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And On the Thirteenth Day ... - DMAl 
Tuesday December 20th, 2011 9:12:03 PM


The spectre of Koshe Marr rides the night and lingers over the heads of the six from Blackbird Lake into the morning as they all prepare for the day. Some have experience with the dark violet stained realm of Fidelia. Some have a long history with each other. Speculation to grow and spread like a cancer. Stories of death and loss are shared. Only Vauhwyt suggests concrete action.

In the end, though, all the six have to go on is the big of horn.

So, on this gray morn the six convene to see what might be done. Rain lashes against the window panes, driven by unruly gusts of wind. On a table is the black bit of horn. But today is a different day, and today things are a bit different. The first to spot it is sharp eyed Azytr. The piece of horn is glowing. It glows not with light but as though radiating the black of its coloring. Each creature in the room, man, woman, taur, bird and bear, feels drawn to it, feels pulled by it, feels captured and then yanked by the soul. The change is so swift, unexpected and ruthless that it takes everyone before they can act. Each being is grabbed by the thing that makes them living, and sucked into the darkness of the horn.

When next consciousness manifests it feels as though but an instance has passed. The surroundings, however, are completely different.

The space is composed of blocks of worked stone. It is some sixty feet long by twenty wide and the ceiling is twenty five feet above. Rows of arrow slits line the east and west walls of this hallway, and murder holes look down from above fifteen feet above. To the east, the way is blocked by a heavy iron bound wooden gate. This eastern gate holds a massive wooden bar set in iron brackets that holds the door shut. The presence of the bar on this side of the door indicates that this is likely the inside of the door. To the west is another gate with an iron portcullis set before it. Lining the length of the corridor are dozens of orc skeletons and scattered bones, many still clad in damaged pieces of armor and clinging to rusted weapons.

Before the western door floats a translucent apparition. The apparition is dressed in once courtly robes now moldy and ragged with age. His head is largely bald with long wisps of white hair flowing back over each ear. His eyes are blank white pools of swirling mist, and his mouth gapes open in a permanent scream. This is the man that Malgant saw in his Vision. His mouth moves. His lips writhe as though attempting to speak through great pain. Words begin to form.

"Pain! I was Kleestad. Found you. Need you. Brought you. Help me. Find Sablihelm. Release. Release."

"Prophesy fell to her undead ear.
The shining blade would be her doom.
She plucked a manse from land beyond land
With death and strife in every room."

"Scarwall, where man slew orc.
Where orc cleaved man for age upon age.
Scarwall she brought to Koshe Marr,
And here from it fashioned a cage."

The glowing figure draws in a long ragged breath before continuing.

+++++++++++++++++++++++++++++++

OoC: If you'd like to shout questions, they may be answered.

Jass of Downs (SteveK) AC 31 CMD 22 HP 175/159 
Tuesday December 20th, 2011 9:33:19 PM

Jass frowns. He tells his companions of the one known gate to Koshe-Marr from the Southern Continent, near the town of Threshold. "Not a nice place..."

And then the black horn tip does its thing.

"Great! Just Great!", the sorcerer storms about, walking the corridor in circles. Already, he feels the necromantic magics in his body, and Jass starts breathing long and slow, controlling his actions and trying to control his magic.

Concerned with himself, he barely notices the ghostly apparition.

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
False Life: 17 hours: +16 Temp Hit Points
Unseen Servant dispelled by dimension travel

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 2 1 0 0 0 0 0 0
}

Vauhwyt (HP126+FL, AC40) and Mookie in Gnome Form (HP63+FL, AC33) 
Tuesday December 20th, 2011 10:50:11 PM


Before the horn tip did its thing ... Vauhwyt explains to Aztyr some basics. Koshe Marr is a plane of undead and nightmares. If you are trapped there, it is very hard to escape. Even if you die there, your soul is likely to be trapped. There are different regions or areas or territories ruled by lords of the night. Each region might be its own country or demiplane, it is hard to say. A region might look like a farming community in the Wold. Or it might be something crazy and dark, like a forest of exploding glass trees. A piece of black cloth might be a lost soul. Even though she is 17th level, Vauhwyt is terrified of the place.

Once the party finds itself drawn away, Vauhwyt immediately leaps to the conclusion that the group is IN Koshe Marr. The spirit's words about Scarwall, combined with the Vision, suggest the same.

Her first thought is to wonder if she can still see into the Realm of Shadows. Normally she can do that at will as a free action, so she peeks to see what she can see.

She wonders if she can darkwalk into the Realm of Shadows, but she has to do other things first.

Most especially, there is a spirit right in front of her. She activates her Grim Question Spirit ability, so that it will have to speak honestly if it chooses to continue talking with her present.

Then she shouts, "I am a Grim of Gargul, dedicated to the release of all spirits to their place at Gargul's judgement and their rest in the lands beyond death. I will help to release you, if I can do so without doing evil. Tell us, what or who is Sablihelm? What is the name of the Shining Blade, and where is it? How do we get to Scarwall, and how do we get out again?"

With her telepathy, she asks her friends, "Those arrow slits worry me. Are there enemies there, hiding? Maybe above us in the murder hole?" she thinks. "Maybe I should wall of stone them off?"

OOC to DM Al: How soon did this transportation happen after activating the bead of karma? Do I get the +4 CL bennie from the bead? The bonus lasts all of 10 minutes.

OOC to DM Al: Note that UMD says "This use of the skill allows you to use a wand as if you had a particular spell on your class spell list." If GMF were on my own spell list, I could use the staff at my own caster levels, that is, 16th. So 16th?

Brahmah  d100=71 ;
Wednesday December 21st, 2011 4:25:50 AM

Not knowing how it will react, Brahmah casts Commune with Nature to figure out populations, terrain and natural features.


And On the Thirteenth Day ... - DMAl 
Wednesday December 21st, 2011 6:45:29 AM


OoC: Brahmah, Commune with Nature requires ten minutes to cast. If you'd still like to do it, you may. But, it will require that you remain still and unresponsive for ten minutes.

Also, please post your days spells and day's spells used and all active effects at the bottom of every post. If you do not, I will consider your character to have no spells and no active effects.

And On the Thirteenth Day ... - DMAl 
Wednesday December 21st, 2011 6:51:28 AM


OoC: Vauhwyt, you may act as if five minutes is still available on the Karma Beads. My decision on the GMF still stands. UMD is used for activation only. It does not allow you to add what is not there.

Vauhwyt (HP126+FL, AC40) and Mookie in Gnome Form (HP63+FL, AC33) 
Wednesday December 21st, 2011 9:37:54 AM


Al, thanks for the rulings. The staff's natural CL is 8th. Here is my DM sanity info:

Spells cast on Vauhwyt:
False Life (18 hp) (20 hrs)
Extended See Invisible (6 hrs, 40 min)
Extended Heroism (6 hrs, 40 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items
Permanent Telepathy

Spells cast on Mookie:
False Life (17 hp) (20 hrs)
Heroism (3 hrs, 20 min)
Permanent Telepathy
(NOT Magic Vest from Mal -- sorry, I made a mistake)

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Karma Bead: used 5 min of 10

Spells
Used 0 of 7 lvl 1 spells
Used 3 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 3 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 0 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

Brahmah 202hps, AC 29  d20+27=34 ; d20+6=18 ; d20+2=11 ; d20+27=35 ;
Wednesday December 21st, 2011 11:56:55 AM

OOC: Sorry about not posting my spells Al, but my iPod, which I use at work, doesn't like the copy paste function for some reason. :) Here they are.
---------------------------------------------------------

IC:
Brahmah would prefer to cast Commune with Nature, but will wait, since there is an apparition nearby. The ranger will instead watch the being intently for any signs it may attack or means ill will. (Perception 34, Sense Motive 18, Knowledge Undead 11 (unskilled, favored enemy), Survival 35 (specific check versus incorporeal Undead))
"Friends, are we in Koshe Mar right now?"
----------------------------------------------------------
Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

AC 30, 211/211 hp Malgant Winterborn 
Wednesday December 21st, 2011 6:22:00 PM

" Be at peace Vauhwyt. If they try to take us in the flank from the slits you or Jass or Aztyr gets me through that wall and then they will know fear. Fear of me."
" This is your domain, the domain of spirits and the dead and lost. He will answer you. Question him and we will do what we must, just get us the information we need Vauhwyt. Brahmah, I do not know but I am working under that assumption. I know little of this place and am considering everything to be dangerous. However, so long as we remain calm and together we can overcome any challenge set before us. Know that. Believe that."

Other than thinking calmly to his friends, Malgant slowly works forward, to place himself next to Vauhwyt, the most likely target in this place and his best source of information about how to get out of here. He strongly suspects that Teleport and his own Word of Recall or Plane Shift will not work to free them from this domain. Once he is next to her, Malgant designates Vauhwyt as his interpose target this round, he also keeps both hands free in case the arrow slits DO start firing.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)
-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a dive enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration


AC 29, 211/211 hp Malgant Winterborn 
Wednesday December 21st, 2011 6:28:25 PM

OOC
Malgant shorthand 101
Bold is Malgant speaking. A long time ago we had issues with folks not reading what we each said in our posts, the Bold was to offset that.
Bold Italics is Malgant thinking over the Telepathic Bond
Malgants spell list is on another sheet and linked to each post. Red spells are domain spells and *denotes used spells

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  d20+9=15 ; d20+36=50 ; d20+36=46 ; d20+36=54 ; d20+36=53 ;
Wednesday December 21st, 2011 6:31:38 PM

*Not Sure, never been here or there before. It almost sounds like a demi-plane of some sort, but more than that, I'm somewhat at a loss. I think I have a way out for us if it comes to that though.* Aztyr prepares herself as best she can, counting on her in born ability to protect her some from fire....
She paces a bit, she never really liked enclosed places, and this one might be more than that.

Know Planes 15

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 1- 0--- 0- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)
Used 4 draws at guaranteed draw of 5 drops each to cast Magic Vestment (DC 35 @+36 to draw)
(the days draws)
Draw Blood DC35 -50
Draw Blood DC35 -46
Draw Blood DC35 -54
Draw Blood DC35 -53

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Non-Permenancied Spells on Aztyr :

Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)

Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)

From the Depths of Pain - DMAl 
Wednesday December 21st, 2011 9:06:29 PM


Vauhwyt calls out to the glowing figure, declaring herself an agent of Gargul. For her, all things change. She feels the weight of countless eyes swing their oppressive gaze to her. Pure darkness. Pure evil. Unlife. And all concentrated on her alone. She feels the impending repercussions as an almost physical force. Bad things wait for her slightest misstep. The wemic Grim calls on her ability to see across planes and into the Land of Shadow. The normally gray lands of Gargul are black and barren here.

"Sablihelm ... is the Shining Blade." The words quake with the figure's pain as though the words come forced from his lips. "And the Shining Blade is Sablihelm. Go ... to ... the depths ... and ... and ... AND *I* AM SCARWALL. YOU WILL NEVER ESCAPE. YOU WILL DIE HERE. YOU WILL BECOME ONE WITH ME."

Brahmah looks about as the voice, so unlike the figures previous voice, booms out. He sees no movement through either the arrow slits or the murder holes above. In the translucent glowing figure before them, Brahmah has no hunch as to whether the glowing figure plans an attack or intends ill will. The pain is apparent to all. It floats in the air, feet inches above the floor. Ten feet in front of Vauhwyt, his body is slack save for his faces which is tilted upwards. His eyes are rolled back in his head. He has not moved since The Six have arrived.

Azytr has come across references to Koshe Marr. She correctly identifies it as a pocket plane. The references speak of a dark lavender land of horrors ruled by Fidelia, a queen of unspeakable evil. Azytr's arcane sight also picks up the presence of several overwhelmingly strong magical auras that seem to permeate the air or the stones of the structure about them.

"Pain! Feckless traitor! She found me! She bound me. Unending pain!"

The figure begins again. He shudders as the words are forced from his mouth.

"Populate the place with dread.
Wrapped her prison in darkest death.
Cast us all into the earth.
Cursed the lot with hateful breath."

"Sablihelm now lies within.
Thrown to Scarwall's deepest place.
The key to ageless prison's door
Scarwall's bindings to unlace."

Another ragged breath serves as pause. The eyes of the figure roll into view. He stares upward as though attempting to understand where he is and what is happening to him. Then, seized by the verse again, he draws breath to begin yet another time.

Vauhwyt (HP126+18, AC44) and Mookie in Gnome Form (HP63+17, AC25) 
Thursday December 22nd, 2011 8:19:12 AM


"Thanks Mal," Vauhwyt thinks to her friends, grateful to have such good ones. Then the storm hits, and she feels the weight of the plane's evil focus on her.

"Oh baby!" the grim trickster thinks. "Maybe it was not wise to declare myself like that! I can feel this whole place looking at us!"

"Well, in for a copper, in for a gold!"

She shouts to the spirit, "Kleestad! Do you know the way to Sablihelm? Do you know how we can get there?" She takes a step forward.

[OOC: With V's Question Spirit ability, spirits, ghosts, and incorporeal creatures cannot lie to her if they choose to speak.]

She casts Alter Self on Mookie, changing him into a gnome.

Mookie gets out the wand of Barkskin and taps his mistress with it. "You need a tougher skin, boss," he says. UMD +21 means there's no chance to flub it. If we are not going round by round, Mookie then touches himself and Mal, who is standing right next to him. As soon as he can, he will put that wand away, don his shield, and get out and touch himself with his mage armor wand.

Finally, Vauhwyt thinks to her friends, "Spirits, like Targo, are notorious for slipping away. If this one knows the way we have to go, it would be a shame to lose him. I am tempted to pin him and tie him up, so we can take him with us as a guide. Anyone veto that idea?"

==========

Spells cast on Vauhwyt:
False Life (18 hp) (20 hrs)
Extended See Invisible (6 hrs, 40 min)
Extended Heroism (6 hrs, 40 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items
Permanent Telepathy
Barkskin +5 (2 hrs)

Spells cast on Mookie:
False Life (17 hp) (20 hrs)
Heroism (3 hrs, 20 min)
Permanent Telepathy
Barkskin +5

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)
Barkskin +5 on Mal

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 0 of 5
Karma Bead: used 5 min of 10
Barkskin Wand, CL12: Used 1-3 charges

Spells
Used 0 of 7 lvl 1 spells
Used 4 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 3 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 0 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

Vorelle 
Thursday December 22nd, 2011 9:09:45 AM

Vorelle's head is spinning. How do you tie up a ghost? she asks.

Aloud, she asks the spirit, "Which way to Sablihelm? And how do we get through the doors?"

Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159  d20+12=23 d20+20=21 d20+18=30
Thursday December 22nd, 2011 9:50:25 AM

Jass calms down as Malgant's measured words and soothing cadence bring him to his immediate reality. A quick assessment of his magical abilities confirms to the thin man that the necromantic magics are still under his control, and he breathes a quick sigh of relief.

Pulling his new Robe of Arcane Heritage about his body, he feels it augment his Blood powers. The thin man looks even more gaunt and pale, almost like an undead himself!

A gray and emaciated hand graps his rod of extend from his Pants and creates an arcane shield to prepare for what may come.

"The dungeons of this fortress", he says, "this key. I don't think your ghost is going to tell you anymore after being possessed by this place."

Jass tries to remember and tell his companions what he knows about Koshe Marr.

Actions....
Cast Shield Extended
Know Religion: 23
Know Arcana: 21
Perception: 30

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 34 minutes; +4 AC

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 3 1 0 0 0 0 0 0
}

From the Depths of Pain - DMAl 
Thursday December 22nd, 2011 11:25:34 AM


OoC: Sorry, to answer one more question posed by Vauhwyt: We are not in round to round.

Brahmah 202hps, AC 29 
Thursday December 22nd, 2011 11:29:14 AM

(OOCO Um, as much as Brahmah would like Polo to have come along, he stayed on the ship in Imod City.... unless the DM says otherwise. I forgot to state that the bear was staying put.)

OOC: Regrets getting Vicious on his weapons instead of Ghost Touch.

IC:The ranger draws his weapons and keeps them out. He Has heard bad things about planes which harbor the undead, demons and angels. Few are harmless. More are deadly. None are nice. Up to this point, he only journeyed to Gargul's realm once, and that was terrible enough. Gargul was kind enough though. His memory of Gargul is muttled and virtually gone now. Awk! He'll see the Gargul again soon enough... maybe.

"Vauhwyt, I doubt, from what you've said about this dirt bag, that he will help. As a basic tracker, I'm great, even here. But as a guide through this place, I virtually know nothing about the terrain. I would have to cast a spell or two to begin to tell you anything." The minotaur snorts. "I think we should try to fair on our own. I wouldn't trust anything from this realm."

What kind of weather, terrain, 'natural' scenery, populous and animals (including insects sounds, birds or other fauna) might be viewed from their current vantage point? Plants too?
----------------------------------------------------------
Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Thursday December 22nd, 2011 2:32:51 PM

*The way this "GUY" is sounding, I don't think he's a Ghost at all Vauhwyt. I'm thinking this form is a manifestation of this area, this Scarwall. Be careful with what you try on him, or It.*

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 1- 0--- 0- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)

Vauhwyt (HP126+18, AC44) and Mookie in Gnome Form (HP63+17, AC25) 
Thursday December 22nd, 2011 4:24:38 PM


Vauhwyt reassures her friends. "Sure, Vorelle, I can grapple him and even pin him. I'm pretty sure I can tie him up too. Anything I can do to a creature with a body, I can do to a spirit -- except ranged weapons. After I get him pinned, I just tie him up. Which reminds me, anybody got a rope I can borrow?"

"Brahmah, don't worry about trusting this spirit. No spirit can lie to me, because I'm a grim. They just can't lie. At all. Not allowed. They gotta tell the truth if they choose to speak."

"Well, except it is a supernatural power. Anything that bypasses a supernatural power could beat it maybe, like antimagic or an artifact or a Power, maybe."

"Aztyr, that's a good question! IS it even a spirit and not something else. Let me find out."


Vauhwyt uses her Grim Sense Spirit ability, which "sense the direction and distance to any disembodied spirit or soul in long range (400 ft. + 40 ft./level) (600 ft), even through material objects. This could let the grim target the spirit's square, but not see it (unless it is within 60 feet)."

"Anybody want to Sense Motive to get a feel for if he is being honest or possessed or controlled or pretending to be in pain?"

