of magic singes Rash and she arrives at the base of the stairs Xenia is at with wisps of smoke and burn holes in her clothes. The cleric immediately understands that the battle between the Chaos-Tattooed demon and the Power Sargrass has entered a new level... it would be VERY dangerous for any extra dimensional travel right now. Maybe that is why none of the demons have been teleporting about? Rash takes 28 epic fire damage, no save, no resistance
On the good side of things, Rash is now next to Xenia!
Yorrick gives the Gorgon another wound. The armored bull looks nowhere close to death, but with the bear striking and the gorgon not, it is only a matter of time. The question lays in whose side does time help?
Peerimus calls for a different tactic and looks for an enemy to strike before withdrawing. It appears either action is a possibility, but with the Hound already dead, not both.
Durgan retrieves a potion from his haversack (move action), then moves across in front of Peerimus and Yorrick (move action) before drinking it (next round). He reminds everyone that he is best at defense and can keep rear guard while the others attack the real target.
........................
The Gorgon tries to gore Yorrick, but it would take a miracle for the monster to draw blood.
The last Hound leaps insanely at Kazak, failing to make a mark on the well-armored dwarf.
Mr. X again seems content to stay in the misty shadows, and, other than keeping the heroes under observation, does no overt attack...
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead 6 Babau dead
Huge Fiendish Gorgon 1 dead Huge Fiendish Gorgon 2 AC 32 93/? Mr. X (Balor) AC 39 30/ ?
"Hey, Momma Rash," the rogue spares a moment over her shoulder for a greeting before stepping through the door and attacks the second door. Xenia is on the proverbial roll. Waard, god of fortune and tricksters has blessed her with luck to augment her skill. This door falls as easily as the other.
"It's open!" Xenia throws the door open. "Go, Momma Rash. Go."
Kazak Stonewall Ac 36(40 vs Chaos) Hp 94 /229 and not healed ;-( d20+32=35 ; d20+27=39 ; d20+22=41 ; d20+22=24 ; d20+17=31 ; d10+10=18 ; d10+10=11 ; d10+10=13 ; d10+10=15 ; d10+10=13 ; Tuesday December 7th, 2010 9:48:05 PM
With one last hound in the way .... the dwarven warrior keeps plodding forward .....his stone blade keeping in step
damage should of been +16 and not the +10 i rolled , i just added the +6 to damage afterwards
" Ima clearing da way Peerimus ..... it should be clear to follow Xenia ....."
Rash 148/160 AC 46 Tuesday December 7th, 2010 10:43:47 PM
Rash starts patting the small flames out wincing at some of the blisters being raised and looks at Xenia and asks, "What am I supposed to do when I get there child? Please enlighten me. Am I supposed to fight something. Tear something down? What? I am not equipped to tear down a tower my dear." While Xenia explains, Rash decides to bring in some reinforcements wondering if it will work. She will summon an earth elemental to show up next round
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2!, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*!, Divine Power!, Restoration x 2, Sending, Dismissal, Magic Weapon Greater Fifth: Teleport!*, Righteous Might!, Spell Resistance, True Seeing x 2!, Flame Strike!, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2!!, Dispel Magic Greater x 2 Seventh: Greater teleport*, Empowered cure light mass, Monster summoning 7, Restoration greater x2 Eighth: Phase door* Shield of law!, Discern location, Spell Immunity Greater, Monster summoning 8! Ninth: Power Word Kill* Miracle!, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes divine favor8/10 (+6 luck bonus to hit and damage) divine power 18/18 base attacks is 18, +6 strength, 18 temp hps) righteous might 18/18 (double size to large size, +4 to natural ac, damage reduction 15/evil +8 Str +4 Con) Spell immunity
quicken rod lesser 2/3 quicken rod 2/3 miracle from staff
Peerimus AC 21/25 vs evil HP 146/146 and Yorrick AC 50 HP 121/160 d20+26=35 ; d20+26=40 ; d20+23=26 ; d20+18=26 ; d20+18=33 ; 3d6+18=30 ; 3d6+18=27 ; 2d6=5 ; 2d6=5 ; Tuesday December 7th, 2010 11:02:04 PM
Peerimus deactivates his boots, as the opponent that was just there gets cut down. With Rash gone temporarily, The druid fills in. Moving to Kazak he touches the dwarf. "Mother tend your wounds", he whispers move to himself as he casts the Heal spell I got your 150 right here brotha "Kazak, forget the dog and move through that door! Torgon take out the Hound. We need to be moving towards Xenia."
Yorrick continues to trade blood for air with the Gorgon. This time two of the great bears strikes connect. [Hit AC 35/40/26 Dmg 30/27/ plus 5 Fire plus 5 Cold]
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: (2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, (2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 98/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn Off Hasted 4/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 0/120, Protection Lightning 84/120, Freedom of Movement, Animal Growth 22 minutes, Shield of Law from Rash
Torgon AC: 39 HP : 173(192)/186 d20+26=31 ; 2d6+33=41 ; d20+26=38 ; d20+26=37 ; d20+26=46 ; d20+26=42 ; d20+26=41 ; d20+26=30 ; 2d6+33=38 ; 2d6+33=36 ; 2d6+33=44 ; 2d6+33=45 ; 2d6+33=39 ; 2d6+33=39 ; Wednesday December 8th, 2010 8:33:34 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 83 rounds True Seeing, duration 64 rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 16 rounds
"Got it Peerimus, one dead hound coming up."
Torgon moves out into the main room, getting as close to the hound as he can.Torgon will then swing at the hound once.(Attacks power attacked by 7)
Attack 1: hit ac 31 Damage: 41 Torgon will take an AoO whenever the opportunity arises with his 15' reach. AoO if needed: 38,37,46(42 to confirm),41,30 Damage: 38,36,44(99 if crit.),39,39.
OddHolme Round 28 [DM SteveK] d100=53 ; d100=45 ; d100=63 ; d100=51 ; 12d6=50 ; d100=91 ; d20+20=37 ; Wednesday December 8th, 2010 1:37:36 PM
Xenia is on a roll, picking locks as fast as a child eating candied fruit.
Kazak's stone blade rings as the last Hound is sliced four times! (DM rolled fog miss chances, all hit)
Rash listens to Xenia's scouting report and attempts to perform a Summoning spell. Within seconds, she knows something is wrong. The spell rips open the fabric of reality, burning everything in a 10 foot radius of Rash! Rash lose spell, and takes 50 epic fire damage, no save, no resistance. Xenia Reflex DC 25 or 50 epic fire damage, no resistance (improved evasion normally) .
On a good note, all the webs are burned off the stairs!
Peerimus deactivates his boots, and casts the Heal on Kazak.
Yorrick continues to trade blood for air with the Gorgon.
Torgon moves out into the main corridor, gets close to the hound, and delivers the killing blow.
........................
The Gorgon tries to gore Yorrick, but it would take a miracle for the monster to draw blood.
Mr. X is nowhere to be seen or felt in the misty shadows beyond the Yorrick/Gorgon battle.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead 6 Babau dead 8 Nessian Warhound dead
Huge Fiendish Gorgon 1 dead Huge Fiendish Gorgon 2 AC 32 160/? Mr. X (Balor) AC 39 30/ ?
"Whoa!" The rogue tucks into her cloak at the first sign of fire, lifting her head when it passes. "That didn't happen last time."
When all appears safe, Xenia tucks away her kit of tools, and takes out a scroll.
"Careful, there's a powerful stench on the other side of the door," she warns. "Bring tears to your eyes. Oh, hi, Fernie. This opens onto a balcony that looks down on the Center Meeting area. In the middle is a big iron tower, and in the tower you can hear chanting. I'm thinking that's where Snake Girl's hid herself out."
+++++++++++++++++++++++++++
Reflex 37 vs DC25 (No damage /Evasion) Put away Thieves Tools Take out Scroll
Kazak Stonewall Ac 36 Hp 229 /229 feeling better ;-) Wednesday December 8th, 2010 9:02:14 PM
" Moving forward to da stairs ..." Growls Kazak
The dwarven warrior charges through the doorway ... heading to the stairs .....following the voices of Rash and Xenia .....
[thanks for the heal Peerimus ] ;-)
Peerimus AC 21/25 vs evil HP 146/146 and Yorrick AC 50 HP 121/160 d20+26=40 ; d20+26=28 ; d20+24=27 ; 3d6+18=31 ; d6=1 ; d6=4 ; Wednesday December 8th, 2010 9:02:18 PM
Torgon kills the hound and Peerimus moves on past, through the door and to Rash and Xenia. Peerimus nods as Xenia lays out the territory and casts Shape Change, but keeps his current form
Yorrick continues to trade blood for air with the Gorgon. Striking only once, the Gorgons fortune to continue to survive is impressive. [Hit AC 40/28/27 Dmg 31 plus 1 Fire plus 4 Cold]
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: *(2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, *(2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 98/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn Off Hasted 4/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 0/120, Protection Lightning 84/120, Freedom of Movement, Animal Growth 22 minutes, Shield of Law from Rash
Durgan Stonewall (AC 39; HP 195/284) Wednesday December 8th, 2010 10:52:51 PM
Durgan drinks his potion. (enlarge) The now enlarged dwarf then takes a step closer to the Gorgon, and readies to try his axe against the formidable creature.
Actions: drink potion, move
Active effects: enlarge
Rash 146/160 AC 37 4d8+18=38 ; Thursday December 9th, 2010 8:06:32 AM
Rash's battle magic fades and she shrinks back down to normal size. She looks at Xenia and says, "I guess we better do this smart instead of bold." She starts to pat out even more scorched marks and continues, "Doesn't look like I am summoning any help either."
Rash burns a sending spell to cast a cure critical on herself getting back 38 hitpoints.
She will then call to the others, "Hurry up! We need to finish this before more bad things appear!"
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2!, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*!, Divine Power!, Restoration x 2, Sending!, Dismissal, Magic Weapon Greater Fifth: Teleport!*, Righteous Might!, Spell Resistance, True Seeing x 2!, Flame Strike!, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2!!, Dispel Magic Greater x 2 Seventh: Greater teleport!*, Empowered cure light mass, Monster summoning 7!, Restoration greater x2 Eighth: Phase door* Shield of law!, Discern location, Spell Immunity Greater, Monster summoning 8! Ninth: Power Word Kill* Miracle!, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes divine favor 10/10 Spell immunity
quicken rod lesser 2/3 quicken rod 2/3 miracle from staff
Torgon AC: 39 HP : 173(192)/186 d20+26=27 ; d20+26=43 ; d20+26=34 ; d20+26=44 ; d20+26=28 ; d20+26=27 ; 2d6+33=39 ; 2d6+33=39 ; 2d6+33=41 ; 2d6+33=39 ; Thursday December 9th, 2010 11:24:24 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 82rounds True Seeing, duration 63 rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 15 rounds
Torgon is about to head after the group when he realizes that leaving Durgan and Yorrick back here by themselves with Mr. X running around is not a great idea. He moves to AQ/AR 49/50(or closer to the Gorgon if he can) and swings once.
"Let's finish off this thing quickly and catch up to the others." he says to Durgan
Attack 1: hit ac 27. Nat 1--miss Damage:
Torgon will take an AoO whenever the opportunity arises with his 15' reach. AoO if needed: 43,34,44,28,27--nat 1 again. Damage: 39,39,41,39.
Kazak Stonewall Ac 36 Hp 229 /229 feeling better ;-) Thursday December 9th, 2010 10:53:43 PM
The dwarven warrior continues to charge towards Rash and Xenia's position !!
OddHolme Round 28 [DM SteveK] d100=90 ; d100=3 ; Friday December 10th, 2010 1:43:49 PM
Firn'gaer flies a few feet over in the misty corridor.
Xenia tucks away her kit of tools, and takes out a scroll.
Kazak charges through the doorway, following the voices of Rash and Xenia. Hustling through the darkness, the dwarf is halfway up the stairs on the far side of the room.
Peerimus moves through the door and casts Shape Change, but keeps his current form. He also sees the darkened room, the stairs and the open door where Xenia just picked the lock.
Yorrick continues to trade blood for air with the Gorgon. The monster is starting to feel the effects of its wounds.
Durgan drinks his potion. The now enlarged dwarf takes a step closer to the Gorgon, and readies to try his axe against the formidable creature.
Rash casts a spontaneous cure critical on herself.
Torgon moves closer to the Gorgon and delivers a blow that only sweeps the cloying mists.
........................
The Gorgon breathes again, a greenish fog that covers Yorrick, Durgan, and Torgon. All three Fort Dc 23 or be turned to stone!
No other enemy actions are seen or felt.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead 6 Babau dead 8 Nessian Warhound dead
Huge Fiendish Gorgon 1 dead Huge Fiendish Gorgon 2 AC 32 196/? Mr. X (Balor) AC 39 30/ ?
Gray is Fog -- 5' away 20% miss. 10' away 50% miss -- can't target by sight Yellow is Lighted Areas -- only can see in these areas
Torgon AC: 39 HP : 173(192)/186 d20+21=34 ; d20+26=30 ; d20+21=37 ; d20+16=26 ; d20+11=19 ; 2d6+33=38 ; 2d6+33=37 ; 2d6+33=36 ; 2d6+33=40 ; d20+26=42 ; d20+26=38 ; d20+26=43 ; d20+26=28 ; d20+26=32 ; 2d6+33=38 ; 2d6+33=40 ; 2d6+33=40 ; 2d6+33=39 ; 2d6+33=39 ; Friday December 10th, 2010 5:52:29 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 81rounds True Seeing, duration 62 rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 14 rounds
Torgon shakes off the effects of the Gorgons breath weapon(dc 34), and swings away at the creature, hoping to take it down even though he cannot really see it.
Attacks(pa 7): hit ac 30, 37, 26, 19 Damage: 38,37,36,40
Torgon will take an AoO whenever the opportunity arises with his 15' reach. AoO if needed: 42,38,43,28,32. Damage: 38,40,40,39,39.
Xenia (AC31, HP107/109) Friday December 10th, 2010 6:14:25 PM
"Lets clear the air." Xenia reads from the scroll, and, as it crumbles, points her dark gloved fingers in the direction of the center of the Meeting Area. A powerful wind flows from her hand, sweeping away the Stinking Cloud.
Then, the dark rogue moves through the door and flies out over the edge of the balcony. The floor of the Central Meeting area drops away below.
+++++++++++++++++++++++++++
UMD Autosuccess (Min 28 possible vs DC22 for Gust of Wind)
Kazak Stonewall Ac 36 Hp 229 /229 feeling better ;-) Friday December 10th, 2010 9:58:05 PM
His boots pounding the stairs ..... Kazak reaches the top ..... quickly zig zagging through the doorways .... finally moving to the left as he exits the door ..... taking up a readied position ..(moves to Bd 49)
Barking out what he sees to the others coming up the stairs behind him .....
Peerimus AC 21/25 vs evil HP 146/146 and Yorrick AC 50 HP 121/160 d20+28=33 ; d20+26=28 ; d20+26=42 ; d20+24=29 ; 3d6+18=33 ; d6=4 ; d6=6 ; Saturday December 11th, 2010 7:53:58 PM
Yorrick roars through the fog [Fort 33] and continues mauling the gorgon [Hit AC 28/42/29 Dmg 33 plus 4 Fire Plus 6 Cold]
"I need some light in that room without any of us being in it. Peerimus begins casting a Heightened Firestorm
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: *(2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, *(2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 98/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn Off Hasted 4/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 0/120, Protection Lightning 84/120, Freedom of Movement, Animal Growth 22 minutes, Shield of Law from Rash
Rash 146/160 AC 37 Sunday December 12th, 2010 11:56:09 PM
Rash leaps into the air, following Xenia with her own fly spell. Rash refrains from casting any other spells but she goes over her inventory both memorized and what she has available on scroll. She shakes her head and says to Xenia, "We need to get this battle finished! Costing me to much in magic. Can't believe I had to use two miracles on Firn'gaer."
OddHolme Round 30 [DM SteveK] d100=99 ; d100=41 ; Monday December 13th, 2010 11:49:34 AM
Torgon shakes off the effects of the Gorgons breath weapon and swings away at the creature, yet by putting more strength in his swings, less of them strike, and only one snap of the chain scores the huge gorgon. It totters, but is still on its legs!
Xenia clears the air of the upstairs room with a Gust of Wind allowing her companions to easily move through the dark to the more spacious central meeting place. The rogue then flies out into the darkness beyond the balcony. Her True Seeing pierces the darkness, noting that there are still no creatures or illusions that she can see. Only the large empty space with stadium seating and three large doors at floor level. Many smaller doorways are visible in the walls around the top of the stadium-like area, similar to the balcony that Xenia just flew out of. And at the center of the area is the squat iron tower.
Kazak runs, his hobnailed boots pounding the stairs, breath like a bellows. With a grace belieing his squat bulk, he eels through two doors and stands guard in the dark room. The dwarven brother sees a small bare room with a balcony looking out on a great darkness (beyond 60 foot darkvision).
Yorrick roars through the fog and finally clubs the Gorgon to the earth with a last meaty paw!
Peerimus is in the darkness of a room. He hears Xenia and Kazak calling out what they see and knows there is at least a set of stairs, three doors, a hallway, and another room before he can target the central meeting place. By the sounds of the half-elf and dwarf, at least one is already in the largest room! (ooc: are you sure Peerimus wants to begin a Heightened Firestorm spell in this little room?)
Rash leaps into the air, following Xenia and weaves through the stair, door, foggy corridor, door, empty room, balcony, darkened meeting area with alacrity. Her own True Seeing spell allows the cleric to see the same thing that Xenia does.
........................
No enemy actions are seen or felt.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Dazed: The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead 6 Babau dead 8 Nessian Warhound dead 2 Huge Fiendish Gorgons dead
Gray is Fog -- 5' away 20% miss. 10' away 50% miss -- can't target by sight Yellow is Lighted Areas -- only can see in these areas
Xenia (AC31, HP107/109) Monday December 13th, 2010 6:12:45 PM
"We need to get in, Momma Rash." Floating in the air near the balcony, the dark rogue assesses the situation. "We can take the subtle approach," she suggests. "But, I'm betting just trying to bash our way in would be quicker."
Still, trained in ways of subtlety, Xenia jets across the intervening space to the corner of the tower and begins an examination of the exterior, her eyes skimming quickly over the structure for obvious entrances.
Sure, there are quieter ways to slip in, ways that speak of great finesse. But, there are just some days when you could really do with a big old adamantine axe.
+++++++++++++++++++++++++++
Hide 66 (Taking 10 w/Skill Mastery; -5 Penalty for full speed; +20 for Invisible) Move Silently 34 (Taking 10 w/Skill Mastery; -5 Penalty for full speed) Spot 44 (Taking 10 w/Skill Mastery) Listen 40 (Taking 10 w/Skill Mastery)
Kazak Stonewall Ac 36 Hp 229 /229 feeling better ;-) Monday December 13th, 2010 10:52:24 PM
"Well its ain't like we gonna neak up and surprise dem now ..... so lets make some light and see what crawls outa dem shadows .. " growls Kazak stepping to the balconeys edge (5'ft move)
Reaching into one of his magical quivers .. he withdraws a couple sundrods ....striking them againist his armor he tosses them to the sides of the tower .... (BM-45 AND BM-51)
Sunrod This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.
Durgan Stonewall (AC 39; HP 195/284) d20+26=30 Tuesday December 14th, 2010 12:09:00 AM
"Allright Torgon, off ye go to the others, and take Yorrick with ye. I'll be following, don't ye worry."
Durgan will wait till everyone heads up the stairs, then follow last.
OOC- fort vs turn to stone = 30
Rash 146/160 AC 37 d20+11=26 ; Tuesday December 14th, 2010 5:08:28 PM
Rash follows along with Xenia searching the skies, ground and area (true seeing) for any potential foes or problems (spot check 26) She says to Xenia, "Try and find a way in dear but we need to wait for the others to catch up. I don't think we are going to be able to handle whatever we find inside by ourselves.
Rash will content herself to follow along with Xenia protecting her back while she searches.
OddHolme Round 31 [DM SteveK] 6d6=24 ; 12d6(1+6+4+2+5+6+4+5+1+4+6+6)=50 Tuesday December 14th, 2010 5:12:57 PM
Xenia jets across the intervening space to the corner of the tower, crossing two magical barriers and suffering their effects! The first assaults her inherit 'goodness' and the second also preys on that trait. Xenia takes 24 damage, save Will DC 25 for half. Xenia also save Will DC 25 or unable to move closer to the Tower. Xenia, Durgan, Rash: Spellcraft DC 17 Highlight to display spoiler: { Forbiddance and Repulsion spells}
Xenia if make 2nd Will Save Highlight to display spoiler: {The square Iron Tower is 30 feet high and has one door on the south side and one trapdoor on the roof. Three arrow slits are visible 25 feet up on each of the four sides.}
Kazak reaches for a couple sundrods (move) and lights them up (standard) preparing to throw them in a couple of seconds (2 throws = full round next round). He can clearly see the empty room he is in.
Durgan will wait till everyone heads up the stairs, then follow last.
Rash follows along with Xenia searching the skies,and falls into the same spelltrap! Rash takes 50 damage, save Will DC 25 for half. Rash also save Will DC 25 or unable to move closer to the Tower.
........................
No enemy actions are seen or felt.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead 6 Babau dead 8 Nessian Warhound dead 2 Huge Fiendish Gorgons dead
First pain, and then some weerdo force that pushes her away. Xenia fights against both, gritting her teeth and battling through. Against both, she triumphs.
The dark rogue moves over the roof and out of line with the arrow slits before calling out. "Trapdoor on the roof. Arrow slits. All sides. High up. One door. South side," she calls in an brief abbreviated fashion before turning her attention to the trapdoor and its surroundings.
While her ears remain alert for signs that someone from inside might be coming out, Xenia's keen eyes scan the surface of the roof for traps.
+++++++++++++++++++++++++++
Will 29 vs Forbiddance DC24 Will 35 vs Repulsion DC25
Hide 66 (Taking 10 w/Skill Mastery; -5 Penalty for full speed; +20 for Invisible) Listen 40 (Taking 10 w/Skill Mastery) Search 37 - Area of the Trapdoor (Taking 10 w/Skill Mastery)
Peerimus AC 21/25 vs evil HP 146/146 and Yorrick AC 50 HP 121/160 Tuesday December 14th, 2010 8:23:16 PM
Peerimus mistaking where he was abandons the Firestorm,it was going to be little more than a light show anyway. Activating his boots he moves to Kaza, Whistling loudly for Yorrick to do his best to follow. [move to BE/50]
hearing Xenia and rash call out, "Can you disarm them Xenia, or should be simply barge through?"
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: *(2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, *(2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 98/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn Off Hasted 4/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 0/120, Protection Lightning 84/120, Freedom of Movement, Animal Growth 22 minutes, Shield of Law from Rash
Torgon AC: 39 HP : 173(192)/186 Tuesday December 14th, 2010 8:34:20 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 79rounds True Seeing, duration 60 rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 12 rounds
Torgon turns and heads after the others now that the Gorgon is dead. "C'mon Yorrick. The battle is not done yet."
Kazak Stonewall Ac 36 Hp 229 /229 Tuesday December 14th, 2010 10:47:19 PM
Overlooking the carvernous room ...... and hearing the pounding on the stairs ..... " dis little room can't hold all of us ... better do something quick before i get squashed "
Taking that to heart the dwarf steps forward and leaps over the railing of the balconey ..... with a sunrod still held in each hand ...." its only stone .... it can't hurt dat much " growls Kazak as the floor hurtles closer .....
Hopefully landing on his feet .....he moves forward ( not sure how high the balconey is ;-) ..... looking about the dwarven army sergeant spins about in 360 degree turn .....finally Kazak just sticks the sunrods in his boots ..... too many dark places i'ma going gonna keep where i am lit up like mages practicing fireballs ......... " nice target i make myself "
Rash 146/160 AC 37 d20+22=24 ; d20+22=29 ; d20+8=25 ; Thursday December 16th, 2010 8:55:55 AM
Rash runs into a wall and stops cold for a second. She exerts her will and pushes through experiencing some pain as she does. (first save missed but rerolled using hero point) Rash follows Xenia still watching her back. She will call out to the others warning them of the defensive spells in place naming them forbidence and repulsion. (knowledge check of 25)
She catches up to Xenia asking, "How do we get in?"
OddHolme Round 32 [DM SteveK] d6=3 ; Thursday December 16th, 2010 11:31:32 AM
Xenia moves over the roof out of sight from the arrow slits and reports her findings. She keeps alert for a sortie and scans the roof for traps.
before calling out. "Trapdoor on the roof. Arrow slits. All sides. High up. One door. South side," she calls in an brief abbreviated fashion before turning her attention to the trapdoor and its surroundings.
While her ears remain alert for signs that someone from inside might be coming out, Xenia's keen eyes scan the surface of the roof for traps. There appear to be none.
Peerimus moves to Kazak and whistles for Yorrick to follow.
Yorrick's rolling gate gets the bear squeezed through the first door and he places his paws on the stairs.
Torgon also squeezes through the door. Between the minotaur and bear, they nearly fill the room.
Kazak hops off the balcony to the stadium-like seating a mere 10 feet down. Kazak take 3 falling damage He sticks the Sunrods in his boots and they light up the area. He brightly lights up the western portion of the open area, the Iron Tower illuminated full of shadows.
Rash pushes through the Forbidence and Repulsion effects, telling the others of the spells and effects as she catches up with Xenia.
Durgan (as previously stated) keeps rear guard and gets everyone through the door before he will go himself. ........................
No enemy actions are seen or felt.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead 6 Babau dead 8 Nessian Warhound dead 2 Huge Fiendish Gorgons dead
Gray is Fog -- 5' away 20% miss. 10' away 50% miss -- can't target by sight Yellow is Lighted Areas -- only can see in these areas
Xenia (AC31, HP95/109) Thursday December 16th, 2010 11:55:27 AM
"In through here, Momma Rash," Xenia whispers, jerking open the trapdoor in the roof. "Go. I'll make sure the south door is safe for the others."
With a backward kick, the dark rogue drops over the edge of the tower, descending from the roof to the door in the south. From ten feet above the ground, she prepares to perform another search for traps.
+++++++++++++++++++++++++++
Open Trapdoor / Move down the south side of the tower to the South door.
Hide 66 (Taking 10 w/Skill Mastery; -5 Penalty for full speed; +20 for Invisible) Listen 40 (Taking 10 w/Skill Mastery)
Position: BR50(?? Move / Not sure of the distance. Don't know where the trapdoor is. - Currently 10ft Elevation)
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, SR18 Thursday December 16th, 2010 1:00:51 PM
Firn'gaer moves to keep up with the others. He moves up to Peerimus's position.
Kazak Stonewall Ac 36 Hp 226 /229 Thursday December 16th, 2010 10:55:31 PM
Moving forward towards the tower the dwarven warrior moves to the left of the tower ....(moves to BP-45) ..
" maybe i can draw any fire . " growls Kazak to himself " keep em bust before da others get here "
Atcive magic Sunrods x2 in boots
OddHolme Round 33 [DM SteveK] Friday December 17th, 2010 1:32:12 PM
ooc: I'm beginning the 2 weeks of Christmas for the Wold in this post. Historically, this means no one gets penalized for not posting, and no character can get killed. Next 2 weeeks is just for fun.
.................
Xenia jerks open the trapdoor in the roof, but is unable to go inside because something is blocking the way. In fact, it is coming out!
Firn'gaer moves to keep up with the others. He nimbly flies past the heaving bulk of Torgon and Yorrick as those stalwarts paused in the stairway room, enabling him to get to Peerimus.
Torgon continues to follow after the others, waiting for Yorrick to move out of the way if he needs to in order to proceed.
Kazak moves towards the tower, perhaps to draw fire...
Peerimus moves from the small room (DM move) in order to let the larger members of the Children get through the confined spaces.
Yorrick and Durgan (from earlier intentions) continue to squeeze their way through corridors too small for their bulk. The great bear actually gets into the bare room at the top of the stairs with only a dozen hanks of hair left on corners and niches.
........................
The trapdoor that Xenia opened is full of a bristly cross of close branches and pine needles. It stirs, and then pushes its way through the trapdoor. Much greater than the size of the door, it fills the area, and squeezes up to stand a full 30 feet up at the top of the tower. Bits of string and wire hang haphazardly from the tall pine. A large green-furred hand shoves the conifer completely out of the trapdoor where it stands as the rest of the pot-bellied monster wriggles half-way out. A permenant snarl is on its face; white eyes too big, nose almost lost on its bulging muzzle.