AC 34, 211/211 hp Malgant Winterborn  d20+15=16 ;
Thursday December 22nd, 2011 6:37:49 PM

" I could, and I will sense his motives. But if we fear he is possessed then I will protect him so he cannot BE possessed."
Sense Motive 16 ( yay)
"Aztyr, you have that gauntlet right, like Val's? The Gate is yours to remove. I mislike being confined in this hallway, I want an exit handy. Before you touch him though Vauhwyt You should be protected from negative energy." Malgant reaches out and touches the Grim with a hand casting a Death Ward on her. " I still do not think HE is our problem, just the harbinger of the problem. The problem will be finding the needle in this haystack. Get me details on this blade. Size, hilt, gem encrusting, markings, anything I can use to identify it. I can find it but I may need to contact Imod first. We will not be victims here. We are strong, in control and capable of dealing with this. How many were the legion with the Liches? We destroyed them and none escaped us. This is just another challenge. Work together and we will beat it. Heck, we talked down a Teucri artifact bent on killing us, this is just another day in the Wold."
Inside, Malgant hopes he is right. Every Hand in legend and song has always been a beacon of hope to their companions. Now it was time to grow into the robes Imod had made for him.
Malgant protects himself with Death Ward
Malgant reaches out and casts Protection from Evil on the gaunt man, keeping him from being possessed

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)
-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a dive enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Barkskin +5 to Natural Armor from Vauhwyt's wand
-Death Ward on Vauhwyt Duration 17 minutes
-Death Ward on Malgant Duration 17 minutes

From the Depths of Pain - DMAl 
Thursday December 22nd, 2011 9:23:28 PM


OoC: Apologies, I'm in Seattle at my brothers for a few days. My post will be late tonight. I'll try to get it in later.

Fading Away - DMAl 
Thursday December 22nd, 2011 11:12:43 PM


"Go to the depths," the glowing figure says again. "Go to the depths. The doors are but doors. Open them."

Vauhwyt contemplates seizing the glowing form. Brahmah looks for scenes of nature, but all that can be seen is here. There is nothing more.

Then Vauhwyt uses her special sense, receiving dramatic results. The wemics senses are overwhelmed. The worst of blasphemes could fill her eyes and the wails of countless undead could assail her ears and it would be nothing compared to sensory input that she experiences now. Spirits are everywhere. The very walls of the place are composed of the spirits of the dead.

Kleestad, however, does not appear to be a spirit.

"I suffer! Release me!"

"Fate of steel--Sablihelm
Her cage for years sustained
Four enthralled in lost Scarwall;
Undead to keep her chained."

"A spirit first, red war his thirst
Still stands at post of old;"

"A second foe, infernal soul
Waits high in tower cold."

"In kennel's grime third bides his time
Then vents his killing breath."

"And on a stone 'mid ash and bone,
The final dreams of death."

"The spirits worn and battletorn
And locked in their damnation,
The chained one's hold at last grows old
And ushers in salvation."

"Yet hope remains amid the chains
Behold the blade's great wonder,
Friends to dread and the death of the dead,
This prison hell will sunder."

+++++++++++++++++++++++++++++++

OoC: You may still ask questions if you'd like.


Vauhwyt (HP126+18, AC44) and Mookie in Gnome Form (HP63+17, AC25) 
Thursday December 22nd, 2011 11:26:14 PM


The emotional overload spills through Vauhwyt's empathic link to her familiar, and Mookie shrieks! He scrambles into his safe haven, the pouch at his mistress's belt, forgetting that he is in gnome form, and failing miserably. He ends up cowering on the floor.

"Get up, you silly crow," Vauhwyt says, not without empathy. She communicates what she has learned to her friends over the mental link.

(More to come, still digesting.)

AC 34, 211/211 hp Malgant Winterborn 
Friday December 23rd, 2011 5:26:27 AM

Completely out of character, Malgant reaches down and scoops up the cowering bird/gnome. With one hand he holds Mookie protectively against his chest, while Vauhwyt digests the last of the rhyme.4 targets, 4 guardians. From the sound of it none will back down of their own accord. There will be battle then, and upon them Imod will smile.

Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159 
Friday December 23rd, 2011 8:18:20 AM

"Prophesy fell to her undead ear.
The shining blade would be her doom.
She plucked a manse from land beyond land
With death and strife in every room."

"Scarwall, where man slew orc.
Where orc cleaved man for age upon age.
Scarwall she brought to Koshe Marr,
And here from it fashioned a cage."


"Seems obvious now", says Jass in a hollow voice, "that this is the story of Scarwall, how evil a place it was, how a prophesy that this sword would kill Fidelia so she brought it to this pocket dimension of Koshe Marr to keep it away from heroes."

"Populate the place with dread.
Wrapped her prison in darkest death.
Cast us all into the earth.
Cursed the lot with hateful breath."

"Sablihelm now lies within.
Thrown to Scarwall's deepest place.
The key to ageless prison's door
Scarwall's bindings to unlace."


"Again obvious. This Sablihelm is both imprisoned in the fortress of Scarwall and is the key to destroying it and our escape back to the Wold." Jass pauses in his speculations to thank Malgant for the spell. "It is a relief for my mind, but I am in control of myself right now. My outward appearance is only a manifestation of the necromantic magics I possess."

"And I think you have the jist of the last bit, Malgant. We gotta defeat four guardians who are at the Front Door, Wizard Tower, Kennels, and Tombs. Each has a piece of the sword called Sablihelm. Oh, and we gotta stay alive cause every one of us that doesn't makes Scarwall stronger."


Actions....
Recieve Prot v Evit (from Malgant) duration 17 minutes

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 34 minutes; +4 AC
Prot v Evil (From Malgant) duration? +2 AC v evil, no possession

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 3 1 0 0 0 0 0 0
}

Brahmah 202hps, AC 29 
Friday December 23rd, 2011 10:06:33 AM

OOC: I live in Seattle. Must be a Seattle thing. I have insomnia 5 days a week.... like today! 72% not too bad.

IC:
The ranger rolls his eyes in doubt at the 'GRIM'S' statement, but hardly has the experience to call her on it. So he remains quiet. Must be the 'bull-headed-ness' of the old minotaur. Doubting everything. Never did that with the Chosen. Sigh.

"I hate this place." Says the ranger, completely forgetting his telepathic bond. Then he looks down at Mookie, contemplating something.
"Four challenges huh. Interesting. And the only way to escape is to defeat them?
Sounds like it might be golems at the doors, a powerful wizard or lich, hounds or beasts and the endless undead of this realm. Nothing is obvious to me in this place." His eyes zip around, just seeing the nearby nothingness.

Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic



AC 34, 211/211 hp Malgant Winterborn 
Friday December 23rd, 2011 4:03:42 PM

" And be assured Captain, this place hates us back just as much as you hate it. You are a sturdy Minotaur and so far all of these challenges sound to be physical. We can defeat them. And if they are more than they seem, we have Imod's grace from my selection of prayers and the boundless magical ability of Jass, Aztyr and Vauhwyt. We can do this, else the gods would not have brought that old Taur to you. If the first challenge be at the gate I say we take it now. Vauhwyt has already gotten half of our combat buffs going and time is wasting on them."
Malgant brings his hands together and cracks his knuckles, like Mistress Mulna had shown him. He was ready to face their first challenge. All of this posturing by the dominant power here was so much noise that the Taur did not need. Give him the facts and his friends and nothing was beyond their reach.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)
-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a dive enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Barkskin +5 to Natural Armor from Vauhwyt's wand
-Death Ward on Vauhwyt Duration 17 minutes
-Death Ward on Malgant Duration 17 minutes
-Protection From Evil on Jass Duration 17 minutes
-------------------------------------------------------------------------
OOC
Will we have Mac back for this module? He was in the hospital last anyone said, right? Is he ok?

All By Themselves - DMAl 
Friday December 23rd, 2011 8:57:44 PM


With all questions answered, the wispy glowing vapor that is Kleestad is drawn into the walls of Scarwall, and he is gone. The wake of his departure leaves an eerie silence.

The space is composed of blocks of worked stone. It is some sixty feet long by twenty wide and the ceiling is twenty five feet above. Rows of arrow slits line the east and west walls of this hallway, and murder holes look down from above fifteen feet above. Nothing is seen to be present behind the holes or the slits at this time. There are also no windows or other outlooks onto what might be described as the outside.

To the east, the way is blocked by a heavy iron bound wooden gate. This eastern gate holds a massive wooden bar set in iron brackets that holds the door shut. The presence of the bar on this side of the door indicates that this is likely the inside of the door. To the west is another gate with an iron portcullis set before it. Lining the length of the corridor are dozens of orc skeletons and scattered bones, many still clad in damaged pieces of armor and clinging to rusted weapons.

Upon closer inspection, the iron portcullis to the west appears to be locked. The wooden door to the east is barred. But the bar is unsecured and need only be removed to open the door.

+++++++++++++++++++++++++++++++++

Here is a Map of your Location. If you'd like to be in a different location, please say so. Also, please remember the icons for your character. They are as follows.

BX&BY/43&44: Vauhwyt (Lion)
BZ&CA/43&44: Malgant (Unarmed Minotaur)
CB&CC/43&44: Azytr (Tigertaur)
BY/42: Mookie (as Gnome)
BZ&CA/41&42: Brahmah (Two Weapon Minotaur)
CC/41: Jass (Caster)
CC/42: Vorelle (Archer)

Give a shout if you can't see the map.

Brahmah 202hps, AC 29 
Saturday December 24th, 2011 1:30:35 PM

(Location is fine.)

"I can move in first. I'm much more stealthy than I had been and I can remain unseen."(OOC: Brahmah acquired stealth gear and Hide in Plain Sight this level. A much more effective scout. :))

(DM Al, are we underground? I ask because it is one of his favored terrains. I believe dungeons and caves count.)

Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

All By Themselves - DMAl 
Saturday December 24th, 2011 1:42:57 PM


OoC: "DM Al, are we underground?"

If you wish to discover things about your environment that are not readily observable, you must devise ways for your PC's to discover them for themselves. I will not answer these sorts of questions until you do so.

Environmental questions about things that should be readily observable and I have neglected to address, I will answer.

Brahmah 202hps, AC 29  d4=3 ;
Sunday December 25th, 2011 12:48:18 AM

Sits and casts Summon Nature's Ally 4.. :) Should answer Brahmah's concerns.

Summons 4 small air elementals. "Go east and west and move quickly. Leave time to return and tell me what you find. If you find the surface, return sooner. If there other beings here, return and tell me."

Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

All By Themselves - DMAl 
Sunday December 25th, 2011 1:11:43 AM


OoC: Question for Brahmah, do you mean Air Elementals, as you wrote above. Or do you mean Earth Elementals. I ask, because there is no opening for the Air Elementals to leave the room to the east and west. The doors are both closed.

Vauhwyt (HP126+18, AC44) and Mookie in Gnome Form (HP63+17, AC25) 
Sunday December 25th, 2011 9:47:25 AM

Could they squeeze through the arrow slits and murder hole?

All By Themselves - DMAl 
Sunday December 25th, 2011 11:05:27 AM


OoC: Yes. If Brahmah intends Air Elementals, they can, with base Escape Artist of +7, sqeeze through the arrowslits. They may then attempt the exploration requested. But I'd like to verify that Air Elementals is Brahmah's intent.

Oh wait. Just forgot. This won't matter anyway.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Sunday December 25th, 2011 1:52:55 PM

Aztyr's not feeling safe at all, so before she does anything else, she casts a Shield spell, extended with one of her Rods (2/3 uses on 1 rod of Lessor Extend)
She then thinks to everyone, *Not exactly sure just what's gonna happen, but everyone be ready, I'm gonna see about removing that Portcullis. I don't think there's really any reason to go the other direction, because with the Bar on this side, it probably leads outside the "Fort"*
She then walks over to the grid work of iron bars and reaches out with her gauntleted hand and then says Rust as she touches the bars. (used Gauntlet of Rust on Portcullis)

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 0--- 0- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)


Vorelle  d20+24=40 ;
Sunday December 25th, 2011 3:06:45 PM

"I'm pretty sneaky, too," Vorelle reminds Brahmah with a little smile.

When they arrive, Vorelle takes a moment to look around at the new environment. She sniffs the air, holds up her hand to feel a breeze, and scans for any traces of lichen or soil on the floor that might be a clue to where they are.

[Survival check 40, or 48 for Urban terrain, or 42 for Forest or Underground terrain.]

Brahmah 202hps, AC 29 
Sunday December 25th, 2011 4:38:14 PM

Ooc: I will take the earth elementals instead. Thanks for asking. I want the air, but in this case didn't know what might be best.

Vauhwyt (HP126+18, AC44) and Mookie in Gnome Form (HP63+17, AC25) 
Monday December 26th, 2011 10:19:41 AM


Feeling it is a good time, Vauhwyt casts Heroism on Aztyr (duration 3 hrs 20 min).

Seeing as the very walls are made of spirits, Vauhwyt questions one with her Question Spirit ability: "Tell me, oh tormented spirit, what you know of this place, and why you are trapped and abused as you arre?" Her nervousness comes out a bit in her spoken accent.

If the spirit speaks, it must tell the truth. If it will not answer, Vauhwyt follows with her Command Spirit ability: "I command you to answer my questions!"

Compel Spirit (SU): Once per level per day the grim can make a Suggestion (just like the spell, with DC equal to 10 + levels in this prestige class + Wisdom modifier) to any incorporeal creature -- such as a suggestion to tell the truth. The grim can use this even if the creature is normally immune to mind-affecting magic.

Vauhwyt's DC for the effect is a 15.

[OOC: Kindly DM, please do let me know when we have been here for more than three minutes.]

DM sanity info:

Spells cast on Vauhwyt:
False Life (18 hp) (20 hrs)
Extended See Invisible (6 hrs, 40 min)
Extended Heroism (6 hrs, 40 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items
Permanent Telepathy

Spells cast on Mookie:
False Life (17 hp) (20 hrs)
Heroism (3 hrs, 20 min)
Permanent Telepathy
(NOT Magic Vest from Mal -- sorry, I made a mistake)

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)

Note: Aztyr gets Heroism whenever she wants, up to 3x per day

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 1 of 5
Karma Bead: used 5 min of 10

Spells
Used 0 of 7 lvl 1 spells
Used 3 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 3 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 0 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159 
Monday December 26th, 2011 1:35:57 PM

Jass doesn't have any magic or quip that would be useful in this corridor, and so says little. Yet he agrees with Atzyr. "Let's get us through the portcullis and into Scarwall. Are we needeing a knock spell or do this by purely physical means?"

Actions....

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 34 minutes; +4 AC
Prot v Evil (From Malgant) duration? +2 AC v evil, no possession

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 3 1 0 0 0 0 0 0
}

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Monday December 26th, 2011 7:22:57 PM

"Why struggle when gravity should do the job."

Exploration Begins - DMAl  d20+14=23 ;
Monday December 26th, 2011 9:21:48 PM


In an attempt to discover more about their environs, Brahmah summons three earth elementals. In the process, he discovers something unexpected and possibly quite dire. He feels the spell complete with the familiar connection to the plane where the elementals live. But, none come to do his bidding. For anyone who has done extensive study into the arcane or the general knowledge of spells, this is a disturbing turn of events.

Azytr walks between her companions to the portcullis and clasps one of the iron bars in a Rusting Grasp. A circle of six feet across crumbles to dust and falls away. What is left is a hole big enough for a medium size creature to comfortably walk through. Large creatures will have to squeeze through.

Should Vorelle, Jass or Mookie go through the hole in the portcullis, they find that the door beyond the portcullis is locked or barred.

Vorelle explores the environment in an different manner than Brahmah. First of all, she finds that without the glowing form of Kleestad to light the chamber, it is pitch dark. (I believe someone has a light. But, in the absence of a light source brought by the party or darkvision, it is pitch black to the PC's.) The air is stale and unmoving. There is no trace of life to be found. What remnants of soil that are to be found are dried near to dust. Even the scattered corpses of the orcs and humans that lie about the chamber are dried as though they have been here for countless years, decades, or even centuries.

Vauhwyt first casts a spell on Azytr, before putting one of the nearby spirits to question. At first it does not reply. But when compelled, it begins to laugh. It's voice is like the echo from a deep well. It speaks briefly, and it speaks in Common.

"Mithrodar will chain you too. HE WILL CHAIN YOU TOO!" In addition to the knowledge that the spirit spoke what it believed to be the truth, she also senses that this spirit spoke those words of its own volition. The spirit then lapses into silence.

Vauhwyt (HP126+18, AC44) and Mookie in Gnome Form (HP63+17, AC25) 
Tuesday December 27th, 2011 9:09:32 AM

Vauhwyt thanks the spirit and promises to try to release it.

She asks the group telepathically -- "Vision scroll to find out more about this Mithrodar? Anyone got any way to cure fatigue?"

She casts a light cantrip.

OOC: Al, escape artist DC needed to fit through the hole for a taur?

Brahmah 202hps, AC 29 
Tuesday December 27th, 2011 10:40:22 AM

The minotaur is a little shook up. "I was able to contact the Earth plane, but the spell simply didn't complete. There is likely a dimensional/planar barrier up. I wonder if extra dimensional magicks work here? I wonder if dimensional door or shadow walking is impaired too?" The ranger reaches for his new magical coin purse and tries to retrieve a single silver from it. He is hating this place more and more each minute he's here.
Then the fighter realizes something horrifying. "What if healing doesn't work?!" He virtually shouts in his own head.

Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Vorelle 
Tuesday December 27th, 2011 11:33:34 AM

Thanks, Vauhwyt, Vorelle thinks as light fills the chamber. I think we're underground, she adds. Everything's dead and still.

Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159 
Tuesday December 27th, 2011 12:19:14 PM

Jass is very disturbed by the failure of Brahmah's spell to summon creatures. "Does this mean other interdimensional magic won't work either?"

Before that, the sorcerer has to deal with the darkness. He casts a quick Cantrip to Light up the area directly around him.

Jass then tries a couple of experiments. First, he tries pulling his Wand of Darkvision out of his Pants O Plenty's pocket pocket dimension. Then he casts Dim Door to move only 5 feet forward, just to see if the magic is working.

The sorcerer conveys his discoveries to the rest of the group.

Actions....

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 34 minutes; +4 AC
Prot v Evil (From Malgant) duration? +2 AC v evil, no possession

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 3 1 0 0 0 0 0 0
}

AC 34, 211/211 hp Malgant Winterborn 
Tuesday December 27th, 2011 5:29:33 PM

" I didn't want to be right but I thought we would be dimensionally trapped. What good would this summons be if we could just shrug and teleport or plane shift home? I have already said a prayer that Imod granted me this morning, so the magic I have seems to work fine. Whether or not I can again pray to Imod and replenish these prayers does remain to be seen. Lets resolve this quickly and not get hurt so that I do not have to find out."
Vauhwyt I can relieve fatige, but I wonder what else you hope to see through a vision. When I did a vision in connection to the horn fragment I was baffled and horrified by the disjointed scene I saw. To me this is simple. Everything here is either evil, or imprisoned against its will and held in thrall after it died. Killing it will do two things, remove them from my way and possibly release them. All to the good. Now there seem to be four beings hear that need to be beaten to death and our spells may be limited. I don't want to waste any that are currently active. If you are concerned who or what the thing holding Scarwall together is I can understand. But if I am unable to cross planar boundaries and replenish my prayers by contacting Imod then it matters not what it is, I either have the means to defeat it in my mind currently or I will never be able to pray and get the means. So basically I say we kick in the door and kill anything that tries to stop us. Assemble the blade and sever the nightmare that holds this place together. If we are lucky Aztyr will be able to plane shift us free when it is over."