It seems rather surprised to be face-to-face with Xenia and Rash!
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead 6 Babau dead 8 Nessian Warhound dead 2 Huge Fiendish Gorgons dead
Gray is Fog -- 5' away 20% miss. 10' away 50% miss -- can't target by sight Yellow is Lighted Areas -- only can see in these areas
Xenia (AC31, HP95/109) Friday December 17th, 2010 3:48:59 PM
"Dave?" The voice of the invisible rogue calls out the name of the guy who had come into the Giggling Ghost each year, packing with him a large tree from which had hung oodzillions of magic presents. "Nah. Couldn't be."
Xenia cautiously backs away from the tree-wielding, Pig-Faced Guy, simply stepping over the edge and floating down to the door in the southern face of the tower. Here, she runs her eyes quickly over the door in search of harmful traps.
+++++++++++++++++++++++++++
Move down the south side of the tower to the South door.
Hide 66 (Taking 10 w/Skill Mastery; -5 Penalty for full speed; +20 for Invisible) Search 44 (Taking 10 w/Skill Mastery)
Position: BR50(25ft Move / Currently 10ft Elevation)
Peerimus AC 21/25 vs evil HP 146/146 and Yorrick AC 50 HP 121/160 Friday December 17th, 2010 10:12:39 PM
Peerimus casts Stone sShape, creating a much larger hole in the wall next to the door. Opening a 32 cu ft hole in the wall. With the appearance of the tree wielding giant, the druid pauses to consider what this strange turn of events here may mean
6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, *Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: *(2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, *(2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 98/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn Off Hasted 4/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 0/120, Protection Lightning 84/120, Freedom of Movement, Animal Growth 22 minutes, Shield of Law from Rash
Kazak Stonewall Ac 36 Hp 226 /229 Friday December 17th, 2010 11:09:23 PM
Not sure of what to make of the newest threat ....
" What by stone is dat thing .... some type of demon tree ?? " growls Kazak " Hey Durgan getcha ya axe ready "
Durgan Stonewall (AC 39; HP 195/284) Saturday December 18th, 2010 12:25:52 AM
"It's sharp as always. I'm just wondering what happened to that big fella with the sour attitude. Figured he woulda tried to attack us as we moved on up this way."
Torgon AC: 39 HP : 173(192)/186 Saturday December 18th, 2010 11:31:59 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 77 rounds True Seeing, duration 58 rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 10 rounds
Torgon follows after the others, and he then pulls to a stop next to them, and looks at the odd creature before them. "Rash? Firn'Gaer? anyone?" He has chain in hand, but holds back until he sees what transpires.
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, SR18 d20+8=24 ; d20+34=36 ; d20+14=31 ; d20+29=39 ; d20+12=31 ; Monday December 20th, 2010 8:27:24 AM
Firn'gaer scans the large chamber for magic and invisible or masked things of interest. He also looks at the new creature. He will call out what he knows.
OddHolme Round 34 [DM SteveK] Monday December 20th, 2010 11:35:19 AM
There must be some magic in the air. For very quickly, all the heroes are in the huge common chamber and guaging the actions of the large strange green-furred, pot-bellied creature who is still holding the 30 foot conifer tree in one hand.
Firn'gaer tries to identify, be it an Outsider, Aberration, Undead, or even diety. Despite his extensive knowledge, he hasn't a clue as to what the creature is (which is in itself a determination of sorts)
Xenia wonders for a second if the new creature is Dave, the jovial barbarian from the Giggling Ghost, but quickly dismisses the thought. She slips down to the door to check it out for traps.
The other heroes hold and assess what this unusual creature may herald.
.....................
The green-furred creature holds aloft the great tree in a single hand and jumps from the roof of the Iron Tower. "Not more greed, not more whats, not more thingamajigs and such! You won't take it, I won't flinch, I won't budge a single inch!"
It waves the 30 foot tree about with the agility of a short sword.
Xenia (AC31, HP95/109) Monday December 20th, 2010 2:36:00 PM
"You're not with them, are you?" With her eyes still on the southern door and its frame, the dark rogue tosses the question over her shoulder. "I mean, with Snake Girl and her group of Invaders From the Demon Plane. Are you?"
"Sorry, not 'zactly polite. Hang on." The rogue quickly completes her search before turning to address Tree Guy. "Dunno if you can see me or not. Act-shully, hoping not. But I'm Xenia," she says, and the invisible girl gives her signature hand wave. Just in case.
"We're the Chaos Guys. We all do good. We're here to beat a demon rush. We'll crush you down if you get rough. Though for peaceful folk we're like the dove. Okay sure, I like my piles of stuff. But, Ain't a thing here, though, I'd trade for love."
A sigh comes from a patch of air near the door. Wynn would like this. He did the rhyming and meter thing better than she.
+++++++++++++++++++++++++++
Continue Searching Southern Door for traps. Open door if not trapped.
Hide 66 (Taking 10 w/Skill Mastery; -5 Penalty for full speed; +20 for Invisible) Search 44 (Taking 10 w/Skill Mastery)
Position: BR50(25ft Move / Currently 10ft Elevation)
"Not more greed, not more whats, not more thingamajigs and such! You won't take it, I won't flinch, I won't budge a single inch!"
Torgon AC: 39 HP : 173(192)/186 Monday December 20th, 2010 4:21:20 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 76 rounds True Seeing, duration 57 rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 9 rounds
The Minotaur stares at the big green furred creature with his mouth open, and at a loss for words for a moment. He then says "seriously?" and begins to chuckle which turns to a wholehearted laughing roar. "He fights with a tree? That cannot be." He manages to get out as he laughs harder and continues to try and rhyme between gasping for air. "The demons below are those whom you you need, we are good, and honest and pure of deed."
At that, he can't take it anymore, and doubles over with tears running down his face.
Xenia (AC31, HP95/109) Monday December 20th, 2010 7:56:13 PM
"You're as cuddly as a cactus, You're as charming as an eel!!!"
Xenia shouts out the words with an odd and disturbing abruptness.
"Now ... why did I say that?" muses the voice of the invisible girl.
Durgan Stonewall (AC 39; HP 195/284) Monday December 20th, 2010 10:57:10 PM
"I think I need some ale"
OddHolme Round 35 [DM SteveK] Tuesday December 21st, 2010 12:07:06 PM
The green-furred humanoid glares at Torgon, Durgan, and the space where Xenia is hiding with googlie red-rimmed eyes. "Demons is what they are, all those Whats from near and far. They keep Yule for themselves and share it not with dwarves or elves."
The monologue of the pot-bellied thing is interrupted when the doors at the ground level of the common area burst open and a stream of three foot high humanoids run in, going full tilt towards the Iron Tower. Thier cherubic faces are charicatures of benevolence and good humor, and each carries a platter or bowl piled impossibly high with a wide range of roasts, puddings, fruits, and other foods. "He stole the Yule Tree!" They shout in high squeeky voices, "Help us or no one in the Wold gets Yule this year!"
The green monster swings the tree as it sheds pine needles. The little creatures respond by grabbing spoons of pudding, bars of sugary food, and slides of meats. No one looks to be in the mood for any talking.
The COC note that as soon as the little creatures arrived, a shimmering has filled every door, window, or other opening in the Tower and Common Area. There is no possibility of moving out of the line of fire...
"Fah who for-aze!" The cry from a far distant land fills Xenia's mouth. "Dah hoo dor-aze!" Whipping the newly handcrafted magic bow from her back, the rogue takes careful aim at the weapon of the tree wielding Green Guy.
Twang ... Thwanko!
The arrow strikes at just the right angle. It would take a powerful foe indeed to keep hold of the tree now.
+++++++++++++++++++++++++++
Disarm 53 ([+22/+17/+12 RAB, +2 Magic, +7 Artisan's Gift, +1 Pale green Ioun Stone, +2 for Strike as Invisible due to Blinking ... or ... Invisibility, +1 for Point Blank Shot.) 20% Miss chance 76 / Pass
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking
Rash 146/160 AC 37 Tuesday December 21st, 2010 4:33:52 PM
OOC Sorry for the missed posts. My long list of excuses range from work to health to family emergencies. Been a strange couple of days to say the least.
Rash moves forward menancing the tree wielding green large goblin with her sword. "Put that tree down you you....you grinch! How could you steal the Yule tree!? Don't you want any roast beast? I bet you would be invited to the feast if you just ask nicely and put away the hate in your heart. Who knows, your heart might even grow!"
OddHolme Round 35 [DM SteveK] Wednesday December 22nd, 2010 2:17:23 PM
Xenia's expert shot startles the large green monster and it drops the Yule Tree. It strikes the ground and slowly topples over to lay full length on the floor. The Whats cheer and fling pudding into the air. "YAY!"
The curmudgeonly monster glares at Xenia and stoops to pick the tree up again, and then shakes off the Whats that had clambered on the tree. "You don't understand, you don't see, that these Whats aren't meant to be. It's they who are wicked, it's THEY who are bad, it's THEY who will steal Yule from each Mom and Dad!"
Peerimus AC 21/25 vs evil HP 146/146 and Yorrick AC 50 HP 121/160 Wednesday December 22nd, 2010 3:48:01 PM
Peerimus's head pivots in screwed up confusion bot as far to the left as it ever has. Is now really the best time for a joke Father the unasked question streams through his mind. The Druid moves into the room becomning a Solar as he does so. He floats into the air and closes on the tree wielding creature. "How do they steal the Yule from those who do not own it?" he asks. the druid then aims a question at the others smaller creatures, "And how could the theft of a tree prevent the Yule?"
-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, *Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: *(2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, *(2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 98/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn Off Hasted 4/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 0/120, Protection Lightning 84/120, Freedom of Movement, Animal Growth 22 minutes, Shield of Law from Rash
"All I see's them having fun. Them Whats on first were just climbing 'round. Prove it now, is what I say," she fires an arrow. "Fram, gone astray!"
+++++++++++++++++++++++++++
Disarm 36 Natural 1 ([+22/+17/+12 RAB, +2 Magic, +7 Artisan's Gift, +1 Pale green Ioun Stone, +2 for Strike as Invisible due to Blinking ... or ... Invisibility, +1 for Point Blank Shot.)
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking
OddHolme Round 36 [DM SteveK] Friday December 24th, 2010 9:19:13 AM
Pudding, condencsed milk bars, and thick slabs of bone-in meat are flung from over a hundred spoons and hands from equally hundred bowls and platters. The Whats seem to spray the area around the green-furred humaniod indiscriminately. Where the food strikes floor and the walls of the Iron Tower, it leaves streaks of sauce and fat that looks very slippery, sticky, and lumpy all at once. (Combination Grease, Tanglefoot, and Difficult Terrain within 30 feet of the tree holder) Where the food conglomeration strikes, the effect is more serious; the acrid smell of acid and a puff of smoke with burned green fur attests to the deadly affect of the rich food!
"That's right! Make him let go! He stole our tree! Please help us poor small folk against a monster so big!" The cherubic-faced Whats shout and call and encourage the heroes on.
The huge wounded green-furred pot-bellied creature winces in pain and strikes back with a shout at the Whats to the north. "I HATE YOOOUUUUU!" The mighty wind of his cry bowls over the Whats to the north like lawn pins and they skid across the floor until they are piled up against the north wall. It doesn't stop the other Whats who are still surrounding the monster on 3 sides. Its big goggly eyes glare balefully at Peerimus and the voice of Xenia. "Proof you ask that Whats steal and seeking the Wold for Yule to repeal and that I am working for all people's weal, but I have none save this appeal. Proof I have none, nor have I might to back my words of what is right. If you have not the faith and trust, then do as you will do as you must."
The green-furred monster slips on some grease and falls hard on its backside in the middle of the food barrage.
Xenia (AC31, HP95/109) Saturday December 25th, 2010 8:15:51 AM
"Stars! Wouldja lookit what they done with that food! Don't think I ever seen a sight so rude, that's shaken me from this rare and jolly spirit. Lookit the slop! I don't wanna get near it."
The girl rogue, now visible, draws back and into herself. She shakes her head, as though to clear it, as though to shake off an enchantment. And, when she next speaks, it is tentative, listening to her own voice for change.
"You know ... I'm thinking ... we should just stay outta this one. We don't know nothing 'bout this feud, and this ain't what we come here for. Whew. Glad to kick that rhyming stuff. I say we just stay back and let them kill each other down."
+++++++++++++++++++++++++++
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking
OddHolme Round 36 [DM SteveK] Tuesday December 28th, 2010 12:36:08 PM
with no assistance coming, the Whats quickly overwhelm the green-furred monster and claim the pine tree. The entire floor is now covered in food; puddings, bones, sticky fudgie stuff. (The floor is a combination Grease, Tanglefoot, Difficult Terrain effects)
The green monster is just an acidic goo on the floor. The Whats seem immune to thier own food, not slowed down in the slightest. As they claim the tree, it is festooned with lights, baubles, and ... and Toys! The Whats gleefully grab the presents off the tree and dance around the tree shouting and banging the toys about. "Mine, Mine, Mine!"
Xenia (AC31, HP95/109) Tuesday December 28th, 2010 1:49:44 PM
"Yeah, alright!" Hovering in the air up above the flame headed rogue makes shooing motions to clear off the weerdo little Whatsiswhats. "Alright. You got your stuff. Now clear off. This is a danger area. Lotta deadly business gonna be goin on here soon. Don't wanna be kilt down now. Shoo! Take your stuff and go."
Yeesh.
+++++++++++++++++++++++++++
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking
OddHolme Round 36 [DM SteveK] Wednesday December 29th, 2010 7:56:05 PM
Hooting and dancing, the Whats claim thier tree and run out the doors, leaving the sticky mess behind.
(Next post on Monday. Returning to our regularly scheduled program)
Xenia (AC31, HP95/109) Thursday December 30th, 2010 8:31:26 AM
Whew. The dark rogue breaths a silent sigh of relief. "Dunno what it is 'bout them. Those little guys sorta give me the feebee weebles."
"So ... where were we?"
"Oh yeah."
Ensuring that the southern door is devoid of traps, the dark rogue opens the door.
+++++++++++++++++++++++++++
Search 37 (Taking 10 w/Skill Mastery)
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking
OddHolme Round 37 [DM SteveK] Monday January 3rd, 2011 1:34:14 PM
During the unusual entrance, combat, and exit of the green-furred giant humanoid, the cherubic-faced Whats, and the undecorated Yule Tree, the following events have occurred...
- All the Children of Chaos have managed to squeeze through the confining cooridors and are in the main common room of OddHolme. This room appears to be a huge domed amphitheater, complete with stadium-like benches for sitting around a wide open area at the bottom. In the center of the open area, a 30 foot tall Iron Tower stands.
- The fight of the Whats and Green Fur resulted in the floor of the common area completely covered in sticky gooey food items that makes it very difficult to walk and nearly impossible to run. Difficult Terrain, double movement, no charging. Anyone trying to walk must make DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
- Xenia has heard chanting coming from inside the Tower and has not found any traps at the Trapdoor or Door of the Iron Tower. There are arrow slits on each side of the Iron Tower, but no movement or attacks have come from that direction.... Yet.
- There are four large doors at ground level to the Common Area and in the balcony area there are many smaller doors. The COC heroes arrived through one of the balcony doors.
Xenia attempts to open the Iron Tower door and fails. It is locked fast. Intuitively, Xenia realizes that only a Command Word from the owner will be adequate to open THIS door.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead 6 Babau dead 8 Nessian Warhound dead 2 Huge Fiendish Gorgons dead
Gray is Fog -- 5' away 20% miss. 10' away 50% miss -- can't target by sight
Yellow is Birght Lighted Areas -- See as normal. Further out is Shadowy Light; Concealment
Floor of Common Room: Difficult Terrain, double movement, no charging. Anyone trying to walk must make DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more will fall prone.
Xenia (AC31, HP95/109) Monday January 3rd, 2011 3:15:25 PM
"This one down on the south side ain't opening!" Blink through. That would be the trick. But the dark girl's rogue senses ring an alarm bell in her head. So close to their objective, it sounds like a bad idea. Sounds like a very bad idea.
Instead, she flies back up. Cresting the roof level once again, Xenia turns to Momma Rash. "So, guess the question is, how we gonna get the others up to the top of this here tower?" Then she whispers to one of her rings again, and ... disappears.
Torgon AC: 39 HP : 173(192)/186 Monday January 3rd, 2011 4:50:51 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 73 rounds True Seeing, duration 54 rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 6 rounds Fly: Duration: 50 rounds.
Torgon looks at the sloppy slick mess on the ground, and thinks to himself "forget that.". He then pulls a potion of Fly from his Haversack, and drinks it.
"I'll be over in a second. Is there a way we can get in?" he calls out to the three heroes already at the tower.
Peerimus AC 50/51 vs evil HP 205/205 and Yorrick AC 50 HP 121/160 d20=11 ; d20+4=17 ; d20+17=31 ; 3d6+50=60 ; Monday January 3rd, 2011 9:35:13 PM
Yorrick begins moving across the now food slicked surface, pausin to run a great tongue over the floor to scoop up some of the sweet mashed goodies [Balance check 17]
Peerimus shifts to a Solar and floats across to the iron tower and knocks. [PA 15 Hit AC 31 Dmg 61 Roller stops at 50 Peerimus has +51 with Full PA] "If we cannot enter perhaps we can encourage the owner to exit."
-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, *Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: *(2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, *(2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 98/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn, Shapechange Off Hasted 4/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 0/120, Protection Lightning 84/120, Freedom of Movement, Animal Growth 22 minutes, Shield of Law from Rash
Durgan Stonewall (AC 39; HP 195/284) Monday January 3rd, 2011 9:35:56 PM
Durgan looks up at the top of the tower where some are flying about, with a sour look on his face. "Hurf! I can get up there, but should I? Is there a way in?"
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, SR18 Monday January 3rd, 2011 10:14:13 PM
Firn'gaer flies to the tower. "I can try to disintegrate a hole in the side of the tower, if you'd prefer not approach through the only obvious entry."
Kazak Stonewall Ac 36 Hp 226 /229 Monday January 3rd, 2011 10:37:12 PM
The dwarven warrior stands mouth agape as the tree wielder and the whats scatter and leave ..... " that was different .... now what ?"
"Ok ok .... how do we git into dat metal tower ... ?? "
Stepping closer (5'ft move) (Bp-46) Kazak kicks the metal tower tower ...." anybody home ?"
OddHolme Round 38 [DM SteveK] d4=1 ; d20+20=35 ; Tuesday January 4th, 2011 4:15:51 PM
Xenia flies up to the top of the Iron Tower, talks to Rash and disappears.
Torgon drinks a flying potion to avoid the sticky mess on the floor.
Yorrick slowly moves across the now food slicked surface, pausing occasionally to eat some of the sweets. They are delicious.
Peerimus shifts to a Solar, floats across to the iron tower, and smashes a great dent in its side.
Durgan sourly looks at the food and the others flying over. Neither option feels right to the dwarf.
Firn'gaer flies to the tower. "I can try to disintegrate a hole in the side of the tower, if you'd prefer not approach through the only obvious entry."
Kazak gets his wits together and kicks the metal tower tower ...." anybody home ?"
..................................... A rumble reverberates from the Iron Tower, and multi-colored ribbons of light begin to scintillate across the common area from the arrow slits. Yet nothing comes out.
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
2 Huge Nightmare dead Nalfessnee dead 2 Hezrous dead 6 Vrocks dead 4 Fiendish Rapke dead 6 Babau dead 8 Nessian Warhound dead 2 Huge Fiendish Gorgons dead
Gray is Fog -- 5' away 20% miss. 10' away 50% miss -- can't target by sight Yellow is Bright Lighted Areas -- See as normal. Further out is Shadowy Light; Concealment Floor of Common Room: Difficult Terrain, double movement, no charging. Anyone trying to walk must make DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more will fall prone.
Xenia (AC31, HP95/109) Tuesday January 4th, 2011 4:44:22 PM
"DO IT FERNIE! I THINK THIS THING IS 'BOUT TO HIT BACK!"
"I'm goin' in through the top," the rogue says, switching to a whisper and then darting in through the trap door in the roof. Shadows are her friend. Not so the silhouettes. So as not to cast one, then, the dark girl clears the frame of the trapdoor as quickly as possible and makes for one of the corners of the room.
The Point steals information. It's the most important commodity in which she'll deal. Xenia scans the room with the Truth of her vision and shouts up and out, either the all clear, or the nature of the dangers within the top level of the Iron Tower.
Rash 146/160 AC 37 Tuesday January 4th, 2011 9:34:40 PM
ooc It has been a while but I believe Rash was at the top of the tower already. I am having trouble opening the map. Can't remember my google password! I am going to assume Rash is at the top of the tower already
Rash thinks to herself, "I have a passwall but that won't work on iron and I am afraid it will blow up in my face anyway." Rash digs into her haversack and pulls out some rope that she has had since her early adventuring days. She tries and find a way to tie it off and drops the other end down to anyone who can't fly.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2!, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*!, Divine Power!, Restoration x 2, Sending!, Dismissal, Magic Weapon Greater Fifth: Teleport!*, Righteous Might!, Spell Resistance, True Seeing x 2!, Flame Strike!, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2!!, Dispel Magic Greater x 2 Seventh: Greater teleport!*, Empowered cure light mass, Monster summoning 7!, Restoration greater x2 Eighth: Phase door* Shield of law!, Discern location, Spell Immunity Greater, Monster summoning 8! Ninth: Power Word Kill* Miracle!, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes divine favor 10/10 Spell immunity
quicken rod lesser 2/3 quicken rod 2/3 miracle from staff
Firn'gaer AC24; HP124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, SR18 Tuesday January 4th, 2011 9:54:03 PM
"Rash what do you mean blow up in your face? Did something happen? Did you try to cast a spell at the tower already?"
Firn'gaer finds himself in a dilemma not really wanting to be disintegrated by his own spell. He wonders what would happen if he did cast disintegrate at the tower. Using one of his Vizer cards from the deck of many things If his results are favorable, he will cast disintegrate on the wall of the tower opening a 10-ft section of the wall. If the results are not good, he will wait to see who needs help getting to the top of the tower.
Durgan Stonewall (AC 39; HP 195/284) Tuesday January 4th, 2011 10:29:34 PM
"So which way are we goin in then?"
OOC- Durgan has boots of teleportation that he may be willing to attempt to use (while grumbling) if we all need to get to the roof.
Peerimus AC 50/51 vs evil HP 205/205 and Yorrick AC 50 HP 121/160 d20+4=24 ; d20+18=27 ; d20+18=25 ; d20+13=32 ; d20+8=24 ; 3d6+50=63 ; 3d6+50=56 ; 3d6+50=63 ; 3d6+50=56 ; Tuesday January 4th, 2011 10:42:02 PM
Peerimus directs Yorrick to move to the south side of the Tower, below where Xenia entered and more specifically out of the goo. With a grunt and another tongue full of smashed goodies, Yorrick moves to his right and off the slippery footing. [Balance 24]
Peerimus eyes the color display, "Any ideas Firngaer? They reminded me of a Prismatic affect."
Peerimus activates his boots and unloads on the Tower [PA 15 Hit AC 27/Hasted 25/32/24 Dmg 63/56/63/56 Roller stops at 50 Peerimus has +51 with Full PA]
His voice thunders behind each great swing, "Come Out Demon or be buried in your tower! Either way your end is at hand!"
-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, *Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: *(2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, *(2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 98/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Shield of Law from Rash Fire Seed on a single Acorn, Shapechange On Hasted 3/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 0/120, Protection Lightning 84/120, Freedom of Movement, Animal Growth 22 minutes, Shield of Law from Rash
Kazak Stonewall Ac 36 Hp 226 /229 d20+32=35 ; d20+27=41 ; d20+22=33 ; d20+17=36 ; d10+16=23 ; d10+16=25 ; d10+16=24 ; d10+16=23 ; Tuesday January 4th, 2011 11:20:27 PM
Eyeing the colored lights flashing in the arrow slits ....
" ah guys didnt dat Demon girl flash lots of colors too just before she fled from us before .... after she stole our tattoo's ??"
" Might be her in dat big metal can " growls Kazak
Spotting the rope that Rash lowered .... " i think dat might take too long .....take me all day to climb up to da top of dis here can .....maybe i'll make me own door down here " ... As the dwarf eyes the metal wall ..
"Worth a try " ..... Gripping his stone sword .... in both hands he strikes at the metal tower " lets make some noise
A sudden thought dawns the Kazak .. " Hey Peerimus can any of yous rust da metal ?? you know with magics?""
4 swings , 35,41,33,36 damage 23, 25,24,23
Rash 146/160 AC 37 illegal post Wednesday January 5th, 2011 11:00:51 AM
Rash answers Firn'gaer, "I have had problems with dimensional spells like teleport and monster summoning. I am afraid that phase door might fall under that catagory since it uses the etheral plane to work. I believe your disingrate will work fine."
OddHolme Round 38 [DM SteveK] d100=33 ; d100=15 ; d20+30=37 ; d20+30=39 ; d20+30=49 ; d20+30=45 ; d20+30=36 ; d20+30=44 ; d20+25=42 ; d20+20=22 ; d20+15=32 ; d20+27=46 ; d20+30=32 ; d20+42=50 ; 2d6+15=23 ; 2d6+15=20 ; 2d6+15=18 ; 4d6+9=23 ; d3=1 ; d3=3 ; d3=3 ; 2d6+9=16 ; 2d6+9=17 ; 2d6+9=19 ; d3=1 ; d3=3 ; d3=3 ; 2d6+9=16 ; Wednesday January 5th, 2011 3:33:04 PM
Xenia tries to dart through the rooftop trap door, but finds the access is as sealed up as the front door. It looks like only a command word from the owner of the Tower will open this trap door.
Torgon flies over to the top of the tower, and prepares to follow Xenia inside the great metal structure.
Rash, standing on air 30 feet above the sticky floor and right next to the Iron Tower, digs into her haversack and pulls out some rope to help up any hero who can't fly.
Firn'gaer finds himself in a dilemma, and activates his Vizier card to resolve the problem. The chaotically strobing lights flash around the gnome wizard and siphon off all the expended magical energy of the card. It doesn't work! Not sure of what to do, the hero waits to see who needs help getting to the top of the tower. 33% spell check
Durgan eyes his boots of teleportation while waiting to see which way the group is going to go.
With a grunt and another tongue full of smashed goodies, Yorrick moves to the south of the Tower, still in the slippery footing. ooc: hard to show everything on the map. Yellow is the sunrod from Kazak. Everywhere on the floor in this room is sticky-gooey.
Peerimus looks for an explanation of the prismatic colors and attempts to activate his boots. Just like with Firn'gaer, the colors briefly surround Peerimus and siphon off the attempted magical activation! Peerimus is not Hasted! Still, the Solar-druid deals a considerable amount of damage against the Iron Tower.
Kazak has an idea about the colored lights, but decides a direct approach would be better. He smashes his sword against the Tower four times.
.....................................
The Iron Tower shudders and is rent asunder under the pounding blows of the heroes. Torn open like a paper bag, it lay in ruins. For a momrent, the multi-colored ribbons of light at the heart of the Tower streak out in a blinding flash as an inhuman feminine scream of frustration fills the air.
As the heroes blink, they see the Marilith, Treeniazlix, festooned with Chaos Tattoos and surrounded by the scintillating lights. About her is an inverted pentagram, now scorched and smudged from the twisted bits of iron that fell from the Tower. She is larger than a normal Marilith, and her baleful eyes burn with what is beyond hatred, and she lashes out with voice and six wicked swords.
"Filthy Spawn! Deluded Worms! Base creatures mewling the false piety of the ignorant! I will flay you alive and eat your livers before your eyes for a thousand years!"
Recognizing Kazak as one of the two dwarves who foiled her bid at the Center of the Southern Continent (and not noticing the invisible Xenia floating directly above her), the demon targets the stout warrior with her primary sword! Each lethal strike causes a new wound and an additional sinister attack on Kazak's body! AC 44, 42, 22miss, 32 Dam 23, 20, 18 (Total -- 61) Plus Fort DC 25 three times or 1) -1 STR, 2) -1 CON, 3) -1CON
Her five other swords reach out and strike at Yorrick, Firn'gaer, Rash, Torgon, and Peerimus once each. Yorrick, AC 37 miss Firn'gaer, AC 39 Damage 16 Plus Fort DC 25 or -1 STR Rash, AC 49 crit! 44 yes! Damage 17+16 Plus Fort DC 25 or -1 CON Torgon, AC 45 Damage 19 Plus Fort DC 25 or -1 CON Peerimus AC 36 miss
Treeniazlix's tail flips around and smacks Kazak as well. AC 32 Dam 23 Plus Trip(50) Kazak is prone
To make things even more dire, through the south door bursts the sadistic Mr. X!