Malgant pulls Mookie from the fetal ball he has curled into and holds the bird made gnome out in front of him. To the bird he says, out loud. " And you need to snap out of this 'we're all gonna die it's so horrible' funk. It is this bad every time we piss something off. Just because you could see how it could end visually, instead of having to imagine it like the rest of us is no reason to go to pieces. I cannot operate anymore without your heckling me at nearly every turn so suck up the mental anguish and get to work and start heckling. I can't believe you haven't commented that since I have no sword anymore I have no light. Normally you wouldn't miss that or pass it up. If you don't start pulling your weight I think Vauhwyt will need to spank you." Malgant's grin gets wider and wider as he pkes fun at the bird, hoping to draw it from the horrors it must have seen. Malgant's imagination was working overtime and HE was none to happy with what he saw. A castle, a PLANE full of the undead. Where the hell was Val? If only she had stayed she would be able to revel in her glory here. Gods how he missed her.
Back to business, Malgant addresses the others. " Nice hole Aztyr. Now if you could shrink me that'd be good. Jass yes a knock or two should open that gate and get us moving. Lets go. Those undead are unlikely to re-kill themselves."

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)
-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a dive enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Barkskin +5 to Natural Armor from Vauhwyt's wand
-Death Ward on Vauhwyt Duration 17 minutes
-Death Ward on Malgant Duration 17 minutes
-Protection From Evil on Jass Duration 17 minutes

Locked In Locked Out - DMAl 
Tuesday December 27th, 2011 9:07:44 PM


Vauhwyt suggests the Vision scroll. She says 'let there be', and then there is. She also examines the hole in the portcullis that Azytr has made. The size is just a tad too small for her to navigate with easy. And the edges of the bars of the portcullis that line the hole are dangerously ragged. In her estimation, the hole could be navigated with time and care. A quick passage, though, would likely result in a minor scrape.

(A large sized creature may move normally through the hole taking 1d6 damage. An Escape Artist check of DC20 eliminates this danger. A large sized creature may also avoid the damage by taking a full round to pass through the hole. In this case no Escape Artist check is necessary. Medium sized creatures or smaller need not worry about this.)

Brahmah suspects that he knows why his elementals never came. He tries reaching into the magic coin purse, and ... he finds that his fingers will not enter. When the coin purse is tipped upside down, nothing comes out.

Vorelle speculates that they are underground. The signs seem to tell her that.

Jass has the same thought that Brahmah had. He reaches into one of the pockets on his special pants, but finds that access is blocked. He attempts a spell, translating his mass into a space five feet away. He finds himself slapped back into his original location by a near physical force. (Jass: That is one fourth level spell expended in your Dimension Door attempt.)

Malgant has a different take on how to proceed than Vauhwyt does. He is a doer, and his suggestion is to take action.

++++++++++++++++++++++++

OoC: All storage items that rely on dimensional spaces are no longer accessible.

Brahmah 202hps, AC 29 
Tuesday December 27th, 2011 10:52:35 PM

"Well! I'm glad I'm not fully dependant on my magic." says the ranger with smile at Jass, absently.

Vorelle 
Tuesday December 27th, 2011 11:56:58 PM

Oh, no! Vorelle reaches for her Efficient Quiver and discovers that it, too, is not working down here. I can't get to my bow, she informs the others miserably.

Since I can fit through that opening pretty easily, would you like me to scout ahead? she asks.

Brahmah 202hps, AC 29 
Wednesday December 28th, 2011 9:01:02 AM

The minotaur begins laughing and doesn't stop for a few minutes. This whole place is crazy and it's just a little hilarious to him. Perhaps he snapped... just a bit.

Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159 
Wednesday December 28th, 2011 12:37:42 PM

Jass grins wryly at Brahmah, but it is only because he doesn't want to run in circles gibbering insanely. Instead, he (relatively) calmly tells the others his predicament. "No other-dimensional access is possible, from my Pants, to Vorelle's Quiver, and our coin pouches. This also includes any spell that accesses dimensional magic from summonings to teleportations. Everything is going to be straightforward. And since I don't have any of my scrolls or potions or wands available, I am limited to only my current spells."

Unneccesarily he adds, "we're going to have to be careful."

The sorcerer tries to think of how he can help. "I can bespell a bow and arrows for you Vorelle, but I'm not very good at crafting what you need. My Greater Shadow Conjuration can create realistic weaponry through Major Creation, but I'll only get it right about 50% of the time."

While talking about it, Jass ensures the team is all close proximity and then casts Life Bubble to help with defenses.

Actions....
Life Bubble: (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 34 hours duration: breathe free in any environment; immune to inhaled gasses, vapors, disease, poison

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 34 minutes; +4 AC
Prot v Evil (From Malgant) duration? +2 AC v evil, no possession

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 3 1 0 1 0 0 0 0
}

AC 34, 211/211 hp Malgant Winterborn 
Wednesday December 28th, 2011 4:48:28 PM

" Right, any components I need beyond Imod's symbol are in my pants or the coin pouch as well. So careful it is. I will not be able to raise anyone should they fall. It is a test of self reliance. I relish the challenge. Let us get on with it. Jass, the door if you please. I think it will be a bit tight tying to smash it down while squeezing through that hole. Let's move with a purpose folks. By Vauhwyt's words this whole place is built from damned souls. Just being here makes my flesh crawl. So let us end this ."

Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159  d20+13=23 ;
Wednesday December 28th, 2011 8:36:35 PM

Jass tries to stick his hand in his pants one more time. "No Knock scroll spell handy", he tells Malgant, "so I have to use my other door opening spell."

Jass casts Disintegrate at the massive door to blow a 10x10x10 hole into the gatedoor.

Blowing The Door - DMAl 
Wednesday December 28th, 2011 9:21:51 PM


Each of the six from Blackbird Lake react to the bad news in different ways.

Despite the absence of her bow, Vorelle volunteers to scout ahead.

Jass considers ways to fix Vorelle's lack. In the meantime he casts a Life Bubble around his companions. (Sorry, Jass, the duration for Life Bubble is 34 hours split among your companions. It is not 34 hours for each companion. Here's the text: "When you cast this spell it has a total duration of 2 hours per caster level. You can divide this duration up in any manner you wish, not necessarily equally, between up to 1 creature per caster level.")

Malgant takes the situation with the least trepidation. The Hand seems almost to relish the challenge. He calls for Jass to bring on the Knock spell and free the door.

Unfortunately, the Knock spells are sealed away in another dimension. Not to be daunted, Jass simply aims a green beam at the door and ten feet square of wood disappears in a soft puff of disintegrated particles.

Beyond the hole the stone floor continues forward. The walls, like the entry area in which they now stand, are twenty feet apart. Also, like the area they are currently in, the bones and dried bodies of dead humans and orcs litter the floor. Unlike the current locale, however, there are no arrow slits in the walls of the next chamber. Vauhwyt and Azytr can see the clearest into the far dim reaches of the light cast by the Light cantrips. At forty feet out from the door, they see nothing more than this.

+++++++++++++++++++++++

OoC: Hmmm. Woldian Minotaurs do not have Darkvision. I didn't know that.

AC 34, 211/211 hp Malgant Winterborn 
Thursday December 29th, 2011 4:18:44 AM

ooc
nope we are blind as bats.

Vauhwyt (HP126+18, AC44) and Mookie in Gnome Form (HP63+17, AC25) 
Thursday December 29th, 2011 9:22:12 AM

Vauhwyt uses her Sense Spirits ability. If all the structures are made of spirits, maybe she can use that to see the shapes of rooms and such.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Thursday December 29th, 2011 10:27:41 AM

Aztyr carefully makes her way through the portcullis opening she made, when there's room for her, and will join the rest in the newly opened hallway. *I have access to my rings and the sword on my back, most of my gear is unavailable except for my innate magic spells. One good thing though, Jass and I don't have spellbooks that are needed to learn spells, that would make this unbearable if we did. And Malgant, I can cast Divine magic as well, remember, just at a lower power level than you.*

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 0--- 0- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)



Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159 
Thursday December 29th, 2011 10:46:47 AM

Jass makes sure everyone can see at least a little by casting a quick cantrip, Light on the circlet on his head. Then he bows in a grandiose manner waving the others through the hole.

The pale sorcerer's voice echoes hollowly, but with a hint of good humor. "And if the hole in the portcullis is too small, can't Atzyr just touch it again with the Glove?"

"Let's go find some undead to slay, a sword to recover, and a pocket dimension to escape from, eh?"

Actions....
standard- cast Light
free action- grandstand
move- follow the others through the hole

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 34 minutes; +4 AC
Prot v Evil (From Malgant) 170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 51 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 170 minutes; 20 foot normal light, 20 foot dim light

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 3 1 0 1 0 1 0 0
}

Vorelle  d20+26=29 ;
Thursday December 29th, 2011 12:39:47 PM

"I have arrows I can get to," Vorelle says. "I just don't have a bow to shoot them with. I have my axes, though. I suppose I could throw one, but I'd want it back."

As the party moves ahead, Vorelle moves with them, her senses on alert. [Perception 29, assuming we are underground]

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Thursday December 29th, 2011 4:00:04 PM

"I can probably create something with Minor Creation, but to do so, I may as well use a Major Creation because I'd need to use the same spell to cast it. I'd need some help with the crafting part because right now, I'm only skilled in tailoring. With a bit more skill, I'll be able to craft anything with skill."

AC 31, 211/211 hp Malgant Winterborn  d20+20=38 ;
Thursday December 29th, 2011 4:35:03 PM

Malgant takes his time and moves through the holes ready for anything on the other side. Once everyone has come through he will start forward, looking for their first target. Malgant also casts a light of his own in the palm of one of his hands, so that he can muffle the light by closing his hand if needed.
Perception 38

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)
-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a dive enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Barkskin +5 to Natural Armor from Vauhwyt's wand
-Death Ward on Vauhwyt Duration 17 minutes
-Death Ward on Malgant Duration 17 minutes
-Protection From Evil on Jass Duration 17 minutes

Moving Out - DMAl  d20+20=23 ;
Thursday December 29th, 2011 9:14:48 PM


Vauhwyt wills herself to once again sense the spirits that make up Scarwall. Once again the suffering and the oppressive sense of captivity assails her. This time, she is able to make a finder distinction. The spirits do not so much make up the keep as they are bound to the stones of the keep. Still, her basic idea is sound. Vauhwyt senses the shape of the walls through the positions of the spirits. She senses rooms to each side of the space that they currently occupy, the spaces beyond the arrow slits. They are roughly 15 x 20 and in the shape of half hexagons. She senses that the walls to either side of the way ahead are little more than a foot thick with corridors of about ten feet wide to either side. Further out than that, the clusters of overlapping spirits obscure the picture. Nothing reliable comes to her further than 20 to 30 feet away. Behind the door to the rear, Vauhwyt senses nothing. There are no spirits in that direction.

Aztyr is the first through to the other side, worming her way carefully through the hole in the portcullis and then making her way through the hole that Jass made. She stops just outside the massive wooden door and comments on how she might solve Vorelle's problem. With her Darkvision she can see the way ahead just fine. In monochrome shades of dark and gray, the corpse littered floor appears to continue for forty more feet and then open up into a larger space. The corpses appear to be piled thicker in the far space as though the battle that had raged down this corridor had come to something of a head in the open space ahead.

Jass creates a second light, this one on his brow. The first one goes out. He remains on the near-side of the portcullis, waving the others through before him.

Vorelle follows after Aztyr. Without light on this side of the door, it's difficult to see.

Malgant adds his own light to Jass's (So far I only count two lights.) He squeezes through after Aztyr and Vorelle. In the light of Malgant's cantrip, he and Vorelle see the same thing that Aztyr does. Twenty feet down the hallway, the light grows dim. They can make out the same increase in the bodies that Aztyr does with her monochrome darkvision. They see the bodies mound higher, but cannot make out greater detail in the dim light. In the dim light, however, are both fairly certain that they see subtle undefinable movement among the corpses.

++++++++++++++++++++++++++++++++

Once again, here is a Map of your Location. If you'd like to be in a different location, please say so. Also, please remember the icons for your character. They are as follows.

Jass: I didn't move you because I got the feeling that you wished to be last, and neither Vauhwyt nor Brahmah have gone through.

Everyone: To the greatest extent possible, I'm of the school that says, if you don't ask to be moved, I will not move you. You must participate. You must make yourself clear.

BW&BX/43&44: Vauhwyt (Lion)
BN&BO/43&44: Malgant (Unarmed Minotaur)
BP&BQ/41&42: Azytr (Tigertaur)
BX/42: Mookie (as Gnome)
BY&BZ/41&42: Brahmah (Two Weapon Minotaur)
BU/41: Jass (Caster)
BO/41: Vorelle (Archer)

The RED lines indicate 5ft squares.

Give a shout if you can't see the map.

Brahmah 202hps, AC 29 
Friday December 30th, 2011 1:13:20 AM

OOC: Sorry about AFK everyone, I was spending some unexpected time with a friend I rarely see, We had fun.

IC:
He moves through the hole. "Where would you all like me to be. I can take point or rear. Perhaps someone with Arcane vision or eyes can go first. The benefits are obvious." Whispering, not using the telebond.

Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Vauhwyt (HP126+18, AC40) and Mookie in Gnome Form (HP63+17, AC21) 
Friday December 30th, 2011 9:35:47 AM


Mookie looks up at Mal and says, "Thanks."

Vauwhyt removes the alter self spell from her familiar, leaving him his raven form. "Without access to your gear and wands, there's no need to make you into a gnome, old friend," she thinks to him, as he settles in his pouch. [OOC: adjusting to remove barkskin; barkskin wand is inaccessible.]

[OOC: Why did Jass's first light go out?]

She casts Light on her ioun stone. And sensing that the Karma bead will be ending soon, she casts Expeditious Retreat and Jump on herself.

Then Vauhwyt slips through the hole without an effort (+25 on escape artist checks means there is no problem). As she moves forward, she continues to use her spirit sense to scan ahead, and she communicates what she learns mentally, bracing herself against the mental onslaught required to do so.

She moves to 43-44-BJ-BK. She also tries to darkwalk, the grim ability that lets her move into the Realm of Shadows. She doubts it will work, but feels she has to try.

DM Sanity Info

Spells cast on Vauhwyt:
False Life (18 hp) (20 hrs)
Extended See Invisible (6 hrs, 40 min)
Extended Heroism (6 hrs, 40 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items
Permanent Telepathy
Light (200 minutes)
Expeditious Retreat (20 minutes)
Jump (20 minutes)

Spells cast on Mookie:
False Life (17 hp) (20 hrs)
Heroism (3 hrs, 20 min)
Permanent Telepathy

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)
Heroism on Aztyr (3 hrs 20 min)

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes??
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 1 of 5
Karma Bead: used 5 min of 10

Spells
Used 2 of 7 lvl 1 spells
Used 3 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 3 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 0 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Friday December 30th, 2011 9:43:45 AM

the Light Cantrip, allows only 1 casting of it, and any subsequent casting ends prior castings. So, when casting a new light, the old winks out.

Vauhwyt (HP126+18, AC40) and Mookie in Gnome Form (HP63+17, AC21) 
Friday December 30th, 2011 9:52:09 AM

Ah, thanks! That explains it!

Vorelle  d20+26=33 ;
Friday December 30th, 2011 12:49:56 PM

Vorelle takes a cautious step forward and peers into the gloom. There's something dead moving around up there, she sends. Then, I hate when they do that.

[Perception 33, assuming we are underground]

Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159 
Friday December 30th, 2011 1:47:35 PM

Jass, with most of the BBL Heroes through the hole, follows and moves behind Malgant.

The sorcerer doesn't have anything to contribute at the moment, so he keeps himself ready for anything.

Actions....
Move to BP,44

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 34 minutes; +4 AC
Prot v Evil (From Malgant) 170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 51 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 170 minutes; 20 foot normal light, 20 foot dim light

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 3 1 0 1 0 1 0 0
}

AC 31, 211/211 hp Malgant Winterborn 
Friday December 30th, 2011 4:02:02 PM

" Aztyr, greet whatever is moving up there in the normal Blackbird fashion. Then when the flames die down we can see what they were. Whether you ward us first or not is your call, I can't make out what is up there. Remember your spells may be limited, do what you think is best."
Malgant braces for Aztyr's fireball of foe finding and gets ready to stop whatever charges them from the gloom before it reaches the casters. He is reminded that he no longer wears plate to slow their attacks, but is unconcerned. His new training makes up for the lack of a steel skin around his body. He designates Jass, right behind him, as his interpose target this round and keeps his hands free in case the things up there loft any arrows their way.
Malgant also removes a sunrod from one of the pouches on his belt( yes I checked, it isn't in an extra dimensional space 8)) and passes it back to Vorelle since she cannot cast and recast light. She may prefer not to light it now, so as to be able to stealth, but it at least gives her the option.
(barkskin removed)

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)

-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 17 minutes
-Death Ward on Malgant Duration 17 minutes
-Protection From Evil on Jass Duration 17 minutes

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  10d6=37 ; d20+21=31 ;
Friday December 30th, 2011 5:07:24 PM

Aztyr chuckles, and flexes her fingers, She knows exactly what to do for an introduction. She summons a small bead of magical power into the palm of her hand, she then casually tosses it. The little fire seed lands at 42,43/ BC,BD. ( It explodes for 47 damage (10d +1/d6 bloodline) Reflex Save DC 25 for half)
She times her blink because she knows when the fireball will go off, and tries to see what is still moving afterwards. (perception 31)

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 0--- 1- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)


Stirring Things Up - Round 1 /DMAl  d20+7=8 ; d3=1 ; d20+20=40 ; 10d6=38 ;
Friday December 30th, 2011 8:02:07 PM


Brahmah moves through the holes in the portcullis and the door. From the middle of the pack he asks the others whether they'd like him in front or behind.

Vauhwyt restores her faithful friend to his original form and tucks him safely away before casting a few spells and moving after Brahmah. She wends her way through the others all of the way to the front of the group. From there the edge of her light spills onto the pile of tangled bodies massed within the room that opens up from the corridor in which she now stands.

With Vauhwyt's light now clearing away the shadows, Vorelle takes another peek. Whatever she had seen before, though, seems to have gone away. Or, perhaps it was her imagination. The pile of corpses is still.

Jass is the last one through. He joins the others, coming in behind Malgant.