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Gray is Fog -- 5' away 20% miss. 10' away 50% miss -- can't target by sight Yellow is Bright Lighted Areas -- See as normal. Further out is Shadowy Light; Concealment Floor of Common Room: Difficult Terrain, double movement, no charging. Anyone trying to walk must make DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more will fall prone.
Casting defensively (DC45), Firn'gaer casts a targeted Greater Dispel Magic at Treeniazlix.
Greater Dispel: Checks by caster level - 25th, 16th, 20th, 9th, 15th, 20th, 20th, 18th, 10th, 23rd, 26th. (not sure if we are using Pathfinder rules for this or not. if so then it would effect 4 spells at 25th level)
"Yee Awh! Snaky Girl!" The girl rogue dives into an aerial roll to gain some distance from the big critter what seems to be able to reach up so high.
Whipping around, the dark rogue halts upside down in mid-air and fires an arrow. Timed to leave the bow at just the moment that its master appears again on the material plane, the arrow streaks for a vulnerable spot at Snake Girl's neck, striking just above the clavicle.
+++++++++++++++++++++++++++
Move / Attack w/Bow
Tumble if necessary 41 Taking 10 w/Skill Mastery Hit Marlith AC40 (+22/+17/+12 [+14/+9/+4, +8 DEX]+2 Magic, +7 Artisan's Gift, +1 Pale green Ioun Stone, +2 Strike as Invisible from Blinking) 20% Miss chance for Blinking 71 / Pass Damage 5+22Sneak = 27hp damage
Position: BL46 - 30ft up (30 move)
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking
Kazak Stonewall Ac 36 Hp 142 /229 d20+21=27 ; d20+21=35 ; d20+21=26 ; d20+32=34 ; d10+16=19 ; Wednesday January 5th, 2011 9:31:45 PM
Aa look of astonishment creases Kazak's face ....as the metal tower collapses from his assault ... but it quickly turns into a big grin ...
" Hey that was easier then i thought .....and now little demon girl your next "
Suffering the blows of the Demon ....the dwarf fights off the afte effects of its blows ...(saves 27,35,26)
"Heh yous gotta do better den dat ........" as the tail slaps Kazak to the ground ..... "whoa .....well dat was sneaky .."
Peeking up from the floor ..... the dwarf spots Xenia for just an instant as she appears for her shot then winks away in a blink of an eye ...
Thinking to himself ... " I'll keep da Demon girl busy .... git her to focus on me "
Quickly scrambling to his feet (move action ) ..... the dwarf's stone blade lashes out at the demon
1st strike d20+32=34 missed
" Hey its me remember ?? we foiled ya plans back about a month ago .....and hahahaha we foiled your plans again ....... your just sooo inept ......hahahhaha..... pathetic .......foolish girl ......." taunts Kazak as he steps to his right opening alittle space between himself and his friends (5'ft move)
active magic
sunrods x2 (stuck in boots)
Peerimus AC 46/47 vs evil HP 205/205 and Yorrick AC 46 HP 121/160 d20+24=43 ; 3d6+41=50 ; d20+26=45 ; d20+26=37 ; d20+24=29 ; 3d6+18=29 ; Wednesday January 5th, 2011 10:14:19 PM
Peerimus glances over at the Balor and flies at him. 6 maybe 12 seconds...Father guide me and Mother watch over me [PA -10 Charge attack Hit AC 43 Dmg 50] [Dodge and Mobilty to the Marlyth giving Peerimus AC 52 to her AoO]
As the Solar charges he cries out to Yorrick who rars up and strikes at the snake demon [Hit AC 45/37/29 Dmg 29]
-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, *Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: *(2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, *(2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 98/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Fire Seed on a single Acorn, Shapechange Off Hasted 3/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 0/120, Protection Lightning 84/120, Freedom of Movement, Animal Growth 15 minutes,
Durgan Stonewall (AC 39; HP 233/322) Wednesday January 5th, 2011 11:07:02 PM
"AHA!" Durgan uses his boots to teleport to the other side of the 6 armed Demon. Then he activates a defensive stance. "Alright ugly, now ye got TWO dwarves ta deal with! Get her brother!"
Rash 113/160 AC 37 illegal post d20+1=8 ; d20+21=34 ; d20+22=26 ; d20+20=33 ; d8+5=12 ; Wednesday January 5th, 2011 11:11:26 PM
Rash makes her save but still winces at the sword bites deeply into her side. She is a bit at a loss on what to do. Rash decides to climb higher out of the fray to avoid the battle below and starts pulling out scrolls to cast some spells next round. She will gain another 30 in height if possible. If not she will move away from the swords horizontally. She will then do a quickened spiritual hammer spell and have it attack the demon below her.
Rolled spell resistance of 26 and ac of 33 does 12 points of damage if hits. Just looked at the ac of my target and realized I just wasted my time!
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2!, Command, Endure Elements, Comprehend Languages, Protection from Evil, Divine favor x 2 Second:Spiritual Hammer* Restoration Lesser x 2, Delay Poison, Status, Resist Energy, Aid, Silence Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Water breathing Fourth:Dimension Door*!, Divine Power!, Restoration x 2, Sending!, Dismissal, Magic Weapon Greater Fifth: Teleport!*, Righteous Might!, Spell Resistance, True Seeing x 2!, Flame Strike!, Disrupting Weapon, Dispel Chaos Sixth:Blade Barrier* Heal x2!!, Dispel Magic Greater x 2 Seventh: Greater teleport!*, Empowered cure light mass, Monster summoning 7!, Restoration greater x2 Eighth: Phase door* Shield of law!, Discern location, Spell Immunity Greater, Monster summoning 8! Ninth: Power Word Kill* Miracle!, Heal mass, monster summon 9 (2nd miracle is in spell staff which is kept in haversack
Common tactics for spells: Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 42 hours before they need to be recast. Endure elements is also cast at night as well and lasts 24 hours
Contingency: (Cast with Miracle spell) When I cast my divine power spell, righteous might is automatically cast. Spells staff (cast with Miracle) holds a miracle spell in it. Twice a day Rash can cast invisibility from the tattoo.
Rash active spells Day long spells: Endure elements, Greater magic weapon, magical vestments x 2 and long strider tongues 70 minutes shield of faith 18 minutes true seeing 18 minutes fly 18 minutes divine favor 10/10 Spell immunity
quicken rod lesser 2/3 quicken rod 2/3 miracle from staff
Torgon AC: 38 HP : 205(243)/186 d20+23=39 ; d20+31=44 ; d20+31=38 ; d20+31=37 ; d20+31=32 ; d20+31=48 ; 3d6+33=45 ; 3d6+33=45 ; 3d6+33=49 ; 3d6+33=42 ; Thursday January 6th, 2011 8:16:55 AM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 71 rounds True Seeing, duration 52 rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 4 rounds Fly: Duration: 48 rounds. Righteous Might: +8 str, +4 con, DR 5/evil, -1ac, -1att. Duration: 11 rounds
Torgon takes the hit of the Marilith sword, but shakes off the effects of the blade(save dc 39).
He then casts righteous might, and flies to a position 20' above the Marilith. "It is time for you to return from whence you came snake!" he calls out to her.
Torgon is now huge in size, with a 30' reach. He will take all available attacks of opportunity offered by the bad guys. AoO: (pa 5) 44, 38, 37, miss, 48. Damage: 45,45,49,missed,42
OddHolme Round 40 [DM SteveK] d100=25 ; d20+30=46 ; 2d6+15=21 ; d3=1 ; d20+20=33 ; d20+20=24 ; d20+20=35 ; d6=3 ; d100=25 ; d20+30=40 ; 2d6+15=22 ; d20+30=31 ; d20+30=47 ; 2d6+15=24 ; d3=1 ; d20+30=46 ; d20+25=28 ; d20+20=28 ; d20+15=34 ; d20+15=35 ; d20+25=31 ; d20+25=41 ; d20+25=28 ; d20+25=34 ; d20+25=35 ; d20+25=33 ; 2d6+15=24 ; 2d6+15=27 ; 2d6+15=17 ; 2d6+10=15 ; 2d6+10=18 ; d100=89 ; d20+30=34 ; d20+30=34 ; d4=1 ; d20+20=31 ; Thursday January 6th, 2011 4:35:41 PM
Firn'gaer casts a targeted Greater Dispel Magic at Treeniazlix. The chaotic lights dance around the gnome wizard and snuff any chance for the spell to work! The wizard then makes a slow slip in the air away, denying any opportunistic attack by the Marilith. (chaos effect -- 50% chance for any spell or magic activation to work: 25% fail.)
Xenia rolls up into the air to distance herself from the demon. Halting upside down, she lets a shaft fly injuring the demon some. Xenia can immediately tell that her arrow was not as damaging as it should have been.
Kazak 's plan is for the demon to focus on him, and so stands up, getting another sword wound for his troubles. He taunts the demon, questioning its plans, intelligence, and capability. Moving on the sticky mass of food on the floor, Kazak has to try and keep his balance or fall prone. (AOO AC 46 Damage: 21 Plus Fort DC 25 or -1 STR. Make Skill check Balance DC10 or not able to move. Fail by 5 or more and fall prone.)
Peerimus glances over at the Balor and charges the demon. Treeniazlix swats at the departing Solar, but misses. The druid slams into the demon and delivers a stinging wound. Mr. X's Unholy Aura falters against Peerimus' Solar Spell Resistance and doesn't affect him. (AOO: AC 43 miss, Unholy Spell Penetrate: 24 fail)
Yorrick rears up and strikes at the snake demon with one paw. The Unholy Aura around Treeniazlix reacts to the bear's attack! (Yorrick Fort Dc 25 or lose 3 STR0
Durgan attempts to use his boots to teleport to the other side of the 6-armed Demon, but again, the chaotic lights siphon off the magic before they work! (chaos effect -- 50% chance for any spell or magic activation to work: 25% fail.)
Rash flies straight up to get away from the flashing swords until she is 60 feet above the floor. As she leaves a sword thrusts out, punching into her leg. But now Rash is out of the immediate reach, she casts a quickened spiritual hammer which strikes but does not penetrate Treeniazlix's defenses. (AOO for moving out of threatened area, AC 40 Damage 22)
Torgon casts righteous might (and getting missed by an opportunistic sword), and flies to a position 20' above the Marilith. The huge flying minotaur takes a position to dominate the battlefield where Treeniazlix can't reach. Yet in flying up, the demon is able to swipe at the minotaur, striking his leg. (AOO1(cast a spell): AC 31 nat 1! AOO2(move out of threatened area): AC 47 Damage 24 + Fort DC 25 or -1 STR)
Ooc: I placed Torgon off to the side of the map, but he is in fact directly above Treeniazlix at a height of 35'. Ie 20 feet above the head of the Marilith
.....................................
A blaze of hatred from Treeniazlix' eyes is directed solely towards Kazak, his taunts hitting much too close to the mark for the demon. "See your own plans die on my swords, pitiful mortal!" she calls as all her attention focuses on one little dwarf... ( Primary Sword AC 46, 28miss, 28miss, 35crit35!, Dam 24, 27+17 = 68) (Secondary Swords AC 31miss, 41, 28miss, 34miss, 35, Dam 15, 18 = 32) (Tail AC 33miss)
A Quickened gesture by Treeniazlix produces a Blade Barrier floating in the air on a horizontal plane just above her head, which provides her cover from all attacks above the demon. She bares her fangs at Kazak in a horrible smile. "Now it is YOU who will fail!" [b](89% spell chance = success)
Ooc: the Blade Barrier is at 20 feet high, parallel to the ground and a 30 foot radius from Treeniazlix position. Xenia, Rash, and Torgon are currently targeting the demon through the Blade Barrier.
Mr. X spins his sword into a frenzy of movement, fanning the air around Peerimus, but not hitting once. "That's right, little man", he croons to the Solar-Druid while smiling sadistically, "make this look good!" The flaming whip is more active, but is unable to latch on to Peerimus. (Whip AC 34miss, 34miss)
A quickened shout by the Balor targets Firn'gaer, and the Power Word stuns the wizard for a few seconds. (Firn'gaer affected by Power Word Stun, Spell Penetration: 31, Stunned 1 Round)
...COMBAT ROUNDS...
- Identify active spells and count durations - Using the grid in charater movement will help with placement. - one Standard and one Movement action per post.
Treeniazlix, the Marilith AC 40 36/? (Unholy Aura; Fort DC- 25)(Blade Barrier - provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.)
Mr. X, the Balor AC 39 35/? (Unholy Aura; Fort DC- 26 )
Gray is Fog -- 5' away 20% miss. 10' away 50% miss -- can't target by sight Yellow is Bright Lighted Areas -- See as normal. Further out is Shadowy Light; Concealment Floor of Common Room: Difficult Terrain, double movement, no charging. Anyone trying to walk must make DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more will fall prone.
Firn'gaer AC24; HP108/124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, SR18 Thursday January 6th, 2011 5:02:14 PM
Firn'gaer reels from the magical boot to the head.
As the barrier of deadly spinning blades pops into existence, the dark rogue drops. She drops straight down and without hesitation. Twisting her body as one of the razor sharp translucent edges nears, she slips past, avoiding harm entirely.
Snapping to position again, the rogue fires another arrow. The shaft flies true, streaking again for the neck of Snaky Girl and ... flying straight through.
Fram. Released it in the Gray Place.
+++++++++++++++++++++++++++
Move / Attack w/Bow
Reflex vs Blade Barrier 48 (Evasion for No Damage) Hit Marlith AC44 (+22/+17/+12 [+14/+9/+4, +8 DEX]+2 Magic, +7 Artisan's Gift, +1 Pale green Ioun Stone, +2 Strike as Invisible from Blinking) 20% Miss chance for Blinking 4 / Fail
Position: BL46 - 15ft up (15 move)
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking
Kazak Stonewall Ac 36 Hp 21/229 d20+21=28 ; d20-7=1 ; d20+28=48 ; d20+28=31 ; d20+24=35 ; d20+20=40 ; d20+20=30 ; d20+16=19 ; d10+16=18 ; d10+16=26 ; Thursday January 6th, 2011 8:17:33 PM
The Demon's reflexive attack on the dwarf knocks him off balance ....(fort save d20+21=28 )(balance check d20-7=1 )
"Dem dang what's did this maybe dat tree lover was right " growls Kazak as he slips and falls to the mucky floor ....rolling onto his back ...... he peers up at the demon .....
"As long as you fail .... then we succeed " growls Kazak and fail you will "
The dwarven army sergeant has felt the bite of the deon's blades .... and knows his fate as he is stuck to the floor
"We all die sometime Demon ....... you time is short ..... cuz you will fail again " Taunts Kazak
"All your work comes to naught .... just like da metal tower your plans will crumble ..... hahahahhahaha " Laughs the dwarf at the demon "
Attacking the snake demon from the ground . (-4 penalty) the stone blade lashes out ..... finding its mark
1st strike d20+28=48 crit hit damage d10+16=18 crit roll d20+28=31 missed 2nd strike d20+24=35 missed 3rd strike d20+20 nat 20 ! crit hit damage d10+16=26 crit roll d20+20=30 missed 4th strike d20+16=19 missed
Durgan Stonewall (AC 39; HP 233/322) Thursday January 6th, 2011 8:23:26 PM
"Me brudder! Somebody help him out eh? There should be enough scrolls around to do the trick."
Durgan grumbles a long string of profanities regarding the unreliable nature of magic. Then he tries to activate the boots again. This time, if it doesn't work, he starts moving towards the demon. His axe was getting anxious.
Used: boots 1/3 remaining
Actions: activate boots to try to teleport to the other side of the demon, and activate defensive stance. If it fails, he moves towards the demon.
Torgon AC: 38 HP : 181(243)/186 d20+23=39 ; d20+33=48 ; d20+28=46 ; d20+23=34 ; d20+18=29 ; 3d6+29=34 ; 3d6+29=37 ; d20+33=40 ; d20+33=48 ; d20+33=51 ; d20+33=39 ; d20+33=48 ; 3d6+29=37 ; 3d6+29=41 ; 3d6+29=42 ; 3d6+29=42 ; 3d6+29=35 ; Thursday January 6th, 2011 10:45:08 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 71 rounds True Seeing, duration 51 rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 3 rounds Fly: Duration: 47rounds. Righteous Might: +8 str, +4 con, DR 5/evil, -1ac, -1att. Duration: 10 rounds
Torgon takes the hit of the Marilith sword, but shakes off the effects of the blade once again(save dc 39).
The Minotaur is unable to get to Kazak and swings four times at the Marilith with his good-aligned chain, hoping to blow through the Blade Barrier and give her something else to think about. Attacks: (pa by 3) ac 48,46,34,29 (2 hits) Damage: 34 and 37
Torgon is now huge in size, with a 30' reach. He will take all available attacks of opportunity offered by the bad guys. AoO: (pa 3) 40, 48, 51, 39, 48. Damage: 37,41,42,42,35
Peerimus AC 46/47 vs evil HP 205/205 and Yorrick AC 46 HP 121/160 d20+27=36 ; d20+22=35 ; d20+17=34 ; d20+28=45 ; d20+26=31 ; d20+26=41 ; d20+24=43 ; 3d6+18=29 ; 3d6+9=20 ; d20+28=38 ; d20+28=39 ; Friday January 7th, 2011 7:56:11 AM
The Balor has something in mind, Peerimus can feel it. Is he being commanded by te Marlyth? Is the switch in position too much? The druid decides he doesn't care. PA -5 Hit AC 36/35/34 But none of his strikes connect.
Yorrick growls past the magical retaliation from the Unholy Aura and attacks again. Hit AC 31/41/43 Dmg 29/20 Fort 38/39
-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 8-Level 1: ****(4) Endure Elements, Entangle, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: ***(4) Barkskin, *Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: ****(4) Protection from Energy, Daylight, *Stone shape, Sleet Storm 7-Level 4: **(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, *Greater Shillaghleh, Air Walk 7-Level 5: *(2) Animal Growth, (2) CCW, *Stone skin, Commune with Nature, Death Ward 5-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants, Wall of Thorns 5-Level 7: *(2) Heal, Ht Baleful Polymorph, Animate Plants, Greater Scrying- 5-Level 8: Whirlwind, Sunburst, Earthquake, Ht Firestorm, Finger of Death 5-Level 9: Shambler, *(2) Shapechange, Ht Finger of Death, *Ht Fire Seed
*Cast Spell Staff contains *ShapeChange
All at Caster Level 22 Active Spells Peerimus Longstrider, Pass Without trace, Endure Elements, Protection from Fire 98/120, Protection from Lightning, Freedom of Movement, Barkskin, Greater Shillahlegh, Fire Seed on a single Acorn, Shapechange Off Hasted 3/10 +1 Attack AC and Reflex save
Yorrick, Endure Elements, Passwithout a Trace, Barkskin, Bull Str, Protection Fire 0/120, Protection Lightning 84/120, Freedom of Movement, Animal Growth 15 minutes,
Rash 160/160 AC 37 d100=89 ; d20+20=26 ; Friday January 7th, 2011 2:27:57 PM
Rash sees Kazak in trouble and tries to fly to the rescue. She will maintain her height to BP44 and then drop like a rock to 25 feet in height and then cast her mass heal on all the allies she can reach (rolled 89 for spell misfire so should be good) Everyone except Durgan and Peerimus get the benefits of a heal spell and 250 hps back.
The hammer swings usely at the demon missing with a hit of 26
OddHolme Round 41 [DM SteveK] d100=83 ; d6=4 ; d6=4 ; d6=1 ; d6=4 ; 15d6=65 ; Friday January 7th, 2011 5:53:02 PM
Firn'gaer reels from the magical boot to the head.
Xenia drops through the Blade Barrier, avoiding every gleaming edge, and snaps into position to fires another arrow that flies off into the Realm of Shadow.
Kazak falls prey to Treeniazlix's blades and the What food waste on the ground. He tries to wound the chaotically imbued demon and succeeds twice. (Kazak is affected by Treeniazlix' Unholy Aura and must save Fort DC 25 twice or lose 4 STR and 4 STR)
Durgan grumbles but successfully activates his boots on a second try. The dwarf arrives on the opposite side of the Marilith and gets into his defensive stance.
Torgon tries to take some of the attention off Kazak and strikes at the Marilith with his good-aligned chain, blowing through the Blade Barrier twice to wound the demon further. (Torgon is affected by Treeniazlix' Unholy Aura and must save Fort DC 25 twice or lose 1 STR and 4 STR)
Peerimus doesn't care what the Balor has in mind, and keeps attacking without success.
Yorrick growls past the magical retaliation from the Unholy Aura and attacks again, striking with paw and tooth. (Yorrick already saves v Unholy Aura. Thanks!)
Rash sees Kazak in trouble! [ooc: DM move: Rash still needs to target Kazak and she does not have line of sight through the Blade Barrier. She will in fact only be able to target heroes on one side or the other. Assuming she is targeting herself with the Mass Heal, I felt this was a dramatic method of accomplishing the Players actions without being completely suicidal. :-) ]
The pregnant cleric flies above the Blade Barrier until close to the dwarf and then falls through the spell to the floor. Swords and pike-heads rip into the hero, but she arrives at the other side ready to cast a Mass Heal spell, nullifying all the damage done to her and healing Kazak, Yorrick, and Durgan. (Spell misfire already rolled; thank you! Rash takes 65 damage from the Blade Barrier. Rash, Durgan, Yorrick, and Kazak are healed 250 hit points and all ability damage is healed.
The Spiritual Hammer swings uselessly at the demon.
.....................................
If Treeniazlix was angry at Kazak's taunts, the fully healed dwarf standing before her makes her go nearly insane. Her eternal eyes pierce Rash, and the chaos demon has found a new target. She slithers forward to rend Rash, which gives Torgon the opportunity he looked for. Through the Blade Barrier comes the minotaur's spiked chain, ripping a patch of scales from Treeniazlix.
The demon howls as the chaos lights swarm around her wounds, tearing ever greater holes in the Marilith until there is nothing left except swirling lights of chaos. This proves the lights own undoing, for without a host to anchor to, the lights twirl and sparkle until they fade away...
Mr. X howls in triumph! "While that hag was alive, no dimensional travel was possible, but now that you have taken care of her for me, I am free to return to the Lands of Unrest! So long, suckers!"
And with that, the flaming Balor disappears! ....................
The heroes are left standing in a huge dim room. The rent Iron Tower pieces and the skirling sound of the Blade Barrier are the only evidence there was a death-filled battle here only seconds ago....
Xenia (AC31, HP95/109) Friday January 7th, 2011 6:42:25 PM
"WOO!" The slim dark girl weaves a darting figure-eight in the air, raising one gloved fist in triumph. "Down you go, Snaky Girl!"
From the pinnacle of wild and weerdo combat the atmosphere drops to one of, well, almost quiet. "Down you go."
" ... Um ... " Xenia looks about the Central Meeting place that once belonged to Tishe and the Packies. What a slick, sloppy and gooey mess. Worse yet. It's empty. "Hey. Didn't the No-Nose Sargrass Guy say he was gonna come get us once we took care of Snake Witch? I mean, 'cause I also 'member that he said sump'in 'bout smashing this place down with Woldsblood, and I don't think I wanna be here when that happens."
"I think that would be bad."
+++++++++++++++++++++++++++
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking
Peerimus AC 46/47 vs evil HP 205/205 and Yorrick AC 46 HP 121/160 Friday January 7th, 2011 9:08:15 PM
Peerimus glares at the Balor, "You've been sent running twice now." he says to teh departing foul creature. Then to himself, 'But never banished.' Hearing Xenia he turns and starts floating back, "Everyone gather up and remain in physical contact. We don't know how the Sargrass spirit is going to do it, but let's be prepared and not panic at least for a few more seconds."
Kazak Stonewall Ac 36 Hp 229/229 still alive Friday January 7th, 2011 10:10:32 PM
Having a panoramic veiw from his spot lying on the ground ..... Rash flies through the blade barrier .... followed by Torgon's spiked chain of devastation ..... ripping the demon girl asunder ....
Slowly getting t his feet .... " dang dat was close ... i thought she had me der for a moment ....... Torgon dat was some sweet killing blows der ... nice work .."
"Thanks Mrs. Trinka ....i feel sooo much better now ....think i was down to me last breath or two der ...."
As Peerimus gathers everyone togther .... " yup hope da sargrass dude comes back for us .... either dat or we gotta try and swimm our way outta here " grins Kazak
Looking about the domed area .... " da Demon girl leave any goodies ?? "
Torgon AC: 38 HP : 181(243)/186 d20+23=38 ; d20+23=43 ; Sunday January 9th, 2011 8:59:57 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 70 rounds True Seeing, duration 50 rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 2 rounds Fly: Duration: 46rounds. Righteous Might: +8 str, +4 con, DR 5/evil, -1ac, -1att. Duration: 9 rounds
Torgon twice again ignores the strength stealing abilitites of the Marilith, and looks pleasantly on as she is destroyed.
"Thanks Kazak. That one took all of us. She was a big nasty indeed. Glad you are still in one piece."
"If we aren't removed from here momentarily, I would suggest we do it ourselves. I'm not one for trusting the memory of others once they have what they want. The Sargrass thing seemed a bit.... flighty to me. I got one teleport at the ready. I can get some of us."
Rash 160/160 AC 37 Sunday January 9th, 2011 9:24:12 PM
Rash slumps to the ground and reviews the blessings the powers have bestowed on her for use today and says, "I am spent. I want to go home and sleep for a couple of days. If we are teleporting, I will need to hold onto someone's elbow. I have nothing left."
Rash turns to Xenia and says, "See any loot girl?"
Xenia (AC31, HP95/109) Sunday January 9th, 2011 9:33:46 PM
"Alright. Everyone grab a sword. They're too big to use - 'cept by Torgie - but they might be worth sump'in."
As the others collect up the obvious things, the dark rogue takes a quick but thorough spin through the hidden places of the Marilith.
+++++++++++++++++++++++++++
Search 37 (Taking 10 w/Skill Mastery)
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking
Woldsblood Tsunami [DM SteveK] Monday January 10th, 2011 12:23:57 PM
The remnants of the Iron Tower shimmer and disappear, to be replaced by the stone slab with strange icons that the Chilren of Chaos found in the Portal Room.
Another shimmering pile appears directly before the stone slab; this one is of gems, weapons, and other worked items; some commonplace and some completely alien in design.
As soon as it solidifies, the stone shines forth and creates an arching Gate identical to the one that Sargrass created in bringing the heroes to this domed town. On the far side, the village of refugees and the bare rock and dirt of their environment can be seen.
Shimmering into visibility above the Gate is the featureless humaniod form of Sargrass. "You have done well, having kept me free and holding Power here on the Sargrass Plains. I will be mindful of the support and assistance ... uh, be assured in your minds that I will... ummmmm...." The strange being tha tis the Sargrass pauses for a few seconds, and then continues. "I'll remember what you guys have done for me when I open up the Sargrass again after I clean it up. I've gathered all the stuff the demons left here. Take what you want, but be quick. The Woldsblood will get here soon."
There is a rumbling that is louder than the worst oceanic storm off of Heranmar that can be heard outside the dome. And it is growing louder...fast!
Xenia (AC31, HP95/109) Monday January 10th, 2011 12:54:32 PM
The dark rogue can only float in the air and blink as the very fabric of the Wold about her is transformed. Here lies the way out. Here comes the gratitude of the No-Nose-Sargrass-Guy. Herein rests the measure of their success.
Moment of truth. This is it. The portal lies open and doom rumbles just outside the fragile grass shell of the dome.
"GRAB STUFF!!!" Xenia shouts, and begins scooping all of the loot her arms can handle into the pouches of her haversack. Here lies the loot of the ages. All of it needs to come home. Please let there be enough time in which to collect it all.