Malgant makes a suggestion to Aztyr before lending a sunrod to Vorelle and preparing to protect Jass. This is a suggestion that the wemictrix takes to heart. The small bead of magic that she produces blossoms into a ball of searing fire.

It is at this time that those who are watching, Vorelle and Aztyr, see the eyes in all the heads of all bodies on the pile of corpses snap open simultaneously. The pile gives a fleshy heave and begins to rise. Each mouth in each head upon the pile opens its mouth as one and an incredibly painful ear piercing shriek fills the air. The piercing shriek continues as the pile of bodies rises to a height of fifteen feet, it's top brushing the ceiling. The shriek is enough to bring blood to nose and ear, and to drive the senses from the mind. (Vauhwyt, Mookie, Vorelle, Malgant, and Brahmah: Take 38hp sonic damage and be Dazed for one round. Fortitude vs DC30 for half and negate the Dazed condition.)

Behind and to either side of the pile of corpses small whirlwinds of bones rise from the floor. They appear to be forming into creatures. They are forming very quickly.

++++++++++++++++++++++++++++++++

Unless you haven't guessed, we are now in ...

Combat Rounds

Combat Map

Note: The swirls of bones are not show on the map. (Couldn't find or make icons.) So I have listed their positions below.

The RED lines indicate 5ft squares.

Red Circle marks where the Fireball was.

Give a shout if you can't see the map.

*** STATUS ***

Corpses: Wounded

Bones BB&BC/41&42: Unformed

Bones BB39: Unformed

Bones BB40: Unformed

Bones BB44: Unformed

Bones BB45: Unformed

Happy New Year to all. Start the New Year with Combat.

AC 31, 211/211 hp Malgant Winterborn 
Saturday December 31st, 2011 12:10:02 AM

OOC
How high is the ceiling in the 20' wide corridor? If it was described I couldn't find it, sorry.

Stirring Things Up - DMAl 
Saturday December 31st, 2011 7:24:30 AM


OoC: Height of the ceiling was (cleverly but not very clearly) embedded in the story. It is 15ft.

In fact, unless I note otherwise, all ceilings will be a standard 15 feet high.

And, while I'm in OoC mode - and this because I keep forgetting to mention it in story - Vorelle, you may consider yourself to be Underground.

AC 31, 211/211 hp Malgant Winterborn 
Saturday December 31st, 2011 12:50:55 PM

" We can go at this straight on, or I can put them on the other side of a one way prismatic wall and hit them through it. I doubt you guys can go through it though, only me. Opinions? Think fast, thats alot of whirlwinds over there."

Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159  d20+12=20 ;
Saturday December 31st, 2011 5:40:25 PM

Jass watches, impressed despite himself, at the strange undead forces that rise to block thier path. He takes a moment to search his mind to identify the undead and to shout any weaknesses to his wunjos, and then he looks to kill them... again.

"Let's save the Prismatic spells, eh? As you said, it may be more hurtful of ourselves than the bad guys. I bet they aren't very smart, so let's see if I can't slow it down."

Jass moves his hands and creates a magical net about the huge undead, trying to keep it from moving. He finishes his Hold Monster spell and watches for a reaction.

Actions....
Know Religion: 20 Identify type of Undead, weaknesses, powers
Cast Hold Monster on the Huge multi-body Undead: Jass' Undead Bloodline enables him to use enchantment spells effectively on undead. Will DC 24 or unmove (retry each round) 17 rounds duration

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 34 minutes; +4 AC
Prot v Evil (From Malgant) 170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 51 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 170 minutes; 20 foot normal light, 20 foot dim light

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 3 1 0 1 0 1 0 0
}

AC 31, 211/211 hp Malgant Winterborn  d20+21=37 ; 4d6+11=26 ; d6=1 ; d6=2 ;
Saturday December 31st, 2011 6:23:16 PM

"Very well then, lets see how tough it is."
Malgant rushes forward and as he moves he speaks a quickened prayer over his hands ( Move to BI/BJ-41,42 and cast quickened weapon of awe). when he arrives he strikes hard at the pile of undead, attempting to gauge its abilities.( Vital Strike with Power Attack)
Hit AC 38 for 37 damage + 3<holy> damage ( holy +5 weapon with ghost touch+ Imod the warrior + weapon of awe)
Malgant then waits for it to make it's return strike.( Likely I also provoke an AoO since it is bigger than large)

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)

-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 17 minutes
-Death Ward on Malgant Duration 17 minutes
-Protection From Evil on Jass Duration 17 minutes
-Weapon of Awe +2 damage, shaken on crit Duration 17 minutes

Stirring Things Up - DMAl 
Saturday December 31st, 2011 7:02:20 PM


OoC: Malgant, please make your Fortutude save vs the Sonic Attack as in the post. If you fail, you are dazed and cannot attack this round.

AC 31, 192/211 hp Malgant Winterborn  d20+20=40 ;
Sunday January 1st, 2012 7:04:41 AM

Malgant's Fort save is a natural 20 for a total of 40.
Sorry, I forgot about it with the multiple postings.

Vauhwyt (HP106 of 126, AC40) and Mookie in Gnome Form (HP42 of 63, AC21, in pouch)  d20+16=26 ; d20+8=12 ;
Sunday January 1st, 2012 5:44:50 PM


Kindly DM Al, just before combat began, Vauhwyt tried to use her darkwalk ability (partial darkwalk). Did that work? I suspect not, but I did want to try.

V Fort DC 30 Sonic Save at +16: a 26 fails.

M Fort DC 30 Sonic Save at +8: a 12 fails.

Both are dazed for a round. Both False Life spells are consumed.

DM Sanity Info

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 40 min)
Extended Heroism (6 hrs, 40 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items
Permanent Telepathy
Light (200 minutes)
Expeditious Retreat (20 minutes)
Jump (20 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 20 min)
Permanent Telepathy

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)
Heroism on Aztyr (3 hrs 20 min)

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes??
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 1 of 5
Karma Bead: used 5 min of 10

Spells
Used 2 of 7 lvl 1 spells
Used 3 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 3 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 0 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

Stirring Things Up - DMAl 
Sunday January 1st, 2012 6:24:26 PM


OoC: Oh! Sorry Vauhwyt. I forgot. You're right. The Darkwalk did not succeed.

IC: The Shadow Lands are there. Vauhwyt can see them. In this particular spot, though, they appear more desolate than usual. (Something hardly imaginable.) When the wemic tries to step into them, she finds that she cannot. It is as though they are locked away and inaccessible.

Vorelle [AC 29; HP 159/159] [Greater Magic Weapon]]  d20+18=22 ;
Sunday January 1st, 2012 8:01:32 PM

Vorelle staggers as the shriek fills her ears. She stops dead in her tracks, unable to do anything as the overwhelming sound washes over her.

[Fort save 22; Vorelle is dazed.]

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  d20+13=15 ; d20+13=20 ; d20+13=31 ; 4d6+4=18 ; 4d6+4=27 ; 4d6+4=17 ;
Sunday January 1st, 2012 8:17:23 PM

Aztyr seeing the big thing looks solid enough, points a finger at it, unleashing 3 rays in it's direction.

Ranged touch attacks:

AC 17 (forgot heroism)
Damage 18 (4d6+4 bloodline)
AC 22 (forgot heroism)
Damage 27 (4d6+4 bloodline)
AC 33 (forgot heroism)
Damage 17 (4d6+4 bloodline)

*I sticking to easy spells for now, I want to save my powerful stuff for when it gets knee deep.*

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 1--- 1- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Heroism duration 3:40 hours from Vauhwyt

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)

Vauhwyt (HP106 of 126, AC40) and Mookie in Gnome Form (HP42 of 63, AC21, in pouch) 
Sunday January 1st, 2012 8:26:28 PM

OOC: Aztyr, add Heroism to the spells on you now! Vauhwyt cast it on you a few posts back. Duration CL20 = 3 hrs 20 min. And therefore add +2 to those attack rolls!

Brahmah 202/158hps, AC 29+5  d20+23=27 ; d20+23=32 ; d20+23=29 ; 2d4+6=13 ; 2d6=11 ; d6=6 ;
Monday January 2nd, 2012 4:21:04 AM

(Save fails initially (27) but Greater Endurance (32) saves my bacon)

The minotaur moves forward and swings at the flesh bags (allocating his Defender bonus to AC +5). His dislike of the undead shows in his swing (+2 favored). Hits AC 29 for 26 damage. He takes 6 from the viciousness of the attack.

(OOC: I'm assuming you can allocate the Defender bonus from two weapons you are using and add them both to your AC. If I'm wrong, let me know please.)

Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Cowards and Heroes - Round 2 /DMAl  d20+14=25 ; d20+20=36 ; 2d6+9=17 ; d20+25=30 ; d20+25=28 ; d20+15=18 ; d20+15=21 ; d20+15=21 ; d20+15=30 ; d10=6 ;
Monday January 2nd, 2012 7:10:21 PM


Jass knows that through his experience he has power over the undead, greater power than one would normally expect. However, as he prepares to cast his spell, the sorcerer realized that he has never heard of this sort of undead creature. That, despite its appearance, it may not be undead at all. This, however, is immaterial to the spell that he casts. The Hold Monster spell targets the mass of writhing corpses, but it manages to shake off the power. (Will 25)

Malgant begins a strategy talk. Things, however, seem to have moved beyond that already. Malgant attacks. As the Hand moves into the reach of the corpses, a collection of arms and legs slams into his side. (Slam AC36, Damage 17hp, Grab CM30 vs Malgant CMD34(45)) The Hand takes a nice bruise, but the corpses are unable to grab hold of him. He moves through to deliver his blow, but the strike of his fist does not seem to have all of the impact that the Hand had wished. (Damage Resistance.)

Vauhwyt, Mookie and Vorelle are overcome by the painful shriek. They stand dazed, unable to act.

Aztyr attacks with three scorching rays. The mass of corpses is unable to dodge any of them. The burns raise a hideous stench.

Brahmah's incredible fortitude allows him to shake off the painful shriek. He moves in front of Vauhwyt and strikes out with a blade. Whereas Malgant's punch failed to strike as hard, Brahmah's blade cuts true. Brahmah's attack, however, does not have as much effect as it would upon an undead. Perhaps, despite its appearance, this is not an undead.

The pile of corpses is, by now in disarray. Its body - if it can be said to have a single body - is slashed and battered. But, mostly, it is horribly burned. Its response is ... to flee. It withdraws, passing through the spaces where the whirlwinds of bone are forming, toward a door in the northwest corner of the room.

Meanwhile, the bone whirlwinds have been coming together with amazing speed. They become four skeletons armed with crossbows and greataxes, and, in their center, a skeletal armored warrior holding a lance mounted on a winged horse.

The mounted warrior charges Brahmah. The hooves of the skeletal mount thunder against the stone floor. But it slips at the last second, and the lance is deflected by Brahmah's magic armor. (Hit AC28)

The rest of the skeletons step forward and target the intruder who appears to be doing the most damage - Aztyr. Four bolts wiz through the air. Three strike the stones about Aztyr. The fourth embeds itself in Aztyr's flesh. (Hit AC18, AC21, AC21, AC30; Damage 6hp)

++++++++++++++++++++++++++++++++

Combat Map

The RED lines indicate 5ft squares.

*** STATUS ***

Corpses: Gravely Wounded / AC22 / DR10-???

Skeletal Horse and Rider BB&BC/41&42: Uninjured

Skeleton1 BB39: Uninjured

Skeleton2 BB40: Uninjured

Skeleton3 BB44: Uninjured

Skeleton4 BB45: Uninjured

Please do not forget to update your HP after you take damage.

Vauhwyt (HP106 of 126, AC40) and Mookie in Gnome Form (HP42 of 63, AC21, in pouch)  d20+19=31 ; 2d4=7 ; d20+31=48 ;
Monday January 2nd, 2012 7:55:45 PM


Vauhwyt casts an Acid Arrow spell on the retreating monster. Her ranged touch attack hits AC31. This round, the monster takes 7 acid damage (no magic resist possible). It will continue to take 2d4 damage per round for the next six rounds (since the CL is 20 with the karma bead still?).

Note that Vauhwyt has no more arcane fail chance with her new feat. (OOC: What a relief! I was always forgetting to roll the percent.)

Mookie stays hidden in his pouch.

Then Vauhwyt uses the Delay action until Aztyr and Jass are done. She has no desire to be sitting at ground zero for an area attack. Then, she tumbles at half speed, moving 35 feet, to BE-BF-39-40. Tumble (Acrobatics) roll to avoid AoOs if any are possible: 48.

DM Sanity Info

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 40 min)
Extended Heroism (6 hrs, 40 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items
Permanent Telepathy
Light (200 minutes)
Expeditious Retreat (20 minutes)
Jump (20 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 20 min)
Permanent Telepathy

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)
Heroism on Aztyr (3 hrs 20 min)

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 1 of 5
Karma Bead: used 5? min of 10
Mookie's Tattoos - unused

Spells
Used 2 of 7 lvl 1 spells
Used 4 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 3 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 0 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

AC 31, 175/211 hp Malgant Winterborn  d100=100 ; d20+21=33 ; 4d6+21=35 ; d6=5 ; d6=3 ;
Monday January 2nd, 2012 8:42:25 PM

OOC
Malgant has a permanent blur effect on him. I rolled it and the attack hit him anyway. Will you be rolling it in the future or will I? Also did the holy damage apply?
____________________________________________________________________
IC
Malgant steps 20' forward (BE-BF/41-42) and issues a challenge to the undead, drawing their fire.He then lashes out at Skeleton 1, striking for a vital area as hard as he can.
Hit AC 33 for 35 damage + 8<holy> damage
(Draw Fire: If the protector calls out or issues a challenge, an enemy or enemies (depending on the circumstances as judged by the DM) must make a Will save vs 10 + Protector Level + Wis or Cha modifier or attack the protector instead of some other target. This is an Enchantment: Compulsion effect. The protector usually uses this in combat to draw fire away from a weak ally and upon herself.DC29)

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)

-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 17 minutes
-Death Ward on Malgant Duration 17 minutes
-Protection From Evil on Jass Duration 17 minutes
-Weapon of Awe +2 damage Duration 17 minutes


Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159  d20+18=34 ; d20+13=25 ; d20+13=16 ; d20+13=26 ; d20+21=30 ; 4d6=13 ; 4d6=16 ; 4d6=15 ;
Monday January 2nd, 2012 9:01:03 PM

"I don't think big boy there is undead!", Jass tells the others incredulously. "I wonder if it is not just as trapped as we are?"

Still, such esoteric thoughts don't fit well in the sorcerer's brain, and he settles for something a little more direct. "Winged skeleton may be our first guardian!" He calls in a hollow voice to the others, "though he doesn't look much like a red war 'spirit'. Hey, maybe he knows the name of Sablihelm!"

Jass keeps a shrewd eye on the mounted skeleton to see if the name of the fabled blade causes a reaction.

In any case, the gaunt human thinks the skeleton will be much less a threat without his mount, and attacks the winged horse with a Scorching Ray spell.

Jass then moves forward a little more.

Actions....
Sense Motive: Mounted Skeleton: 32 (only +16 on Sense Motive)
Cast Scorching Ray: Penetration: 30 if needed; Touch AC 25, 16, 26 Damage 13, 16, 15
Move to BN,44

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 34 minutes; +4 AC
Prot v Evil (From Malgant) 170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 51 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 170 minutes; 20 foot normal light, 20 foot dim light

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 3 1 0 1 0 1 0 0
}

Vorelle [AC 29; HP 121/159] [Greater Magic Weapon] 
Monday January 2nd, 2012 9:38:36 PM

Shaking off her daze, Vorelle moves toward the combat. She can't quite reach the creatures on this turn, but she can still help. Concentrating hard, she sends data through the mental link: undead weaknesses, how to attack and do the most damage. Hopefully, her friends can make good use of her information.

[Move to BI-41, which should be possible since Malgant vacated that area. Use the Hunter's Bond ability to give all allies within 30 feet a +3 (untyped) bonus to weapon attack and damage rolls against the flying skeleton for 4 rounds. Of course, that only works if it's actually undead. :) ]

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 153/159  d20+15=19 ; d20+15=22 ; d20+15=27 ; 4d6+4=17 ; 4d6+4=17 ; 4d6+4=22 ; d20+21=28 ; d20+21=25 ; d20+21=29 ;
Tuesday January 3rd, 2012 11:28:29 AM

Aztyr yelps as the single crossbow bolt strikes her and sticks in. But she doesn't flinch from her targets at all... With the large pile of "zombie" running away, and the winged horse proving to appear to be the most important target, she switches her aim to it, and lights off another volley of scorching rays at it this round.

AC 19 Spell Penetration 28
Damage 17
AC 22 Spell Penetration 25
Damage 17
AC 27 Spell Penetration 29
Damage 22

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 2--- 1- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Heroism duration 3:40 hours from Vauhwyt

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)

Cowards and Heroes - Round 2 /DMAl 
Tuesday January 3rd, 2012 12:36:13 PM


OoC: Malgant, I'll roll the Miss for Blur. But, please go ahead and roll if I forget. Thanks.

A Cold Welcome - Round 3 /DMAl  d20+23=34 ; d100=3 ; 10d6=41 ; d20+23=37 ; d20+18=36 ; d100=13 ; d100=54 ; d8+10=15 ; d20+11=23 ; d20+11=19 ; d20+6=9 ; d20+14=28 ; d20+14=22 ; d20+14=21 ; 6d6=17 ;
Tuesday January 3rd, 2012 9:04:58 PM


Vauhwyt comes out of her daze with a green arrow of acid that burns into the massed flesh of the living pile of corpses. Ducking and dodging she passes under the lance of the mounted warrior to come up face to face with the northern pair of skeletons.

Malgant joins Vauhwyt, moving with impunity past the mounted warrior. Unlike Vauhwyt, the Hand takes no precautions to avoid an opportunistic attack. (AoO Hit Malgant AC34, 20% Miss = 3/Miss). The protective Blur about the Hand, however, causes the mounted warrior to miss. Malgant calls on his status as Protector to draw all attention to himself. He finds the reaction, however, not to his expectation. The undead in the room are unaffected by his attack of the mind. They ignore him. His punch, however, cannot be ignored. Malgant's fist, unlike its lesser effect against the corpses, does the full damage against this skeleton. It hits and hits hard.

Jass mentions the name of Sablihelm and is rewarded as the mounted warrior's skeletal head turns to look directly at him. This gesture, however, is open to many possible interpretations. Jass fires three scorching rays at the warriors mount and bone burns three times, once for each ray.

Vorelle too comes out of her daze. She chooses to join her companions and enhance their abilities.

Aztyr follows Jass' lead with several more scorching rays. Each one of her rays hits as well. The skeletal nightmare now looks blackened over much of its body.

Brahmah appears stunned.

The hideous pile of corpses, sensing its impending demise, chooses to move back into the room a few feet where it looses a second Shriek of Pain. (Vauhwyt, Mookie, Vorelle, Malgant, and Brahmah: Take 41hp sonic damage and be Dazed for one round. Fortitude vs DC30 for half and negate the Dazed condition.)

The painful shriek appears to have no affect on the skeletons. They move to attack. Both the warrior and his mount wheel to attack Malgant. (Warrior Lance Hit: AC37/AC36, 20% Miss = 13/Miss, 54/Hit, Damage 15hp. Mount Hoof Hit AC23/AC19, Bite AC9) The lance thrusts. Hooves and teeth fly. Most of this the Hand of Domi manages to dodge. Once again his Blur saves him from harm, but one thrust of the lance penetrates his defenses.

Three of the skeletons abandon their crossbows, dropping them to the stone floor. They draw great axes and attack. One attacks Vauhwyt and two attack Malgant. (Skeleton2 hit Vauhwyt AC28, Skeleton1 hit Malgant AC22, Skeleton3 hit Malgant AC21) None of the greataxes finds the flesh of our heroes.

The fourth skeleton, after throwing his crossbow to the floor, turns and goes to the corner. It touches a place on the wall, and there is an audible click. Concealed pockets in the ceiling then open and spill their contents. A fluid of supernatural freezing cold drops down from above drenching all who lie below. (Everyone from RowBG and westward -Vauhwyt, Mookie, and Malgant- Take 17hp cold damage, Reflex vs DC15 for Half.) Neither the skeletons nor the corpse pile appear affected by the cold.

++++++++++++++++++++++++++++++++

Combat Map

The RED lines indicate 5ft squares.

*** STATUS ***

Corpses: Gravely Wounded / AC22 / DR10-Slashing or Piercing

Skeletal Horse: Wounded / AC23 /DR10-Bludgeoning

Skeletal Rider: Uninjured / AC22 /DR10-Bludgeoning

Skeleton1: Wounded / AC16 /DR10-Bludgeoning

Skeleton2: Uninjured / AC16 /DR10-Bludgeoning

Skeleton3: Uninjured / AC16 /DR10-Bludgeoning

Skeleton4: Uninjured / AC16 /DR10-Bludgeoning

Please do not forget to update your HP after you take damage.

Brahmah 202/158hps, AC 29+5 
Tuesday January 3rd, 2012 9:09:42 PM

"They might not actually be undead. That swing didn't connect right."

With any luck, Brahmah is able to swing at the mounted rider. The ranger steps to where he can reach the rider on its next pass. (READYING TO SWING AT THE RIDER)[using Defender +5 again, falchion]

Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic


Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159  d20+21=35 ; d20+13=24 ; d20+13=16 ; d20+13=32 ; 4d6=12 ; 4d6=13 ; 4d6=16 ; d20+21=30 ; d20+13=28 ; d20+13=23 ; d20+13=17 ; 4d6=10 ; 4d6=14 ; 4d6=14 ;
Tuesday January 3rd, 2012 9:51:05 PM

All of the undead and, well... fleshy mountain thing are still alive. And while Jass has not taken a wound or even been seriously threatened, the same can't be said for his friends.

"Gotta reduce the opponents!" he says with a hollow voice, and goes to rapid fire, firey spells. He steps forward and sends a Quickened Scorching Ray to the fleshy mountain, and then turns his focus to cast another Scorching Ray at the winged skeleton mount.

Actions....
Move 5 feet to BM, 44
Cast Quickened Scorching Ray: (6th lvl slot) Penetration: 35 if needed; Touch AC 24. 16, 32 Damage 12, 13, 16
Cast Scorching Ray: Penetration: 30 if needed; Touch AC 28, 23, 17 Damage 10, 14, 14

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 34 minutes; +4 AC
Prot v Evil (From Malgant) 170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 51 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 170 minutes; 20 foot normal light, 20 foot dim light

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 3 2 0 1 0 2 0 0
}

Vorelle [AC 29; HP 101/159] [Greater Magic Weapon]  d20+18=30 ; d20+36=52 ; 2d6+18=24 ; 2d6=3 ;
Wednesday January 4th, 2012 12:46:13 AM

Vorelle feels the shriek of pain again, but this time she (barely) manages to hold onto her wits [Fort save 30 on the nose!].

She moves up to the mounted creature [BG-42], and draws her silver and adamantine axes [free action with Quick Draw]. She only has time for one strike, so she uses her silver axe and tries to make it count.

[Hit AC 52 for 24 damage, or 27 damage if it is Evil (using Vital Strike feat) with a +5 holy silver hand axe.]

Vauhwyt (HP65 of 126, AC40) and Mookie in Gnome Form (HP1 of 63, AC21, in pouch)  d20+16=27 ; d20+8=9 ; d20+23=40 ; d20+14=27 ;
Wednesday January 4th, 2012 2:43:26 AM


[OOC: Shoulda asked the first time but I did not think about it. Is Shriek of Pain something that could be negated by spell resistance? Because Mookie has SR23. How about damage reduction? Mookie has DR10/evil. And I'm assuming evasion/improved evasion helps only vs the cold attack?]

V Fort DC 30 Sonic Save at +16: a 27 fails.

M Fort DC 30 Sonic Save at +8: a 9 fails.

V Reflex DC 15 Cold Save at +23: a 40 saves for no damage.

M Reflex DC 15 Cold Save at +14: a 27 saves for no damage.

Vauhwyt is dazed and at half her hp. Mookie is too, and at just a single hit point.

Mid Round Request and Answers - Round 3 /DMAl 
Wednesday January 4th, 2012 7:16:26 AM


OoC:

Brahmah: You are already close enough to make an attack against either the mounted warrior or his mount. Please look at the map.

You may make your attack rolls at any time between now and posting time (6PM PST). If you do not make your attack rolls by then, the attacks will not have happened.

Also, please deduct 18hp from your total for the first Pain Shriek. You made your save, but you still take half.

Another also, please roll your Fortitude vs the second Pain Shriek. DC to beat is 30 or take 41hp and be dazed. Which would then negate the reason to roll as stated above.

Vauhwyt: Pain Shriek is a supernatural ability. Due to this, it is not subject to spell resistance. It's also a sonic attack. And, as with any energy attack, is not subject to damage reduction either.

Also, yes, evasion and improved evasion only help against the Reflex save offered by the cold attack.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 153/159  10d6+10=53 ; d20+23=29 ;
Wednesday January 4th, 2012 4:43:56 PM

Aztyr looks at the situation as it unfolds and decides it's time for spectacular action. "Fire in the Hole" she shouts as she casts a fireball. She forms the seed and then launches it at the junction of 40,41 / AZ,BA

Damage 53, Reflex Save DC 25 for half, SP 29

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 2--- 2- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Heroism duration 3:40 hours from Vauhwyt

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)

AC 31, 145/211 hp Malgant Winterborn  d20+20=40 ; d20+12=24 ; d20+20=35 ; d20+20=36 ; d20+15=26 ; d20+10=30 ; d20+10=15 ; 2d6+21=23 ; d6=2 ; d6=4 ; 2d6+21=27 ; d6=6 ; d6=4 ; 2d6+21=27 ; d6=2 ; d6=4 ; 2d6+21=28 ; d6=4 ; d6=1 ;
Wednesday January 4th, 2012 5:06:37 PM

Fortitude save 40
Reflex save 24
Damage reduced and taken ( will the cold damage be persistent? For example, are we standing in a puddle of freezing stuff?)
Malgant grits his teeth at the second shriek only to be partially doused in freezing goo as he dodges to avoid it, it would figure the only skeleton he can not reach is the one that went for the trap release. Blocked by opponents he thinks back through the link" That damn pile of corpses is killing us and is hiding from my fists. Also I hurt it a lot less than you casters. Kill that first and save us from the shrieks, the flyer cannot get away from me so leave that to me. Yes, just like that Aztyr."
Picking up on the rider's acknowledgement of Jass speaking the name of the blade Malgant starts to taunt the undead. " That's right bonehead, Sablihelm, the blade that will cut the bounds of this realm and allow Scarwall to be destroyed. You are one of the protectors, tasked to defend the blade. I have bad news for you, you are about to die, again."
At this point Malgant launches into a furious attack far more savage than any he used to accomplish while wielding his blade. Hooves, fists, elbows and horns all lash out in a flurry of repeated blows against the RIDER of the flying mount. ( I don't think anyone has attacked the rider yet, just the horse so I am adding the +1 to hit for Minotaur Honor Trait)
Attack 1 Hits AC 35 for 23 damage +6 <holy>
Attack 2 Hits AC 36 for 27 damage +10 <holy>
Attack 3 Hits AC 26 for 27 damage +6 <holy>
Attack 4 Hits AC 30 critical threat, AC 15 not confirmed for 28 damage +5 <holy>
105 damage + 27 <holy> Total ( +12 more if I benefit from Vorelle's Hunter's bond, the critical is still unconfirmed)
Malgant is also peripherally aware of his companions plight. He designates Mookie as his interpose target for the round. ( If Mookie cannot be targeted because he is in V's pouch Malagnt instead interposes on Vauhwyt)

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)
-Mind Blank 24 hour duration cast each morning

-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 17 minutes
-Death Ward on Malgant Duration 17 minutes
-Protection From Evil on Jass Duration 17 minutes
-Weapon of Awe +2 damage Duration 17 minutes


Victory. But at What Cost? - Round 4 END OF COMBAT /DMAl  d20+23=28 ; d20+18=29 ; d20+11=22 ; d20+11=24 ; d20+6=7 ; d20+14=23 ; d20+14=28 ; d20+14=32 ; d20+14=18 ; d20+9=13 ; d20+9=27 ; d20+9=23 ; d100=77 ; d12+9=10 ;
Wednesday January 4th, 2012 9:09:37 PM


Brahmah waits for another pass, even though the mounted warrior is right in front of him.

More rays of fire spring from Jass' hand. The orgy of corpses falls in upon itself, fire leaping from its blackened flesh. All three of his second set of rays sear the bones of the skeletal nightmare as well. The mount is looking bad. Most of its yellowed bones are now black.

Vorelle moves in and through the space threatened by the mounted warrior's lance. (AoO Hit Vorelle AC23, Damage 1d8+10/19--20/×3) She draws both axes and delivers a firm blow. The thing from the spark of her axe, Vorelle knows that this thing is most decidedly evil. But the blade of her axe has less affect that she would want. The bone seems resistant to the blade.

Vauhwyt is again overcome by the affect of the Pain Shriek. Poor Mookie, inside her clothing, hovers near the brink of unconsciousness.

Aztyr sends a fireball that just misses Vauhwyt and Mookie. It consumes the pile of corpses and two of the skeletons. If the living pile of corpses was not dead already, it most certainly is now. The two skeletons, however, still remain standing. This, despite the fact that they both failed to dodge the flames and take the full flame of Aztyr's magic.

Though he is concerned about the persistent effects of the supernaturally cold fluid, Malgant still turns all of his attention to the mounted warrior. With a flurry of horns and hooves, he penetrates steel armor and shatters bone. In but a few short seconds, the mounted warrior is shattered, barely able to seat himself upon his equally shattered mount. Sparing a moment between attacks, the Hand notes that the freezing fluid has already dissipated and should be of no further harm.

Warrior Lance Hit Malgant: AC28/AC29. Mount Hoof Hit AC22/AC24, Bite AC7

Skeleton1 Attack Vauhwyt Hit AC23 AC13

Skeleton2 Attack Malgant Hit AC28 AC27

Skeleton3 Attack Malgant Hit AC32 AC23, 20% Miss = 77/Hit, Damage 10hp

Skeleton4 Attack Malgant Hit AC18

With the hideous corpse creature now dead, and the mounted rider just shy of destruction, the dark forces arrayed against the heroes from Blackbird Lake make one last attack. They manage little more than a minor scratch against Malgant. Beyond that, there is little that they can do against the power of our heroes, and they are quickly dispatched, returned to scattered piles of bone.

With the battle over, Vorelle and Brahmah put their heads together and both agree that the corpse creature is likely an aberration know as a Corpse Orgy. But neither ranger has every heard of one this big before.

As with the corridor and the entry area, this room is littered with bodies. There appear to be some things here that might be worth taking. Aztyr's Arcane Sight certainly detects magic on the weapons and armor wielded by their defeated skeletal attackers.

Vauhwyt and others are also injured. And, unbeknownst to any but possibly Vauhwt, Mookie is very badly injured.

There is one door leading out of this room. It is in the northwest corner just beyond the remains of the Corpse Orgy. When tried, the door is found to be either locked or barred from the other side. Vauhwyt senses a room beyond the door. It's roughly twenty feet wide. And it extends in length far enough for the far side to be beyond her ability to discern it.

++++++++++++++++++++++++++++++++

End of Combat Rounds

After Combat Map

The RED lines indicate 5ft squares.

*** STATUS ***

All Dead

Please do not forget to update your HP after you take damage.

Brahmah 202/158hps, AC 29+5 
Thursday January 5th, 2012 3:33:25 AM

None the worse for ware, the ranger tries to shake the pain of the screech but his one good ear is still ringing from the attack. "Sheesh, I guess I am getting to slow to respond to things." He kicks the pile of bones that was the mount. "I also can't remember the last time I fought a mounted rider. Now I'm thinking a bane weapon versus undead would be a fantastic idea. You know, one of those silvered, baned, versus evil hammer monstrosities that the Cataombs is always trying to pawn off on adventurers?! Next time I'm at the Cat, I'm grabbin' me one!"

Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Vauhwyt (HP65(+11) of 126, AC40) and Mookie in Gnome Form (HP1 (+20) of 63, AC21, in pouch)  d10+10=20 ; d10+10=11 ;
Thursday January 5th, 2012 6:35:59 AM


Trembling slightly as she recovers from the sonic attack, Vauhwyt mentions to her friends over the mental link that she and Mookie are pretty bad off -- each could use about 60 hp of healing. She casts two new False Lives on Mookie and herself: 20 temp hp for Mookie, 11 for Vauhwyt.

After some healing, please, Vauhwyt has a couple ideas. She can ask the spirits composing the door some questions, like what lies behind, and also to please open the door. She can even ry to command the key door spirit, if there is one. Failing that, she considers if she could squeeze under the door via Fluid Form spell. That plus an invisibility could make for some keen scouting.

After he is healed, Mookie shows some sign of his carefree self. "Don't forget the loot, Boss," he says.

DM Sanity Info

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 40 min)
Extended Heroism (6 hrs, 40 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items
Permanent Telepathy
Light (200 minutes)
Expeditious Retreat (20 minutes)
Jump (20 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 20 min)
Permanent Telepathy

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)
Heroism on Aztyr (3 hrs 20 min)

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 1 of 5
Karma Bead: used 6? min of 10
Mookie's Tattoos - unused

Spells
Used 2 of 7 lvl 1 spells
Used 6 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 3 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 0 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159 
Thursday January 5th, 2012 3:15:48 PM

Jass moves into the room, wary and alert. He can't do anything about healing the others, and so he tries to keep watch while Malgant does what Malgant does.

The sorcerer casts a small cantrip, Detect Magic, to see if he can identify any treasure that can be gleaned from the aberrations and undead. He looks especially over the former mounted man to see if there is a sword shard or something like that on him.

"Any hidden or secret doors?" he asks, not really expecting an answer. "If I have to blast our way through every door, my magic will quickly be exhausted and the Scarwall will win."

Actions....
Move to BG, 44
Cast Detect Magic: Cantrip

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 33/34 minutes; +4 AC
Prot v Evil (From Malgant) 169/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 51 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 169/170 minutes; 20 foot normal light, 20 foot dim light

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 3 2 0 1 0 2 0 0
}

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 153/159 
Thursday January 5th, 2012 4:40:49 PM

"I can try a Knock before we try anything more substantial."

OOC: will post more later

Vorelle [AC 29; HP 101/159] [Greater Magic Weapon] 
Thursday January 5th, 2012 4:51:18 PM

Vorelle isn't badly hurt, but she is a little worse for wear after the combat. Her ears are bleeding.

She looks at the door. "Well, if all else fails, I do have an adamantine hand axe," she says with a wry grin.

Victory. But at What Cost? - Round 4 END OF COMBAT /DMAl 
Thursday January 5th, 2012 5:31:08 PM


OoC: Is anyone actually conducting a search? Rolling Perception?

Vauhwyt (HP65(+11) of 126, AC40) and Mookie in Gnome Form (HP1 (+20) of 63, AC21, in pouch) 
Thursday January 5th, 2012 6:07:58 PM


V&M are going nowhere until they get some curing, please please please!

AC 31, 168/211 hp Malgant Winterborn  3d6=7 ; 3d6=15 ; 3d6=11 ; d20+20=22 ;
Thursday January 5th, 2012 7:11:39 PM

Malgant gathers his friends around him to offer the positive energy that Imod grants him to heal with. Summoning the power from inside, he radiates positive healing energy to heal his friends wounds.
Channel energy 3 times to heal 33 damage among his friends.
He pauses a moment to see how much that heals them, when Aztyr mentions her staff of curing and her ability to recharge it. While she tends to the wounds of the others, Malgant begins searching among the bodies physically, looking for any parts of the blade Sablihelm and anything else magical or valuable looking.
Cast detect magic and search the bodies.
Perception 22

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent

-Blur ( constant per the streamers of Minor Displacement)
-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 17 minutes
-Death Ward on Malgant Duration 17 minutes
-Protection From Evil on Jass Duration 17 minutes
-Weapon of Awe +2 damage Duration 17 minutes

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  3d8+5=18 ; 3d8+5=28 ; d20+28=45 ; d20+28=44 ; d20+36=51 ;
Thursday January 5th, 2012 8:08:51 PM

Aztyr will head to Vauhwyt and use 2 charges from it for Cure Serious Wounds twice on her. (add 12 to each roll miss read the Staff rules) So Vauhwyt is healed for 30 + 40. (2 UMD rolls DC 20 to emulate a Clerics ability to cast healing spells)
Aztyr then tries to draw 8 drops of Wold's Blood. If successful, she will recharge 1 charge of the Staff by using the blood just drawn and 2 drops from her personal vessel. (DC 50 for drawing the blood)

"There's quite a few magic items, I glimpsed them as I was walking forward, but right now I've got more important things to take care of."

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 2--- 2- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Heroism duration 3:40 hours from Vauhwyt

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)

Brahmah 202/158hps, AC 29+5  d20+25=30 ;
Thursday January 5th, 2012 8:14:47 PM

Ooc: I have been remiss in my duties! Looting! Perception 30 +2 for undead

Vauhwyt (HP65(+11) of 126, AC40) and Mookie in Gnome Form (HP1 (+20) of 63, AC21, in pouch) 
Thursday January 5th, 2012 8:20:10 PM


Vauhwyt and Mookie bask in the sweet channelled healing glow that cures 33 to each of them!