+++++++++++++++++++++++++++
Active Effects: FoM 70m, True Seeing 9m, Fly 5m, Blinking
Torgon AC: 38 HP : 181(243)/186 Monday January 10th, 2011 1:48:16 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 69 rounds True Seeing, duration 49 rounds Divine Favor: +3 BAB, +19 temp. HP. Duration: 1 rounds Fly: Duration: 45 rounds. Righteous Might: +8 str, +4 con, DR 5/evil, -1ac, -1att. Duration: 8 rounds
Torgon and all his gear being huge is definitely an advantage in this situation as he begins shoveling huge sized armfuls of loot into his Bag of holding. Spurred to action by Xenia's cry, and the sound of impending disaster, he moves as quickly as he can, keeping an eye on the awaiting gate. It is not likely he will need all of what he is taking, but since it will be split up amongst the group, he will grab all he can.
Rash 160/160 AC 37 Monday January 10th, 2011 4:14:14 PM
Rash also joins in on the general looting and gathering of the goodies. She spreads out her cloak and load it up and then stuffs it into her haversack. Once everyone has grabbed everything, she will head for the gate yelling over her shoulder, "Last one through byes the celebration feast!"
As she trots to the gate, she will ask Peerimus, "Now I suppose you will want to start chasing the balor around. It seems like we are becoming demon chasers!"
Firn'gaer AC24; HP108/124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, SR18 Monday January 10th, 2011 6:32:40 PM
Firn'gaer sees the Balor flee and sighs relief. "Go back to the Land of Unrest and do not return."
He also grabs goodies after scanning the for the choicest magical treasures.
Kazak Stonewall Ac 36 Hp 229/229 still alive Monday January 10th, 2011 7:22:30 PM
joining in on gathering up the loot ..... the dwarf grabs an assortment of the pile ....stuffing some of the smaller things into his pockets and such .... while carrying some of the bigger pieces .....
" i don't wanna chase dat demon ...... he's went back to da abyss and he can stay der ...... "
Then kazak heads through the portal ..... " woohoo and away we go " chuckles the dwarf
Peerimus smiles at Rash, the woman was of course correct, but the recent dealings with the Court of Law played in the back of his mind. As long as the demon had the sense to stay in the Lands of Rest, Peerimus was content to let him. The druid shifts into a huge Air elemental and becomes a whirlwind. Yorrick moves through the gate, a moanful song coming from the cyclone that the bear answers with a bearlike cry himself. "I'll try and collect it all." Comes the words of Peerimus though not in what could be called his voice
Durgan Stonewall (AC 39; HP 233/322) Monday January 10th, 2011 8:52:11 PM
Durgan is not a dwarf to miss out on loot. He gets his bag of holding out and starts scooping stuff into it, being careful to set aside anything that might puncture the bag from within.
Through the Portal [DM SteveK] Tuesday January 11th, 2011 11:13:53 AM
Between the whirlwind of Peerimus, the huge and large arms of Torgon, Rash, and Durgan, and the wiley eyes of Xenia to pick up whats left over, it takes only seconds for the Children of Chaos to take every scrap from the floor (along with a sizeable chunk of dust and food from the whirlwind). And it is a good thing too, for in less time than it takes to do a steady count of 10, the grass dome sounds and grows dark as the Woldsblood Wave crashes over it.
It is a testament to the building techniques of the strange ones who first built the dome of Sargrass, for it doesn't fall immediately. The heroes have bare seconds to bolt through the portal as cataracts of Woldsblood eat through the cieling and fall in a rush upon the floor. Through the cacaphony of noise and foaming spray of 'blood, the last image the heroes see is the silver image of the Power called Sargrass glowing and floating above the cleansing flood.
And the Gate closes.
....................
The heroes find themselves back in the refugee village, and are soon lauded as champions indeed. For the gems and items may be of little concern for the common folk, but the food and dust brought along in the whirlwind are hailed as a miracle! Baskets are filled and stored in cunningly made cold cellars to use the food for at least a month. The dust is carefully, carefully gathered and placed in a planting box inside thier common house in remembrance of the Sargrass Plains homeland.
The people thank the COC, but again do not want to move. "This is our home now", one explains, "and it is more fertile than the Sargrass. We will do well here."
Without nasty demons or an ocean of Woldsblood or other crisis to take thier attention, the COC are finally able to rest, relax, and look at what they have brought from OddHolme.
- 6 Huge-sized Longswords, masterwork - a horde of amethyst, citron, garnet, emerald, saphire, ruby, jade, tourmaline, onyx, and alexandrite worth 150,000gp - Orb of Storms - Horn of Valhalla - Darkskull - Scarab of Protection - Bracers of Armor +6 - Dimensional Shackles - Lantern of Revealing - and a Black Leather Book with an unknown Glyph
..............
All heroes get 13,000 experience points!
Firn'gaer - Hero Point for excellent use of shaping spells to knock off the minions (and staying in danger to do it) Rash - Hero Point for correctly focusing on keeping companions in the fight (Stone to Flesh, Heal, etc) instead of loving the feel of smashing something. Xenia - Hero Point for scouting the more direct path to the Center Durgan - Hero Point for being rear guard against Mr. X Kazak - Hero Point for becoming the focus of Treeniazlix ... and surviving! Peerimus - Hero point for going one on one with Mr. X! Torgon - Hero point for killing Treeniazlix
Xenia (AC31, HP95/109) Tuesday January 11th, 2011 2:41:03 PM
"Who'da thunk it, huh?" Xenia watches as the refugees move in on the stuff they brought back from the grass dome. "I mean, that these guys would find so much, you know, value in the dirt and the What food."
"But ... " The dark girl looks off into the sky. " ... I guess that's the power of Home." The word comes off her tongue with wistful longings. And, from the way in which the word forms itself, you can hear the Capital in the 'H'.
With a word to her ring, the Wold once again becomes still, the blinking of the Gray Lands banishing itself to wherever it is that the Gray Lands are when they aren't here. "Woo. That sure is a big pile of sparklies," she remarks. "And what's this?" The dark rogue picks up the pitted skull. A creeping sensation of evil steals into her hands. She lets out a cry of surprise and drops the skull back onto the pile.
"Whoa! That is *not* a nice skull. Don't think I'm gonna be doing that again any time soon."
Torgon AC: 33 HP : 124/186 Tuesday January 11th, 2011 4:19:11 PM
Active Spells: Longstrider, Duration 22 hrs.(extend rod), base speed increases by 10' Magic Vestment, Duration 22 hrs.(extend rod), +2(+1) enhancement bonus to shield Protection energy fire, Duration 110 minutes, 18/120 total hp of fire damage protection Freedom of Movement, Duration 110 minutes Magic circle vs. evil, duration 110 minutes, 10' radius from Torgon, +2 saves, stops possession/control, summoned creatures can't attack. Barkskin (from Peerimus), +5 ac, Duration 220 minutes Align Weapon-good, duration 67 rounds True Seeing, duration 47 rounds
Torgon looks at the people gleefully gathering the what the CoC would have left behind. He thought momentarily about doing something to help them until he remembered that the Sargrass was looking after them.
"I suppose we should sell most of the odds and ends. I never did get a chance to replace my shield after the ant guys destroyed it."
"Well? where we off to now? I am ready for a good meal and a bed."
Rash 160/160 AC 37 d20+8=28 ; Tuesday January 11th, 2011 7:28:30 PM
Rash looks over the loot and then up at the Firn'gaer. "Are you going to examine the book? Seems to be your kind of thing?"
She will do a cast a comprehend languages spell to see if it helps read the rune and will apply her knowledge of the arcane as well. (Rolled a natural 20 on the know arcane)
"I don't mind selling the loot though some of it is interesting. Might want to make one more trip to the catacombs before I head back to the farm and hang up the armor for a more peaceful existence." She places her hand over her swelling stomach and giggles, "Not sure how much longer my armor will fit anyway."
Firn'gaer AC24; HP108/124; Arcane Sight, Extd Fly, Extd True Seeing, Extd Shield, See Invisibility, SR18 Tuesday January 11th, 2011 8:47:22 PM
"Then let's take a look at the book, my dear Rash."
Firn'gaer will look at the runes on the book with his Arcane Sight in addition to Read Magic. If it is something that can be dispelled, he will do it, disjoining the glyph if that is what required (while keeping everyone a safe distance away).
Kazak Stonewall Ac 36 Hp 229/229 still alive Tuesday January 11th, 2011 10:28:55 PM
Taking a break from the just completed battle ....... the dwarf relaxes..... helping sort through the loot pile ....
" I say we head back to Heranmar ....plenty of good food there .... should give us some time to think of whats next for us ... "
A Year in Gateway Downs
A Year in Gateway Downs [DM SteveK] Wednesday January 12th, 2011 11:17:23 AM
Loot is sorted through. - Xenia quickly makes a mathematical matrix to evenly divide the loot. - Firn'gaer looks at the book. He comes to the immediate conclusion it is going to take him a while to sort through the combination of symbolism, language, and codes that are all jumbled together. The gnome is immediately sure that the Symbol on the cover is something he's never seen before. Nothing in all his knowledge that has been gathered through the past gives a clue. It's probably going to take a month or two of study to make sure Firn'gaer's translations are correct. (hint, hint: will be a month or two of game time for personal actions.)
Rash Highlight to display spoiler: { I'm planning a significant downtime here. Do you want Rash to still be pregnant for the last adventure, or would you mind if it is after she has a new baby and has to leave the newborn at home for one more venture?}
The Refugee villagers will set up a feast for the heroes in thanksgiving of thier protection and the knowledge that just over that pass are more towns and villages. They don't have much in the way of provisions, but music, dancing, and laughter are plentiful.
The CoC talk into the night about what to do next. Several suggestions are to get back to Heranmar or the other homes of the various heroes. What the champions decide is ultimately up to them.
From a sinuous fire-lit dervish, to spirited stomping jigs, to amazing feats of acrobatics, Xenia dances. Though poor in conventional wealth, they are, at least for this evening, rich in heart and community.
"Yeah, I'd like to get back to Heranmar." Returning briefly to the others, Xenia grabs up a cup brimming with clear cold water and downs the entire thing in a single gulp. From her forehead, she wipes a sheen of sweat from her brow with the back of her forearm. "Need to check on preparations for my trading ship." Then she spins off toward the fires of the celebration to dance some more.
Later, under the dark of the night sky, Xenia dreams. In her dreams the darkness is full of wordless whispers. They call to her. They wander, lost in empty longing. Soon enough, though, the light of early morning draws the girl rogue up from the depths of her slumber. She blinks until she recognizes the vast deep blue expanse before her eyes as the sky. She sits up in her bedroll with a frown and says, "Musta been sump'in I ate."
Torgon AC: 33 HP : 124/186 Wednesday January 12th, 2011 3:15:42 PM
Torgon watches the festivities, eating well, and drinking better. "These last few months have been a whirl." He thinks to himself. "Teleporting villages...flying mountains...Lawful ants...chaotic demons...Angry dragons. Time for a nice long rest. Perhaps after a trip to the catacombs, I will head back home, and be able to spend some time with my people."
Torgon is shaken from his thoughts as he sees the people dance and celebrate life. "Yes...time to go home."
Kazak Stonewall Ac 36 Hp 229/229 Wednesday January 12th, 2011 9:47:59 PM
Enjoying the festivities that the Refugee villagers have put together .....laughing and telling story's of the recent times of chaos .......
After the party is over ... the dwarf stays up late ..... staring up at the night sky .....he bright stars shining down ....pondering what path he shall follow next ...... plans and ideas spin in his head ..... but he finally falls fast asleep .......
ooc.. sell .... sell ;-) stevek - are their any maps of all the changes in the southern continent ??
DM SteveK: Yes, but only for DMs. :-) Since the Southern Continent shifts every so often, you will never find a cartographer in the Southern Continent who will put together a composite map. That happens to be one of special things about the Southern Continent per the PTB.
You can find the Gateway Downs at the Woldepedia. Here is the link: http://www.woldiangames.com/Woldipedia/index.php/Gateway_Downs
I will also tell you that the Children of Chaos have pretty much identified at least the lands bordering Gateway Downs. North and West is the Plactic Ocean. East is Hook City. South is the Upside Down Lands. :-)
Party in the Mountains [DM SteveK] Thursday January 13th, 2011 1:47:36 PM
The party continues on. Torgon thinks about going home to the village of Taur, and Xenia, Durgan, and Kazak to Heranmar, nothing definite is decided that night.
The morning dawns bright and early, the heroes have gathered thier loot, and need to decide if they will go together to Heranmar before separating, or if they will immediately go thier separate ways.
Rash Thursday January 13th, 2011 3:16:35 PM
Rash awakens and settles in for some prayer thanking the Powers for the Children's survival and renews her spells. When done, she will walk over to Peerimus and say, "I don't know what the plans are but I am going to have to sideline myself for a couple of months until this bulge in my belly subsides. It is taking me off balance and somehow chasing after demons doesn't have my child's best interests at heart. I want to head back to the farm, see my family and reconnect for awhile. I want to check in on the abbey and make sure that everything is going well there and maybe add some static defenses and blessings to the grounds.
What are your plans? Can we take a couple of months off? Or do you want to go demon searching again quickly?
Torgon AC: 33 HP : 124/186 Thursday January 13th, 2011 4:47:10 PM
Torgon decides to join the rest of the CoC in Heranmar to split up the loot, and visit the catacombs before returning home.
he slowly awakens in the morning, pleased to be able to offer prayers of thanks for survival instead of rushing into combat. He joins the rest of his friends for the morning meal and the discussions of their plans for the future.
Xenia (AC31, HP95/109) Thursday January 13th, 2011 5:01:41 PM
"Best take care of that baby of yours, Momma Rash." Returning from a bath at the river, Xenia stops by for a grin at the cleric's growing belly. "Boy or girl? Bet you'd like a little girl."
The girl rogue sighs a small wistful sigh before taking up her towel and continuing to pat her red curls dry.
"HEY, ANYONE 'PORTIN' TO HERANMAR TODAY? Gotta catch me a ride."
Without warning, her head turns sharply. Crouched and poised for action, she searches the landscape. Then her body relaxes, she straightens. A perplexed expression dimples one cheek. "Coulda swore I heard sump'in. Weerdo stuff."
Firn'gaer AC24; HP130; Arcane Sight, See Invisibility, SR18 Thursday January 13th, 2011 7:05:50 PM
"Firn'gaer's teleport service is open for business." He says. "Young lady would you like a ride from Uncle Fernie?" He says to Xenia with a smile. "Anyone else?
"I'm heading to Heranmar for a few days. I need to gather some supplies before returning home. If no one minds, I'll take the book with me for some research on those glyphs."