And then Aztyr comes over to finish the job ...

"Whoa! Whoa!" Vauhwyt says after the first cure, which brings her to her max 126. "Please use the second on poor Mookie! Or someone else who needs it!"

"I need it! I need it!" says Mookie.

If the second goes to Mookie, it will cure him to max too.

more to come kindly DM Al ...

Vauhwyt (HP126 (+11) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d20+30=49 ; d20+8=22 ;
Thursday January 5th, 2012 8:24:38 PM

[OOC: updated hp header]

Now cured, Vauhwyt goes over to the door, or rather, to the spirits bound in the door. She asks them / it who or what has passed through lately. She asks what lays on the other side of the door. She asks if they / it will open the door.

Her tone is not gentle as she seeks to force the spirits to be friendly: Intimidate 49.

She looks closely to see if she could slink under in fluid form: Perception 22.

She adds as a mental comment to her friends, "So do we just have to defeat the four champions or get something too? A key? A token? Make sure we do not miss anything."

DM Sanity Info

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 40 min)
Extended Heroism (6 hrs, 40 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items
Permanent Telepathy
Light (200 minutes)
Expeditious Retreat (20 minutes)
Jump (20 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 20 min)
Permanent Telepathy

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)
Heroism on Aztyr (3 hrs 20 min)

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 1 of 5
Karma Bead: used 6? min of 10
Mookie's Tattoos - unused

Spells
Used 2 of 7 lvl 1 spells
Used 6 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 3 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 0 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

A Moment In the First Room /DMAl 
Thursday January 5th, 2012 9:19:09 PM


Spells are cast to heal way the damage done by the first line of Scarwall's defenders. Malgant channels Domi's grace. Aztyr plays the healing staff as though a cleric born. But, when Aztyr reaches for the Woldsblood that usually comes so readily to her hand, she finds the way blocked. It looks as though there will be no Woldsblood while within the walls of Scarwall.

A search of both the entry way from which they came and the room that they had just fought for reveals little of immediate use. There is nothing on the Corpse Orgy of any value whatsoever. On the skeletons, however, there are items of value.

From the mounted warrior:
+1 full plate
+2 lance
masterwork longsword
gauntlets of ogre power

From the mount:
+1 mithral full plate barding

From the four skeletons:
Great Axe x4
mwk Heavy Crossbow x4

And, among the age old brick a brack of ancient and rusted weapons and armor amongst the litter of orc and human corpses, Brahmah pulls a masterwork longbow with no string. In a different place, Malgant finds a cracked longbow with its string intact.

There is little more aside from this. There is most certainly nothing that appears to be a wondrous sword or even part of a wondrous sword. And, despite the wounds suffered by Vauhwyt and Mookie, nothing in this room seemed to present much of a challenge. The resistance met here, however, does seem to indicate that Scarwall has more inhabitants than they have so far been informed of.

After receiving healing, Vauhwyt attempts to intimidate the spirits pressed into the walls of Scarwall. She sounds quite stern and fearsome. But this time, the wemictrix is met with silence. The Grim in Vauhwyt could interpret this as the notorious resistance that the undead have to morale effects.

A good look at the door, however, shows Vauhwyt that she could likely slip through the crack under the door while in fluid form. It is little more than an ordinary wooden door. Equally, it could very easily yield to a knock spell. Or it might be disintegrated. Or, it could also simply be chopped open with a little strength and a certain person's adamantine axe.

++++++++++++++++++++++++++++++++

Brahmah: Please update your HP to reflect 18hp lost in the first Pain Shriek and 41hp lost in the second Pain Shriek and 33hp just gain back from Malgant's Channel.

AC 31, 168/211 hp Malgant Winterborn 
Thursday January 5th, 2012 9:29:12 PM

" Do NOT think about going under that door. I will knock you senseless before I let us separate in this place. Save the spells, we wil destroy the doors when we have the time to do so." Rather than damage Vorelle's axe, Malgant picks up one of the great axes and wielding it one handed will start working on removing the door.

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)

-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 17 minutes
-Death Ward on Malgant Duration 17 minutes
-Protection From Evil on Jass Duration 17 minutes
-Weapon of Awe +2 damage Duration 17 minutes

Brahmah 202/176hps, AC 29  d20+25=33 ;
Thursday January 5th, 2012 9:46:18 PM

Looking at Vorelle, Brahmah thinks and points to the mwk bow and Malgant's string. "I think we know who can use that! Any Arrows?!" He begins looking diligently for ammo for the bow. (Perception 33)

"I think my Portable Ram is with Polo in the city. It'll be of no use." He looks briefly at the door than continues with his search.

Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Ring of Retribution 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic


Brahmah 202/176hps, AC 29 
Friday January 6th, 2012 6:05:23 AM

OOC: Regardless of what happens next, Brahmah will help to dispatch the door... when the time comes. I'm not going to be home to post again until Saturday. I might check in though. Post this as my Friday post please.

Brahmah does not like not knowing what is beyond the door, but understands that it's tactically good to keep it standing for now. But the things which 'live' here have to know they are coming. "These were sentries. Not just randomly dropped corpses. Not with this gear."
He points to the mithril armor. "I suggest moving before too long. Mobility in this place is going to be a defense. Can anyone tell if we're being scryed at this moment?" He doesn't bother with the mental link for this conversation, the focus which is required to listen, discern, articulate and verbalize a thought is unbelievably difficult. However, it will come in handy in combat and at least that was something.

He wanders over, picks up a skull and looks into its dark empty sockets. "Your little guard post fell in mere seconds. It would be wise to pray to whatever foul God you revere, because we're coming." He drops the skull unceremoniously back on the pile.

He turns back tot he group. "This is going to be fun." His leer is spooky, but the old minotaur suddenly looks much younger, an eagerness and zeal.
---------------------------------------------------------------------------------
Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Ring of Retribution 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Vauhwyt (HP126 (+11) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Friday January 6th, 2012 6:26:22 AM


When the spirits refuse to cooperate, Vauhwyt uses her Compel Spirit ability to order one to answer her questions. The Will Save DC is an absurdly low 15, but she's not in combat, and there are always natural 1s. Hopefully she will get some answers: Who or what has passed through the door lately? What creatures, things, traps, and spirits are on the other side of the door? Was the mounted undead we just destroyed one of the four opponents described to us as 'A spirit first, red war his thirst / Still stands at post of old'?

Vauhwyt grins at Mal's words regarding scouting. She will cast her Fluid Form spell, but NOT slip under the door. Then she readies an action to cast Greater Invisibility the moment before the door gives way.

[OOC: Advancing short duration effects by a minute -- or should that be two, DM Al?]

DM Sanity Info

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 37 min)
Extended Heroism (6 hrs, 37 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items
Permanent Telepathy
Light (199 minutes)
Expeditious Retreat (19 minutes)
Jump (19 minutes)
Fluid Form (20 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 18 min)
Permanent Telepathy

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)
Heroism on Aztyr (3 hrs 20 min)

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 2 of 5
Karma Bead: used 7? min of 10
Mookie's Tattoos - unused

Spells
Used 2 of 7 lvl 1 spells
Used 6 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 3 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 1 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159  d20+18=26 ; d20+18=31 ; d20+18=19 ; d20+18=21 ; d20+18=32 ;
Friday January 6th, 2012 9:45:31 AM

With no need for spells at the moment, Jass is content to stay together and let Malgant take the battleaxes to the door. After all, if one gets dull, there are 3 more he can use.

He looks at the magical arms and armor for a moment, and wistfully sighs. "No use in taking a great deal of battle spoils. Without our extra-dimensional pockets, we would be hopelessly encumbered!" The gaunt man does pick up the Gauntlets of the Ogre and dons the magical attire. "Every little bit may help, eh?"

While the door is worked on, Jass wanders the wall searching for any sign of a secret opening.

Actions....
Don Gauntlets ooc: what are the powers? I can't find the gauntlets in Pathfinder or APG.
Perception: 26, 31, 19,21, 32

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 33/34 minutes; +4 AC
Prot v Evil (From Malgant) 169/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 51 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 169/170 minutes; 20 foot normal light, 20 foot dim light

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)
Gauntlets of Ogre Power

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 3 2 0 1 0 2 0 0
}

Vauhwyt (HP126 (+11) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Friday January 6th, 2012 11:52:37 AM

Vauhwyt will err on the side of caution in casting her invisibility. That is, she'll wait until the door looks about to burst open, but if she wastes a round or three by being too early, that's fine.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  d20+9=24 ;
Friday January 6th, 2012 4:44:07 PM

As Aztyr tries to reach into the "other" realm to squeeze out some Wold's Blood, she can't even open the small portal.
"Malgant, we got a problem. I have 8 drops of Wold's Blood, and my access to getting more is nonexistent. So, we got 30 some hours on the Vestment's I did earlier, there won't be more, and the Staff of Healing is down a pair of charges.
I'm beginning to doubt that you will be able to access Imod to replenish your spells either. This pocket dimension is closed off from everything it seems."
(know plains 24)
Aztyr stows the staff along side the falchion on her back.

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 2--- 2- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Heroism duration 3:40 hours from Vauhwyt

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)

AC 31, 193/211 hp Malgant Winterborn  2d8+17=25 ;
Friday January 6th, 2012 5:23:01 PM

"Imod has seen me this far, he will not desert us here. I will heal those of us still hurt and use as few prayers as I can in combat, but we need to not take senseless damage. Mookie, without your gear you are not an asset in combat. I know it may be hard since you are always in the thick of things with us, but try and stay out of the fight so I don't need to heal you. Without using prayers I may not be able to fight as effectively as I could with them. I will need to judge when to enhance my fighting capabilities. Anyway, those still wounded gather round. Aztyr, keep the staff handy for while we are in combat to save any close to falling."
Spontaneously lose greater dispel magic for a mass cure moderate wounds spell. 25 healing to any still wounded.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)

-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 17 minutes
-Death Ward on Malgant Duration 17 minutes
-Protection From Evil on Jass Duration 17 minutes
-Weapon of Awe +2 damage Duration 17 minutes

Vauhwyt (HP126 (+11) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Friday January 6th, 2012 7:58:48 PM


Hey kindly DM Al!

Under PF, if V shares a spell with Mookie, it means she can cast a spell on him even if normally it is only a caster-only spell. She CAN cast Fluid Form on Mookie and herself, but it would take two castings and two 6th level slots.

Fluid Form does not say that a carried creature starts to drown or gets soaked or suffers any other negative effect, except that the carried creature cannot go through cracks and small spaces. I see no reason to think that Mookie would drown if V were under the spell but he were not.

However, it is not a bad idea, so I think I will cast it on Mookie, just so I CAN take him with me wherever I go.

Now, Mookie is in a pouch that grants him (I figure and hope) total concealment (but no cover). If V goes invisible, I am hoping he will still have that total concealment and remain invisible. The rules for invisibility say, "An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible." I hope that concept applies here. (Also note that Mookie is three sizes smaller than Vauhwyt.)

Note: Please consider casting FF on Mookie an addendum to my post.

Vorelle [AC 29; HP 134/159] [Greater Magic Weapon] 
Friday January 6th, 2012 8:15:29 PM

The healing helps, and Vorelle sighs as her ears start to feel better. She is still a little injured, but nothing that won't keep.

She is relieved to find a bow. "I have arrows," she assures her friends. "I keep extra arrows in my backpack. I can't get to my fancy, arrows, unfortunately, but I have plenty of plain ones."

Fallen Hero /DMAl 
Friday January 6th, 2012 8:33:31 PM


Brahmah: I've made this request many times over the past few days. I will only say it once more.

Please update your HP to reflect 18hp lost in the first Pain Shriek and 41hp lost in the second Pain Shriek and 33hp just gain back from Malgant's Channel.


+++++++++++++++++++++++++++++++++++++++++++

Malgant takes up one of the greataxes and begins hacking the door down. It only takes two chops before he breaks through to the other side. Revealed through the splintered wood is an iron bar that holds the door closed. The iron bar is now easily removed.

Brahmah swiftly realized that the best one to gain use of the bow that he found would be to give it to Vorelle. Combined with the string found by Malgant, she will have a functioning masterwork longbow. Brahmah, however, has forgotten that Vorelle has already said that she has arrows that are readily accessible to her. He suggests moving on. He appears to look on the idea with anticipation.

Once again, Vauhwyt calls on her connection to Gargul in order to compel a spirit to speech. As before, she is answered with the bubble of eerie laughter. When the spirit does speak, Vauhwyt again receives the distinct impression that it does so of its own volition. "Chains bind the four. Chains bind us all. Chains will bind YOU TOO!!!" cries the spirit, and then drops into silence. While Malgant chops down the door, Vauhwyt changes her form and then vanishes from normal sight.

Jass dons the Gauntlets of Ogre Power and begins searching for secret passages. He barely has time to get started before Malgant is finished. In that time he finds nothing of interest.

Aztyr informs the others of her dire news regarding the access to Woldsblood. The wemictrix considers what planar condition might be preventing her access to Woldsblood, and whether this may interfere with Malgant's connection with Gargul. She can think of nothing. Her only clue is from her knowledge of the arcane. (Taking 10 would make that a 33.) A dimensional locking effect would prevent the passage of physical objects or person from one plane to another. But it should not affect the passage of divine grace. Should it? The only way to know for sure would be to try.

Vorelle now has a serviceable weapon. The longbow is mundane, as are the arrows. But now, at least, she has an option to her axes.

The group from Blackbird Lake gathers about the doorway. Beyond is a long narrow room or hallway. Tattered bits of ruined tapestries line the walls of this hallway--wispy filaments of rotting cloth that hang limp and forgotten. More ancient bones from scattered skeletons lie on the floor amid bits of broken weaponry and armor.

Only one skeleton seems to remain whole, slumped against the northeastern corner, clad in dust-caked full plate armor. Only Vauhwyt can see this with any clarity, looking into the dim light with her Wemic eyes. She and Aztyr with her darkvision. The bones and scattered brick a brack is piled higher around this lone skeleton, as though this person had made a last stand here, piling the dead around him or her before finally taking a fatal wound.

+++++++++++++++++++++++++++++++++++++++++++

Reference Map Positions are not necessarily where you must be.

The skeleton question is in AP35.

Consider one minute to have come off of spells and such since arrival in Scarwall.

Vauhwyt (HP126 (+11) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d20+21=23 ; d3=3 ; d20+25=38 ; d6+10=13 ;
Friday January 6th, 2012 9:12:07 PM

Note that Vauhwyt has see Invisible too.

She wonders if the skellie is just bones or an animated undead about to attack. She could use her Sense Spirit ability to tell if there are any spirits in this room aside from the ones bound into the very structure of the place. But that would take a round. So she just sneaks over to 15 ft from the skeleton (move action) and grapples it (15 ft reach with fluid form) to AS-AT-35-36.

Touch attack to hit: hits touch AC23 including a +2 for being invisible, and maybe does better than that since the target is prone.

Grapple check: 41 (includes +3 luck bonus from fate item lucky armor spikes).

Grapple damage 13.

DM Sanity Info

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 37 min)
Extended Heroism (6 hrs, 37 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items
Permanent Telepathy
Light (199 minutes)
Expeditious Retreat (19 minutes)
Jump (19 minutes)
Fluid Form (20 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 18 min)
Permanent Telepathy
Fluid Form (20 minutes)

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)
Heroism on Aztyr (3 hrs 20 min)

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 2 of 5
Karma Bead: used 7? min of 10
Mookie's Tattoos - unused

Spells
Used 2 of 7 lvl 1 spells
Used 6 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 3 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 1 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

Fallen Hero /DMAl 
Friday January 6th, 2012 9:20:28 PM


OoC: Question to Vauhwyt. Do you share these spells with Mookie? If you do not, where does Mookie go? If Mookie stays on your person without the Fluid Form spell, he will drown.

And give you away if the invisibility is not shared.

AC 31, 193/211 hp Malgant Winterborn 
Friday January 6th, 2012 9:54:02 PM

AL read V's answers and questions above your DM post

Cayzle Comments: What Mal says! :-)

AC 31, 193/211 hp Malgant Winterborn 
Friday January 6th, 2012 9:58:44 PM

Note to all players, through mass healing and channeling energy I have healed 58 HP to all present. If you die from not reading my healing posts and taking your healing I cannot help you.
That is all.

AC 31, 193/211 hp Malgant Winterborn  d20+20=23 ;
Friday January 6th, 2012 10:17:04 PM

"Damn it Vauhwyt! Do you recall a little trip we all took to Gargul's realm the last time people left the group when we knew we were in dangerous territory? I can assure you that trip won't be repeated if you die here. Look around. REALLY LOOK with your MIND as well as your eyes. You have described this WHOLE REALM as being made of trapped souls. Every time you compel them to speak they tell you that you too can be bound here. Death here is permanent, forever. No trip to Gargul's throne to make a deal for your soul. You die here and become furniture, or a wall fresco."
Malgant does not use the mind link so that the stress he can feel at trying to keep her self destructive nature from getting her killed in clear in his voice. He knows she wants to use her skills to the benefit of the group, and her stealth and cunning are her greatest asset, but time and again the group has split up and each time someone ends up dead. First Appolo, then Vauhwyt herself.
Malgant quashes his frustration to the rear of his mind and concentrates on the problem at hand. His clear tactical mind assures him that the skeleton she just dove on died with a veritable pile of dead foes at its feet. He has read the signs of battles decades old where no trace of the conflict still remained and seen images like this one just as clearly. This well could be the red warrior they seek. But the rhyme said it would be spectral, no corporeal. So Malgant looks to the floor and walls around the death stand looking for the actual spectral warrior.
Perception 23

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)

-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 16 minutes
-Death Ward on Malgant Duration 16 minutes
-Protection From Evil on Jass Duration 16 minutes
-Weapon of Awe +2 damage Duration 16 minutes

Vauhwyt (HP126 (+11) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Friday January 6th, 2012 11:41:47 PM

Vauhwyt replies mentally to Mal, "What? I walked forward 30 feet and reached out to grab a skeleton. I'm not splitting up the group -- you're right there!"

Jass of Downs (SteveK) AC 35 CMD 22 HP 175/159 
Saturday January 7th, 2012 9:35:01 AM

Jass' morale takes another hit with Atzyr's talk that she can't access Woldsblood. Then his quick mind takes that to its logical conclusion. "Makes sense. That's how souls get trapped here, because there is no access to the Woldsblood to take em to Gargul and be judged. And then if there are powers here that have similar abilities to Vauhwyt to bind souls..." he shudders. Although he looks like a walking undead himself, the sorcerer knows he is all too mortal.

His nerves are on edge, and Malgant voices his deepest fear. To stave off that terrible suggestion, Jass keeps telling himself out loud... "I will not be a ghost again, I will not be a ghost again..."

"Hey", he calls a little louder, "does any Taur have a Greater Magic Weapon handy to put on Vorelle's new bow?"

Jass can't see to where Vauhwyt is with his Light spell, and without the minotaurs stepping in the room, the frail human stays right where he is.

Actions....
Move: Stay at BB,39

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 33/34 minutes; +4 AC
Prot v Evil (From Malgant) 169/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 51 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 169/170 minutes; 20 foot normal light, 20 foot dim light

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)
Gauntlets of Ogre Power: +2 Strength

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 3 2 0 1 0 2 0 0
}

Vauhwyt (HP126 (+11) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Saturday January 7th, 2012 12:53:16 PM

Vauhwyt mentally answers Jass. "Ohh! Ooh! Me! Me!!" She says she will cast the spell on Vorelle's bow in a second or three.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Sunday January 8th, 2012 7:01:22 PM

"I'd only cast that if it was a long time spell, remember, we still don't know if we'll be able to refresh or spell quota. I'm not saying we can't use spells, but just make sure they're effective. I was willing to use a Fireball, because I picked up a new ring, it doubles my magic power for casting fireballs. I may be getting older, possibly even a bit wiser, but I still love tossing fire in it's various forms."
Aztyr seems worried about conservation of magic, she must really be worried, because she is usually the first, second and third to toss magical power around for almost any reason.

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 2--- 2- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Heroism duration 3:40 hours from Vauhwyt

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)

Vorelle [AC 29; HP 134/159] [Greater Magic Weapon]  d20+28=41 ; d20+24=31 ;
Monday January 9th, 2012 12:50:03 AM

Since Vorelle can't see very well in here, she decides to return the favor and Hide (in Plain Sight!). Even as she blends into the shadows, though, she keeps her eyes and ears attuned.

[Hide 41; Perception 31]

Brahmah 202hps, AC 29 
Monday January 9th, 2012 8:04:08 PM

Not sure how the conversation has strayed as much as it has, Brahmah tries to rein it in. "Sooo... what are we going to do now? Door? Magic?" He looks like multiple emotions are crossing his mind, amusement, frustration and defeat.

---------------------------------------------------------------------------------
Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Ring of Retribution 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Succumbed to Madness /DMAl  d20+8=16 ; 2d6=6
Monday January 9th, 2012 8:49:33 PM


With the door open, Vauhwyt acts before everyone else. Aztyr is the only one to see her fellow liontaur as she creeps quietly into the next room.

Malgant cautions Vauhwyt. How he knows that she has entered the room is a mystery as she has not - not until after being chastened - announce her actions. Perhaps the Hand's keen perception detected some stirring in the detritus on the floor and he interpreted its meaning correctly. Regardless, his search for a spectral warrior reveals nothing more than that.

Jass calls for the ability to augment Vorelle's mundane bow as part of a way to distract himself from other more deeply rooted problems. The augmentation in question is, apparently, something that Vauhwyt can provide.

Aztyr cautions conservation, in opposition to her natural inclination.

Vorelle moves. And in moving, slips into the background of this underground environment, unseen but to the keenest of eyes.

Brahmah, unable to see Vauhwyt, wonders what they will do next. Standing outside the door will most certainly accomplish nothing.

Meanwhile, from what she believes to be a safe distance away, Vauhwyt extends an invisible watery extension of her fluid self. With a quick snatch, she grabs the armored form lying on the ground.

From the doorway, the others hear a dull clang and see the plate armor clad form of the long dead warrior lift up into the air and shake like a rag doll.

Vauhwyt has the body. It is dead and lifeless. But she hears something. And now that she thinks about it, it's something she heard from the moment she entered the room. Soft and low, but building. A distant clashing of weapons and battle cries intermingled with the screams of the dead and dying. Individual words are impossible to discern as the sound rises in a crescendo of violence. Smoky black shapes then boil up out of the bones that lie about her and swirl into a vortex of angry shrieking spirits. The wailing of these spirits may be enough to drive her to madness. (Vauhwyt: Perception check upon entering the room was 16 vs DC25 for the sounds. Now make a Will Save vs DC25 to avoid losing 6 points of Wisdom.)

The vortex of souls has its way with Vauhwyt and then it dies away. (Anyone can See Extra for more on this.) But, no sooner does it subside than a smoky form seeps from the plate mail clad form in Vauhwyt's arms. It forms next to the invisible liontaur and becomes a towering shadowy humanoid clad in plate armor made of dark translucent mist. Two red eyes glow deep inside his helm. The shape of the face might once have been handsome. It might have been noble. But now it is twisted with hatred and madness.

"You will not have Sablihelm," the figure shrieks. "She is mine and no other's!"

+++++++++++++++++++++++++++++++++++++++++++

We are now in COMBAT ROUNDS

Combat Map

Extra (For Anyone): Knowledge Religion vs DC20 for the following.

Highlight to display spoiler: {Haunts have been likened to traps, but are difficult to detect since they do not "exist" until they are triggered. Those in the haunt's vicinity can make a specific skill check to notice the haunt in time to react. Once a haunt is active, a successful turn undead attempt against the haunt may end it immediately, though the character making the turn attempt must notice the haunt and must act before it is activated. If the turning attempt is destructive enough, that particular haunt can be exorcised and permanently destroyed. If not destroyed, a haunt usually manifests once more after a set period of time.}

Vauhwyt (HP126 (+11) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d20+18=37 ; d20+25=34 ; d3=2 ; d20+31=38 ; d20+31=45 ; d6+9=10 ; d20+31=47 ;
Monday January 9th, 2012 9:52:36 PM


Save vs Wis loss: a 37 is no problem. She has no ranks in any knowledge skill and so cannot make a knowledge check vs that high a DC.

Dropping the skeleton, Vauhwyt instead grabs for the shadowy humanoid clad in plate armor made of dark translucent mist. Other attackers might think twice about grabbing something as insubstantial as a being of mist, maybe some incorporeal being. But Vauhwyt's entire body is a weapon blessed by Gargul, and with her innate Ghost Touch power, she does not hesitate to reach out.

Mookie, sensing that his mistress is about to make a grab, pokes his head out of his pouch to use his Tattoo of Lockjaw and grant Vauhwyt a bonus on grappling.

Her melee touch attack to grab the ghostly enemy succeeds against a touch AC of 34 (that roll includes heroism, +2 for being invisible, and +4 for the Lockjaw). Her lucky armor spikes are +2 this round. Her grapple check, not including the invisibility, is a 38. Let me know if you want any of the math shown. That was not her best effort, and if it is insufficient to succeed, then she will use a hero point to try again.

Second effort if needed to establish the grapple: a 45, much better.

If one of those works, then Vauhwyt inflicts 10 damage with her ghost touch armor spikes.

With her remaining move action, Vauhwyt gets another grapple attack, with her greater grapple feat. Her grapple check this time is a 47! That pins the enemy if all has gone well.

She thinks to her friends, "I got it! I got it!" -- IF the grapples have gone well. She wonders if removing all its hit points will defeat it though. Sometimes incorporeal creatures just reform if "destroyed."

DM Sanity Info

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 37 min)
Extended Heroism (6 hrs, 37 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items
Permanent Telepathy
Light (199 minutes)
Expeditious Retreat (19 minutes)
Jump (19 minutes)
Fluid Form (20 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 18 min)
Permanent Telepathy
Fluid Form (20 minutes)

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)
Heroism on Aztyr (3 hrs 20 min)

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 2 of 5
Karma Bead: used 7? min of 10
Mookie's Tattoos - Lockjaw used 1 of 2.

Spells
Used 2 of 7 lvl 1 spells
Used 6 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 3 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 1 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

AC 31, 193/211 hp Malgant Winterborn 
Monday January 9th, 2012 10:04:13 PM

Malgant double moves to Vauhwyt's side and while doing so designates Vauhwyt as his interpose target(since Vauhwyt is invisible, but he can see Mookie peek out to cast his spell, he assumes he knows Vauhwyt's location, if not then designate Mookie).( end in AR,AS/37,38 I am assuming that the lower row is a full square despite the wall graphic being half inside it.)
Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)

-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 16 minutes
-Death Ward on Malgant Duration 16 minutes
-Protection From Evil on Jass Duration 16 minutes
-Weapon of Awe +2 damage Duration 16 minutes

Vorelle [AC 29; HP 134/159] [Greater Magic Weapon] 
Monday January 9th, 2012 11:47:19 PM

Hearing Vauhwyt's shout, Vorelle rushes into the room, no longer attempting to remain hidden. She reaches for her bow, but realizes that friend and foe are too intertwined to risk a shot. She'll need to get in there.

She moves toward the combat, drawing her Ghost Touch handaxe and her silver handaxe as she does so.

[Double move to.....as close to the combat as I can get. I'm not sure where Vauhwyt ended up.]

Brahmah 202hps, AC 29 
Tuesday January 10th, 2012 6:55:06 AM

Brahmah rushes in, double moving.
--------------------------------------------------------------------------------
Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day
Permanent/Other Effects:
Mind Link (group)
Large
Fearsome

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Ring of Retribution 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic


Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  d20+8=20 ;
Tuesday January 10th, 2012 9:04:31 AM

Aztyr's limited knowledge of Religion kicks in as she catches sight of the "thing" that Vauhwyt grabbed hold of. *Mal, I think you can banish it permanently, I over heard some clergy discussing this type of Haunt. Not much more information about it, but it's like a ghost that is bound to a location. I think that's right.*
Aztyr will move forward, keeping close to the others, but will let Mal and Vauhwyt deal with this undead thing.

Know Religion : 20

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 2--- 2- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Heroism duration 3:40 hours from Vauhwyt

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)

Jass of Downs (SteveK) AC 35(37v evil) CMD 22 HP 175/159  d20+12=15 ; 5d4+5=17 ;
Tuesday January 10th, 2012 11:19:28 AM

Jass has been steadily learning more about undead since his own foray into that status, but he has no idea what this creature is. Atzyr seems to know a bit more, but the sorcerer has his doubts. "We're in Koshe-Marr", he mumbles, "don't you think that we're the ones who can be banished?"

Still the being knows about Sablihelm, and is trying to keep the group from their only possible salvation.

The sorcerer moves into the room, and tries to simultaneously keep out of the way and get a bead on the creature. Vauhwyt has a Light cantrip active, so it is easy to see that part of the room. Jass casts a Magic MIssle spell that he knows the force effects will not miss the incorporal being. Five red arrows unerringly strike the undead creature!

Actions....
Move: Move to BA,35
Cast Magic Missle; auto hit target, force effects hit incorporal: 17 damage

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 33/34 minutes; +4 AC
Prot v Evil (From Malgant) 169/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 50 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 169/170 minutes; 20 foot normal light, 20 foot dim light

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)
Gauntlets of Ogre Power: +2 Strength

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 4 2 0 1 0 2 0 0
}

AC 31, 193/211 hp Malgant Winterborn  d20+10=16 ;
Tuesday January 10th, 2012 4:23:46 PM

OOC
thought the religion check was for Vauhwyt only. I'll make one too, but it isn't much help.
Knowledge Religion 16

-------------------------------------------------------------
"I think Jass has the right of it. What do you think it is because the only thing I can tell is it's undead, it knows about the blade and I am about to smack the crap out of it, once Vauhwyt reasons with it."

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)

-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 16 minutes
-Death Ward on Malgant Duration 16 minutes
-Protection From Evil on Jass Duration 16 minutes
-Weapon of Awe +2 damage Duration 16 minutes

Vauhwyt (HP126 (+11) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Tuesday January 10th, 2012 4:51:37 PM


"Reason, Schmeason! thinks Vauhwyt to her friends, I'm going to squeeze the ectoplasm out of it!"

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Tuesday January 10th, 2012 5:52:31 PM

*It responded like a trap, but the response in the form of a ghostly apparition, reminds me of a Haunt. Not sure if it helps, but that's what I think it is. And Vauhwyt, if you do that again, and I'll glue your feet to the floor.*

Unreasoning /DMAl  d20+13=23 ;
Tuesday January 10th, 2012 6:38:29 PM


Vauhwyt drops the dead body and latches onto the spectral warrior. Her first attempt to grapple goes wrong, but with a heroic effort, she acquires a grip. (Please deduct one Hero Point, Vauhwyt.) Soon, the wemictrix has the creature pinned. Even in fluid form her armor spikes wound the spirit. But the damage is little more than a scratch. And the question is ... what now?

Malgant is first into the room after Vauhwyt. He comes in dangerously close to the mad warrior spirit. Fortunately it is pinned and can't take an opportunistic attack against the Hand. Malgant sees the shadowy form of the warrior spirit with its limbs pinned. He sees a jumping and jostling disembodied light that must be Vauhwyt. Mookie's head also peeks from thin air, marking the liontaur's position. But, without further visual cues as to where attacks might come against Vauhwyt, he cannot adequately defend her. So he interposes for Mookie instead.

Vorelle also charges in. Her position would be precarious if the spirit were not pinned by Vauhwyt, but the ranger passes Malgant and gets right up next to the warrior spirit.

Brahmah rushes in. But there's no room for him to get in close. In small spaces like this, such large companions as his fellow taurs can be a problem.

Azytr has information on haunts. She momentarily mistakes the mad spectral warrior for part of the soul vortex, but then realizes that the soul vortex was the haunt. The spirit warrior that Vauhwyt is currently grappling with is a different thing entirely. (Sorry for the confusion.)

Jass enters the room but stays well back. He send magic missiles against the spectral warrior that fry his dark incorporeal self.

The mad spectral warrior struggles within Vauhwyt's grasp even as she declares her intention to put an end to him. But her skill is great. He cries out in incoherent rage. But he cannot escape.

Likewise, however, Vauhwyt's attacks appear to have done the mad warrior little harm. Most of the damage done seems to be from Jass. Were she left to herself, it might only be a matter of time before luck ran out.

+++++++++++++++++++++++++++++++++++++++++++

Reference Map

Mad Hero: Lightly Wounded / Incorporeal / CMD40

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d3=3 ; d20+32=49 ; d6+10=16 ; d20+32=37 ; d20+19=32 ; d4=2 ; d6=1 ; d6=4 ; d6=1 ; d20+19=31 ; d4=2 ; d6=6 ; d6=1 ; d6=6 ;
Tuesday January 10th, 2012 6:57:33 PM


Vauhwyt thinks to her friends as she keeps squeezing, "If he weren't crazy, I'd consider tying him up and trying to get some answers out of him. However, I deem that to be useless. Go ahead and attack while I hold him still. Just no arrows please, since they might hit me."

V's CMD is 32, but since it is pinned, even if it wins a grapple check, that just puts it back to grappled, and the next round V will have two chances to pin it again. So attack it while it is pinned!

Vauhwyt's two grapple checks this round, and two rakes with her vicious claws. Her lucky armor spikes this round are +3.

Grapple 1: a 49 inflicts 16.
Grapple 2: a 37 misses.
Rake 1: hits AC32 for 10 (and 1 hp damage to V if it hits)
Rake 2: hits AC31 for 12 (and 6 hp to V if it hits)

Will update hp total after I know whether either rake hits.

Mokie shouts, "Come on, what the Boss says, hit that ghostie! Magic Missiles! Blades! Whatever!" Then he hides back in his pouch.

DM Sanity Info

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 37 min)
Extended Heroism (6 hrs, 37 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items
Permanent Telepathy
Light (199 minutes)
Expeditious Retreat (19 minutes)
Jump (19 minutes)
Fluid Form (20 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 18 min)
Permanent Telepathy
Fluid Form (20 minutes)

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)
Heroism on Aztyr (3 hrs 20 min)

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 0 of 3
Compel Spirit: used 2 of 5
Karma Bead: used 7? min of 10
Mookie's Tattoos - Lockjaw used 1 of 2.
Hero Points: used 1 of 5.

Spells
Used 2 of 7 lvl 1 spells
Used 6 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 3 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 1 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

OOC: False life hp adjusted for vicious damage.

Unreasoning /DMAl 
Tuesday January 10th, 2012 7:32:08 PM


OoC: Both Attacks Hit, Vauhwyt. AC while Pinned is 13.

AC 31, 193/211 hp Malgant Winterborn  d20+20=36 ; d20+20=39 ; d20+15=24 ; d20+10=12 ; 2d6+21=29 ; d6=3 ; d6=6 ; 2d6+21=26 ; d6=2 ; d6=3 ; 2d6+21=29 ; d6=3 ; d6=2 ; 2d6+21=29 ; d6=2 ; d6=4 ;
Tuesday January 10th, 2012 7:33:48 PM

Malgant looks at the writhing mass of shadowstuff and invisible liontaur and centers his mind Only hit the dark spots he tells himself, he then unleashes a flurry of blows, putting his back into it while the creature is vulnerable.( Flurry of Blows + Power Attack)
Attack 1 hits AC 36 for 29 damage +9<holy>
Attack 2 hits AC 39 for 26 damage +5<holy>
Attack 3 hits AC 24 for 29 damage +5<holy>
Attack 4 hits AC 12 for 29 damage +6<holy>
All of his attacks are Ghost Touch and Holy and the target is flat footed, prone and pinned ( Yee Haw)
Malgant will also shift to his left 5'. If Vorelle does the same a spot will open up for Brahmah, allowing the captain's reach to get him hits.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)

-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 16 minutes
-Death Ward on Malgant Duration 16 minutes
-Protection From Evil on Jass Duration 16 minutes
-Weapon of Awe +2 damage Duration 16 minutes
------------------------------------------------------------
OOC
Doh Missed him by that much with the last swing...unless we get rangerly undead guidance (hint, hint)

Vorelle [AC 29; HP 134/159] [Greater Magic Weapon]  d100=91 ; d20+30=33 ; d20+30=34 ; d20+25=31 ; d20+25=27 ; d20+20=38 ; d20+20=22 ; 4d6+19=30 ; 4d6+19=33 ; 4d6+19=33 ; 6d6+18=39 ; 6d6+18=41 ; 6d6+18=42 ;
Wednesday January 11th, 2012 12:38:54 AM

The phantom or spirit or whatever is held fast, denied its ability to dodge. Seeing as Vorelle has a special hatred for undead, she might be able to do even more damage, if Wardd smiles. She whispers a quick plea, and it seems to be answered.

Wasting no more time, she shifts to make room for her friends, and wades in with both axes.

[House Odds roll 91, which means the thing is subject to Vorelle's Sneak Attack. It is denied its Dex bonus, being grappled, so Sneak Attack should apply unless there's something I've overlooked. Forgot to add my Favored Enemy bonus to the attack rolls above, but they are correct here. With the Ghost Touch adamantine handaxe, hit AC 39 for 30 damage; hit AC 37 for 33 damage; hit AC 44 for 33 damage. With the Holy silver handaxe, hit AC 40 for 39 damage; hit AC 33 for 41 damage; hit AC 28 for 42 damage. That's assuming this thing is evil, which is probably a safe assumption. :) Let me know if I need to roll miss chances.]