Durgan Stonewall (AC 39; HP 233/322) Thursday January 13th, 2011 9:22:03 PM
"Just be careful Firn'gaer, magic can be tricky sometimes. I'll agree to a tellyport though. I'm kinda gettin used to them. Looking forward to kicking back in Heranmar with some ale."
Kazak Stonewall Ac 36 Hp 229/229 Thursday January 13th, 2011 10:11:03 PM
"How many ya got room for on this wagon ? laughs Kazak ..... "time to get some rest at home .... do some planning and a have a few ales ..... Durgan said he's buying 1st 3 rounds " teases the dwarf
ooc : map of gateway downs is plenty good , thanks steve
Rash Friday January 14th, 2011 12:02:23 AM
Rash smiles at the banter and also offers her services to get back to Hernamar. She is pleased that the farm is close to the city now. Makes things a bit easier. She will give a ride to whomever wishes to go and teleport back to the abbey.
Once she arrives, she will promptly fall to her knees and start puking. "This pregnancy thing can be tough on the stomach!" Rash sighs as she wipes her mouth.
Peerimus AC 46/47 vs evil HP 205/205 and Yorrick AC 46 HP 121/160 Friday January 14th, 2011 12:17:06 AM
Peerimus dances with abandon if not rythm and takes in the party in full. "Rash, I plan to return to Heranmar and leave the Balor be. Take of yourself, your family and child. We will never be too far." Peerimus has no issue with Firngaer taking possession of the book and learning what we can, though the druid's interest in it is not very high.
"If you have room for myself and Yorrick, I will journey with you good Firngaer."
Once back, Peerimus will be in his grove, catching up with Wanderwood, though to the great tree he knows almost no real time has past, and with Two Stripes, Red tail and the small host of other now sentient creatures that live in and about the woods
Torgon AC: 33 HP : 124/186 Friday January 14th, 2011 8:07:47 AM
Torgon will also offer his teleport services, "But we would probably be wisest to use Firn'Gaer's and Rash's teleports. Mine are not as accurate as theirs are." Torgon looks toward Rash's growing belly "And why take chances when the fate of the Wold is not at stake."
Torgon will catch a ride back to Heranmar to relax with his friends for a few days, and visit the catacombs before heading home.
Porting to Heranmar [DM SteveK] Friday January 14th, 2011 10:01:24 AM
The Children of Chaos as a whole teleports unerringly to Heranmar. The Great Migration is [finally] at an end, and there is no barrier to magical travel between the lands. The Chaos Bell and the Cube of Law are locked in the extremely hard to get Valley at the Center of the Southern Continent and balance has come to the geography.
There also don't appear to be any powerful people that the COC need to hunt down, nor are there any who are lurking about and hunting down the COC!
Prosperity is beginning to arrive to Heranmar and the other communities of the Gateway Downs. Trade is up, communication between ruling bodies is up, and catacylsmic events of mega-death is way, way down.
Sigh.... time to catch up on what needs doing!
[Heroes, take a month of what you want to do. I'll post up on Monday on what all has been happening!]
Xenia (AC31, HP95/109) Friday January 14th, 2011 3:16:38 PM
"Thanks, Fernie." The girl rogue stoops to embrace the gnome. Once back, the dark girl makes a round of the town, waving hello to people, to let 'em know that they're back. Stopping in to chat a while with Holly before jumping through the magic door to sell the loot at the Catacombs.
From there, her long slim legs take Xenia down to the docks where she inspects the progress on the ship that will some day take her back to Yrth, the Northern Continent. Fast and maneuverable, it won't carry a lot in the way of trade goods. She'll have to be selective about what she takes.
Something on the water catches the eye of the girl rogue. A shimmering dark spot dances on the surface, indicating, perhaps, the presence of something just below. "Now ... what are you, Little Weerdo Thing?" She stalks across the slats of the wooden dock with bow in hand. "Little floaty fish? Snappy turtle? A jelly disk?" The dark spot moves with a sudden swiftness. It makes straight for her, but when it reaches the dock, it disappears.
Xenia side-steps to find the shadows. Cloaked in darkness, she watches and listens, scanning the waters for a re-appearance. Minutes pass and minutes pass. Nothing happens.
"Weerdo stuff," the rogue mutters. She leaves the docks. There are magic projects to complete. Can't be waiting around here.
+++++++++++++++++++++++++++++++
OoC: I'm not sure you've been getting my emails, Steve. I have one that finalizes the Catacombs sale of our loot. It asks whether we can put the gold into use.
SteveK: Sorry, havent' looked at my email all week. sent out approvals
Firn'gaer AC24; HP130; Arcane Sight, See Invisibility, SR18 Friday January 14th, 2011 10:18:41 PM
Firn'gaer can take Yorrick and 4 others back to Heranmar.
Kazak Stonewall Ac 36 Hp 229/229 part 1 Friday January 14th, 2011 10:20:35 PM
Kazak arrives back ...... " come on bro .... your buying drinks ..... i'll buy da meal " grins the dwarf to his brother ... " time to get to da Inn ...."
Once at the Inn Kazak settles inn .... greeting those about ...... listening to their banter ....
ooc" part 2 to follow with month long list ;-)
Porting to Heranmar [DM SteveK] Saturday January 15th, 2011 7:45:57 PM
OOC: All, sent out an email to ask... what campaign do you want to be after COC retires this summer?
- Rum?
- Al Mathir?
- Downgate?
- Something else?
Jerry has final approval, but our votes will matter!
Firn'gaer AC24; HP130; Arcane Sight, See Invisibility, SR18 Sunday January 16th, 2011 6:05:45 PM
I would vote for Rum of the three choices, but I've never played in any Northern Continent campaigns si if there is something there people would like to play in, I'm good with that.
Peerimus will be spending a quiet month in the grove, caring for the plants and animals. No plans beyond enjoying the Wold about him, wind through his hair or under his spread wings as he rides the thermals just off shore. A day or two feeling the deep earth with his roots and soaking in the sunshine. Some time spent in the nearly forgotten joy of chasing other squirrels and leaping through the trees. The month is both long and short at the same time, but Peerimus lives it as fully as he can. The rest of the Wold a distant foggy memory
Underestimation On the Book [DM SteveK] Tuesday January 18th, 2011 4:34:37 PM
The Children of Chaos come together in Heranmar, and then go thier separate ways.
Peerimus looks to reconnect with nature.
Xenia looks to reconnect with her merchant ventures.
Rash looks to reconnect with her family.
Torgon looks to reconnect with his vilage.
Firn'gaer seeks to build his Tower and learn the secrets of the Black Book.
Durgan and Kazak find themselves still in Heranmar, and so the brothers go about thier lives with the town militia and the stone quarry business they have built.
.................
And a Year quietly passes
................
Xenia's ship is built, a navigator and crew selected from Heranmar and local fishing villages, and has made a shake-down voyage west to Three Forks Inn and east to Hook City. With the wealth of goods and information gained from this voyage, her Navigator feels that they are nearly ready to attempt a north-bound voyage to Elennia.
Rash has had a baby! The new(again) mother has a healthy baby with lusty lungs; the recent adventures apparently not having affected the child. The family is happy and the farm is prosperous.
And Firn'gaer has nearly completed his Tower. Having split his time between construction of his gnomish warren on the edge of the Lake of Wane and researching the Black Book, neither have been done to schedule, but have progressed even so. The gnomish wizard has even had a wandering peddler with a string of donkeys come by and promised to make the Tower a regular stop every equinox.
The Black Book is another matter. A combination rune, pictogram, and code has been maddeningly difficult to piece together. But finally, Firn'gaer has learned enough to know that the Book is from the future!
Torgon AC: 33 HP : 124/186 Tuesday January 18th, 2011 6:51:56 PM
Torgon spends time happily with his people, instructing them in the ways of their new neighbors.
"Sharpen your wit before you sharpen your blade, Alexandria." It's what her Da used to say. Words to live by. Xenia sets up camp in a nice cozy spot near Peerimus' grove and commences to reading the books she had bought in the Catacombs.
The girl rogue finds that the woods are not as peaceful and free from distraction as she had thought. There are the young badgers who spy on her from the edge of the clearing, running through the underbrush, believing themselves unheard and unseen. And there's the one who makes the weerdo floaty balls of light that approach and dance about, toying with her attention.
Badgers will be badgers as the saying sort of goes, and the girl rogue manages to ignore them. Mostly. More difficult to ignore are the dreams. Dark, haunted and empty, she floats within the realm of sleep. Loneliness pervades the place, but she is not alone. It is there, longing, questing, reaching. Xenia wakes from these dreams vexed, and yet, oddly, unafraid.
One day, some days after the party held to celebrate the birth of Momma Rash's child, and after many nights of dreams in which the longing had come closer and closer and closer, Xenia walks out of the woods and into town. Trailing behind her is a small dark form, an indistinct bit of darkness exposed under the light of day. It clings to the robes of the red-headed girl, like a child who would hide her mother's skirts.
"This is Sylvia." Before the gathering of other Chaos Guys - Champions, Champions of The Chaos Bell - Xenia swirls her hands about in the darkness, coaxing it about. She opens her mouth to speak and a low moaning language comes forth, issuing soothing words of comfort. The small dark thing turns then, peering out at the array of Champions of Chaos. The eyes in the face that look out from beneath cascading shadow locks, are pinpoint lights of red. "She came to me last night," Xenia says. "After many nights of searching. I named her after your woods, Peerimus. Sylvia, after Sylvan."
Sylvia reaches up a hesitant hand, an insubstantial thing, the absence of light made flesh. She opens her mouth. "Ooohhhhh ... " she says before tucking her face back into the comfort and safety of Xenia's black robes.
"Sylvie gives greetings," Xenia says. "Tomorrow we sail for Hook City."
Rash Tuesday January 18th, 2011 9:51:13 PM
Rash enjoys her new son and spending time with her husband and other children. The farm life is peaceful and prosperous but ultimately Rash gets a bit bored with the planting of crops, tending of livestock and rearing of children. As she looks at her growing family, she worries about the future and starts making plans to make Heranmar and the surrounding area safe and prosperous for the generation to come. She centers most of her plan on the Abbey
During the course of the year, she makes frequent trips to the abbey supervising the construction, training of the priests and blessing the works and adding powerful defenses to the inner sanctum. She also conducts services for the locals and does good works of healing to local populace. She will try to mediate disputes and set up the local priests as fair and impartial judges to help govern Heranmar and outlying areas. She will make sure that the abbey is a safe place/stronghold for the locals to retreat to but also a place of learning and hope for anyone who is willing to learn.
Finally she will recruit some likely youth from the area and outside it, bring them to the abbey and start training them in weapons and armor. Again she is thinking ahead to the days when the Children are gone and Heranmar needed the start of a militia. She is hopeful that her temple guard will be the backbone of such a force and hires an instructor to train the youth. Each recruit will receive a nice wool cloak held together with a sliver pin one they have proved themselves worthy. The pin will be shaped like a falchion and shield like Rash carries (war domain afterall) She will make sure to travel to Savin's academy and offer a place for the monks to have, study and train at the abbey
Finally she worries that the abbey must be self sufficient and looks to buy land and build farms so the abbey can feed itself and not just rely upon the donations and tithes of others. (ooc I am not sure of the political situation or landownership rights but I am sure things are scrambled up after the migration) Rash will claim the local area around the abbey as abbey lands. She will encourage the building of farms who will pay fair rents to the abbey to lease the land. She will encourage settlers by hiring workers to help build the farms, barns and other outbuildings and bringing in farm animals like horses, oxen, sheep, swine and cows.
Finally before the year is over, Rash spends some time in writing scrolls for the future adventures feeling that one more big adventure was coming there way.
Rash between savings and this last treasure haul has 76,449 to spend. Foregoing the Catacombs Rash pens the following scrolls
Mass Heal x 2 at 17th level Firestorm at 17th level Righteous Might x 3 at 19th level Divine Power x 2 at 19th level Greater Dispel magic x 2 at 19th level
Total expenditures in scrolls 29,500 gps
She leave her husband and children 10,000 gps to maintain the family farm
She will spend 10,000 gps on the abbey for construction costs and materials She will spend 10,000 gps on the abbey's magical protections and blessings She will spend 5,000 gps in materials, labor and start up tools and farm animals and seed She will spend 5,000 gps for a start up armory for the abbey in weapons and armor She will spend 5,000 gps to start a library in scrolls, manuscripts and books
This leaves her 1,949 gps for walking around money
Peerimus AC 46/47 vs evil HP 205/205 and Yorrick AC 46 HP 121/160 d20+1=19 ; Tuesday January 18th, 2011 10:23:16 PM
In between weeks of rest or spending the time in one form or another, peerimus travels to the catacombs as well. A thought of the Black Book tickling the back of his brain. In the early fall, he makes a point to travel to the farms about Hernamar adding some magic to the land for an assured bountiful harvest. While Xenia is in the grove, the druid puts word that she is there for the peace and quiet. A quiet connection that he has always fully believed can only be found away from the distractions of civilization, but badgers will be badgers.
Peerimus 's head slowly tilts to the side in curiosity at the darkness, the living shadow, that flanks the young woman as she introduces it. His enchanted feather, an artifact tha allows him to understand and communicate with all living things is strangely quiet. A fact that in some parts of his mind does not sit well with him as that fact points dangerously in a thin line to the creatures origins. A fact that he does his best to hold away from his features, but the ever perceptive Xenia likely knows precisely his true feelings and likely concern over the implications. [Bluff 19]
"Well met." he manages after too long a pause.
CC purchase upgrade cloak of Resistance to +5 [9k]; purchase Bracers armor +7 [49k], purchase Gloves of Dexterity +6 [36k] 94k total
Kazak Stonewall Ac 36 Hp 229/229 part 1 Tuesday January 18th, 2011 11:23:28 PM
With an extended time to recoup rest and make plans ..... the dwarvern warrior starts to set in motion his next phase of his life ....
looking to buy or stake a claim to some land ....Kazak wanders(10-20 miles) up the west road .....near the coast ..... wanting some waterfront veiws and cliffs..... for a nice vantage point ..... for his base of operations ....
The land should be farmable for both planting and farm animals ....... at least partially ......during the year long hiatus .... Kazak slowly gathers the needed building supplies and equipment ... stone from the quarry ... and wood from as he clears the land ..... (setting up a foresty program to replace those taken )(gotta keep Peerimus happy )