[OOC: To give Rangerly guidance, I have to give up a move action, which means I only get one attack. I just did 209 points of damage, before any reductions, with my 6 attacks. I stand by my decision. :) ]

AC 31, 193/211 hp Malgant Winterborn 
Wednesday January 11th, 2012 4:31:52 AM

Absolutely, rock on with your two weapon smacking! 8)

Unreasoning /DMAl 
Wednesday January 11th, 2012 6:43:42 AM


OoC: There is no miss chance in Pathfinder associated with being Incorporeal. Instead, Incorporeal creatures now take 50% damage. Ghost Touch negates that 50% reduction benefit.

Brahmah 178/202hps, AC 29  disregard first two rolls, the math is wrong... d20+26=36 ; d20+28=31 ; d20+23=37 ; d20+18=24 ; d20+13=21 ; d20+8=15 ; 2d4+13=19 ; 2d4+13=17 ; 2d4+13=15 ; d6+13=18 ; d6+13=16 ; d6+13=16 ; 2d6=8 ; 2d6=6 ; 2d6=7 ; 2d6=7 ; 2d6=7 ; 2d6=11 ; d6=3 ; d6=6 ; d6=1 ; d6=6 ; d6=4 ; d6=4 ; d10+9=13
Wednesday January 11th, 2012 6:47:04 AM

OOC: DM Al, like to point out I adjusted the hps in the header ;)

(OOC: Vorelle did so dang well, it's hard to compete with it. Truly hard to follow that. Sneaky little human/elf/ranger twilight Doomblade)

Muttering to himself, "It's always the quiet ones!"

The reach should be enough to step in a few feet and take several swings. Opting out on using his Defender and using his full magical bonus and hatred of undead. In his haste to get to the fight, Brahmah likely misses most of his attacks. (Hits AC 38, 33, 39, 26, 23 and 17 respectively, for 19+8, 18+6, 17+7, 16+7, 15+7, 16+11 damage respectively, PLUS 13 more damage from two weapon rend if both his primary and off hand hits this target - total 160 not bad for the old taur, but no VORELLE!!)
(Doing 3, 6, 1, 6, 4 and 4 to himself from Vicious, total 24... AL, LET ME KNOW WHICH ATTACKS MISS SO THAT I CAN ADJUST THE VICIOUS DAMAGE TO BRAHMAH ACCORDINGLY!)
--------------------------------------------------------------------------------
Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Ring of Retribution 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Unreasoning /DMAl 
Wednesday January 11th, 2012 7:34:09 AM


OoC: All of your attacks hit, Brahmah.

Note to everyone. Remember what I said in my email about detail? Please read all of everyone's post. This applies to everyone, but the example in this case is Brahmah. Look five posts up from yours, Brahmah. I posted the creatures current AC in an OoC post.

Jass of Downs (SteveK) AC 35(37v evil) CMD 22 HP 175/159  5d4+5=16 ;
Wednesday January 11th, 2012 10:15:08 AM

As the other heroes surge around the wrestling invisible-but-magically-lit-liontaur and the insane-insubstantial-hero-ghost, Jass has to be impressed with the fury of Malgant and Vorelle. With so much going on around the combatants, the sorcerer feels he may as well conserve his magics and only stands in the corner.

Nevertheless, he Readies another Magic Missle spell if Vauhwyt loses her grip and the haunt begins attacking.

Actions....
Move: Stay at BA,35
READY Magic Missle; if the haunt breaks free and attacks. auto hit target, force effects incorporal: 67 damage

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 33/34 minutes; +4 AC
Prot v Evil (From Malgant) 169/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 50 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 169/170 minutes; 20 foot normal light, 20 foot dim light

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)
Gauntlets of Ogre Power: +2 Strength

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 4 2 0 1 0 2 0 0
}

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  d20+23=39 ; d20+9=18 ;
Wednesday January 11th, 2012 12:48:28 PM

Aztyr is confident in the groups ability to handle what is going on, and begins to consider other options. Looking back into the previous area and still spotting the various magic weapons and gear laying about, decides to mention them and an Idea she has had....
After this ghosty thing has been handled.

While she waits, she wracks her mind for ideas about the Demi-Plane they are currently on and how it interacts with their gear.

Know Arcana = 39
know Planes = 18

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 2--- 2- 0- 0- 0- 0- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Heroism duration 3:40 hours from Vauhwyt

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)


AC 31, 193/211 hp Malgant Winterborn 
Wednesday January 11th, 2012 4:22:27 PM

OOC
Jass, 67 hp damage from a magic missile? I love it, but I think you mistyped. Your roll shows 16 damage. Honestly I like the 67 better.

The Second Death of a Hero /DMAl 
Wednesday January 11th, 2012 6:46:13 PM


It seems that Jass' magic missile will not be necessary. With Vauhwyt to hold the spirit down, and the full might of Malgant, Vorelle and Brahmah brought to bear, the mad warrior is pounded until his dark essence disincorporates.

As Aztyr contemplates the next step, the heroes from Blackbird Lake see the remaining wispy essence of the mad warrior absorbed into the walls.

Aztyr's knowledge of the pocket plane of Koshe Marr (which is where they must, from references, assume they are now) reveals nothing about an effect that could cause the current problems with their gear and powers. Her knowledge of the Arcane points to the most likely culprit as being a Dimensional Lock spell. But the coverage of this effect and, what appears to be permanency, would require incredible power.

Aztyr's keen perceptions and Arcane Sight detect a magic aura coming from the plate mail that Vauhwyt had grabbed up and then dropped, the one that had no doubt once belonged to the mad warrior. The magic on this plate mail is different than that on the mail worn by the mounted warrior. After a moment, she identifies it as Celestial Plate Armor. (If anyone's interested, I'll post the stats.)

Three doors are visible in this room. To the east and south are two doors designed for medium sized creatures. To the west is a set of double doors that would easily accommodate a large sized creature. Casual inspection of these doors reveals that they, unlike other previous doors, are not locked or barred.

Quiet returns to Scarwall with the defeat of the mad warrior. All that remain are the three doors ... And Aztyr's idea.

+++++++++++++++++++++++++++++++++++++++++++

END of COMBAT

Reference Map

The doors are the White thing. The southern door is partially obscured by Aztyr.

Mad Hero: Re-dead

Clock: Two minutes, almost Three since Entry

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Wednesday January 11th, 2012 6:57:59 PM

"What's your idea, cousin?" asks Vauhwyt to Aztyr through the mental link.

While waiting for an answer, she exerts her ability to sense spirits to glean an idea of what awaits beyond each door.

She also asks for more information about these "Haunts" -- will they come back? Can they be destroyed, dismissed, or sent on to the afterlife? Although in this place, everything is trapped.

To offer some insight for Aztyr, Vauhwyt retells the story of the last time she visited this plane. If you died here, you were trapped, and only Marteus, not Gargul, could get you out.

Except that there was one place on the demi-plane from which it is possible to escape back to the Wold ... the Inn of Quiet Repose. But how to get there from here, she has no clue.

Vauhwyt has a mug in her haversack from that inn ... but seeing as it is in her haversack, it is as out of reach as if it were back home.

Would a wish or miracle allow one to open a haversack or retrieve an item therefrom? Dunno.

She adds that she has celestial chain mail, and that the celestial plate is likely supersweet! Worth carrying around, too, since it is likely superlight.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Wednesday January 11th, 2012 7:30:37 PM

Aztyr thanks Vauhwyt for the information on this Demi-Plane.
"Well, First I recommend gathering up everything that is magical, and the non-magical as well. Once that is gathered I plan to try using a Limited Wish to attempt to open our extra-dimensional bags and quivers. If it succeeds it will most likely be for a very short period of time. I plan on grabbing my Rods, and I want to try and put the barding and possibly armor into my bag of holding, I'm sure it's capable of carrying the weight.
I want everyone to plan ahead on what they wish to retrieve from their bags and such, so that if it succeeds you know what you want to get and can get it fast. I also plan on getting a couple of my wands out too, Including a wand of Hide from Undead, it might be handy. Some of the other wands I have will most likely be handy as well."


After all the items from this room and the previous room, Aztyr makes sure each is ready. Once they know what they are after she will begin her spell.
She starts the incantation and as she reaches the variable area of the incantation she says....
"I LIMITED WISH that my friends and I, those gathered around myself here in this location had access to our extra-dimensional bags, quivers and haversacks for ONE minute of time. (10 rounds)

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 2--- 2- 0- 0- 0- 1- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Heroism duration 3:40 hours from Vauhwyt

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)

AC 31, 193/211 hp Malgant Winterborn 
Wednesday January 11th, 2012 8:09:21 PM

Malgant is shocked by the quality of the celestial plate and laments that he no longer wears armor for protection. Knowing how light the mail is he bets that even the spellcasters would have a shot at wearing it. In order, Malgant will try to retrieve these items from his pants once Aztyr casts her spell.
4 pearls of power in left pocket
tiny reliquary in left pocket
6 potions in left pocket
Based on their surroundings, Malgant would choose the large set of doors to continue their delve into the castle, but he doesn't like the idea of leaving the unexplored areas behind him.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)

-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 16 minutes
-Death Ward on Malgant Duration 16 minutes
-Protection From Evil on Jass Duration 16 minutes
-Weapon of Awe +2 damage Duration 16 minutes

Vorelle [AC 29; HP 134/159] [Greater Magic Weapon]  d20+26=37 ; d20+26=43 ; d20+26=41 ;
Wednesday January 11th, 2012 9:35:02 PM

Vorelle falls back, breathing hard, flushed with victory. She can't help but feel a little bit proud of herself. Usually, it was Malgant and Aztyr and Vauhwyt and Brahmah dishing out the punishment. But today, she had been on par with them. It was exhilarating.

Now that the fight has wound down, though, she has other things to think about. When Aztyr casts her spell, Vorelle retrieves her composite longbow, and as many of her special arrows as she can.

She then listens at each of the three doors. [Perception 37, 43, and 41]

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Wednesday January 11th, 2012 9:41:35 PM

Vauhwyt has had a good shock seeing Mookie get badly wounded in this adventure. She is not going to put him in his gnome outfit and have him go out on a limb doing stuff. Let him stay in his pouch, she thinks to herself. But if she has the chance, she'll grab her wands of mage armor and barkskin, and her mug from the Inn of Quiet Repose. And her party item scrolls.

Brahmah 178/202hps, AC 29 
Thursday January 12th, 2012 7:26:10 AM

He places a massive hand on Vorelle's shoulder, also proud they were able to equal their companions skills for once.

Not having anything worth retrieving in his Bottomless Coin Pouch, of any value, here anyway, the ranger chooses to gather items in that minute allotted for retrieval. "I doubt coin is of any value here."
--------------------------------------------------------------------------------
Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Ring of Retribution 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Thursday January 12th, 2012 12:06:33 PM

Make that wands of barkskin, mage armor, and CMW. And the mug. You never know when you might need a cure.

Jass of Downs (SteveK) AC 35(37v evil) CMD 22 HP 175/159  d20+18=37 ; d20+18=23 ; d20+18=22 ;
Thursday January 12th, 2012 1:27:31 PM

Jass REALLY doubts that Atzyr's spell will overcome the power that can control an entire plane, but the reward is certainly worth the attempt. "But how will I carry all this stuff, then?", he wonders aloud, then answers himself, "just fabricate a sack I suppose."

The sorcerer gets ready to pull things out of his extra-dimensional pockets.
- rod of maximize
- wand of darkvision
- scroll of Daylight
- scroll of Daylight
- scroll of Break Enchantment
- scroll of Flesh to Stone
- scroll of Antimagic Field
- scroll of Gaseous Form
- potion of Blinking
- potion of Blinking

Seeing Vorelle check out the doors, Jass goes with her, trying to aid her attempts at Listening

Actions....
Pull items if able

Perception Aid Another: 37, 23, 22

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 33/34 minutes; +4 AC
Prot v Evil (From Malgant) 169/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 50 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 169/170 minutes; 20 foot normal light, 20 foot dim light

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)
Gauntlets of Ogre Power: +2 Strength

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 4 2 0 1 0 2 0 0
}

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Thursday January 12th, 2012 1:34:27 PM

Oh, if the bag opening trick does NOT work, Vauhwyt will cast Greater Magic Weapon on Vorelle's new bow. That's a +5 for the next 20 hours. If the trick works, Vorelle can fetch her other bow, already spelled up to +5 by Vauhwyt!

AC 31, 193/211 hp Malgant Winterborn 
Thursday January 12th, 2012 4:46:26 PM

" That's my plan too Jass. We may need some of this stuff further in and I hate leaving perfectly good weapons and armor behind. Between you and Aztyr we should be able to make a couple of bags to drag this stuff along until we get out of here. Anyone see a part of the blade we are after? This certainly sounds like the first guardian, although he fought like a frightened little girl."

Temporary Breach /DMAl  d20+9=22 ;
Thursday January 12th, 2012 6:33:07 PM


Vauhwyt retells the story of her last visit to the lands of Koshe Marr, focusing specifically on the consequences of a death while in these lands.

Interspersed between parts of Vauhwyt's story, Aztyr outlines her plan to gain access to the magic items in their locked magic bags. It's a bold plan that pits her own magic against the dark powers of this place.

Malgant knows what items he would pull. Jass, for his part, is doubtful. However, before, the spell is cast, Vorelle puts her ear to each door. Vorelle's ear is met with silence at all three doors.

Aztyr casts her spell and makes her wish. As she casts, the liontaur feels the power of this place rise up to oppose her. It presses upon her magic with a near palpable force. It beats her back. Then Aztyr feels the forces of chance come into play. Fortune intervenes, and her magic pushes through. The bags are open. But, the duration is not that which was requested. Much shorter, in fact.

Vauhwyt pauses in her story and quickly delves into her storage. She grabs three wands (barkskin, mage armor, and CMW) along with a mug.

Aztyr grabs for rods.

Malgant recovers four pearls before his storage seals.

Vorelle extracts her bow and three bundles of arrows.

Brahmah, having no extradimensional storage save his coin purse, concentrates on storing loot.

Jass pulls his rod of maximize out of his pants, then a wand of darkvision, and two scrolls of Daylight.

MECHANICS: All extradimensional storage will be open for two rounds. You may retrieve two items per round. Four items total. (One as a standard action and one as a Move Equivalent Action.) Fifty units of Ammunition of the same type may be considered one item. You may store one item per round. (This assumes that you are standing near the item and must pick it up as a Move Equivalent Action.)

Please fill in specifics if you have not already. I need to know exactly which items you remove or store.

Brahmah, here is a list of the items recovered so far. Please choose which you store and where you wish to store them.

+1 full plate
+2 lance
+1 mithral full plate barding
Celestial Plate mail

You may also change your choices at this time. However, without specifics I will have to consider the retrieval or storage as not having happened. Please name the item.

+++++++++++++++++++++++++++++++++++++++++++

Reference Map (Same as Before)

The doors are the White thing. The southern door is partially obscured by Aztyr.

Clock: Four minutes since Entry

AC 31, 193/211 hp Malgant Winterborn 
Thursday January 12th, 2012 7:18:38 PM

Question- can we store and retrieve or just one or the other ( as I suspect)? If it is one or the other my choices stand except I pull 2, 1st level pearls of power, 1, 2nd level pearl of power and the tiny reliquary focus for Holy Aura.

++++++++++++++++++

You have two rounds. That's two standard actions and two move equivalent actions. With those, you may do any combination of retrieve and/or store. I assume, however, that most of you will be more interested in retrieving your magic items. --Al
Thanks Al, The choices I made above stand then 2 1st level pearls, 1 2nd level pearl and the reliquary.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Thursday January 12th, 2012 7:21:15 PM

Aztyr arranged the various carrying devices in front of her, before casting the spell, while making sure everyone was ready.
"Brahmah, toss the barding and the armors into the bag of holding, since you seem to not need anything. The Lance would need to be wrapped in leather, so I guess it gets carried."

Question, It used to be a rule you could empty a magic container of all items by saying a command word, is that still possible? If so, then she would command the quiver to empty and draw 3 items from her haversack or bag. If not, then the following stands.

As Aztyr was giving directions, she was opening and drawing a Rod from the quiver, she then grabbed 2 more rods from the quiver. She then pulls out a wand from the Quiver as well.

Item #1 Rod of Metamagic: Lesser Maximize
Items 2 & 3 Rod of Metamagic: Lesser Extend
Item #4 Wand of Stoneskin

"Well, it was less than I wanted, but more than I expected, I hope everyone made good choices. Because I doubt we'll get another chance at it."

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 2--- 2- 0- 0- 0- 1- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Heroism duration 3:40 hours from Vauhwyt

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)

+++++++++++++++++++++++++++++++++

The write up of the Bag of Holding says, "If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again."

There is nothing like this for either the Efficient Quiver or the Handy Haversack. I will rule that the same cannot be done with these items. --Al

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Thursday January 12th, 2012 7:42:51 PM

To confirm Vauhwyt's grabbings ... wands of barkskin, mage armor, and cmw. Mug from the Inn of Quiet Repose.

V's greater invisibility has expired.

She stands next to Brahmah so he can dump some loot in her haversack. She pauses to catch her breath. "Whew, I'm glad no one lost a hand trying that!"

When that is done, she goes to each door in turn, standing right up close, and reaching out with her Spirit Sense, tries to get a feel for the structures and maybe the beings behind them.

After that, she uses her wand of Mage Armor on Mookie and her Barkskin wand on herself, Mookie, and anyone else who needs it ... probably everybody? Shout if you do NOT want a Barkskin spell!

And it is time for some sanity ...

DM Sanity Info

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 35 min)
Extended Heroism (6 hrs, 35 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (195 minutes)
Expeditious Retreat (19 minutes)
Jump (19 minutes)
Fluid Form (17 minutes left of 20)
Barkskin (2 hours)

Spells cast on Mookie:
Heroism (3 hrs, 15 min)
Permanent Telepathy
Fluid Form (17 minutes left of 20)
Barkskin (2 hours)
Mage Armor (1 hour)

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)
Heroism on Aztyr (3 hrs 20 min)

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 1 of 3
Compel Spirit: used 2 of 5
Karma Bead: used 9 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 2-7
Mookie's Tattoos - Lockjaw used 1 of 2.
Hero Points: used 1 of 5.

Spells
Used 2 of 7 lvl 1 spells
Used 6 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 4 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 2 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

OOC: False life hp adjusted for vicious damage.

Temporary Breach /DMAl 
Thursday January 12th, 2012 8:03:21 PM


Note that I have answered Malgant and Aztyr's questions at the bottom of their posts.

Vorelle [AC 29; HP 134/159] [Greater Magic Weapon] 
Thursday January 12th, 2012 8:12:23 PM

Vorelle snags her bow, her 10 silver arrows, 10 cold iron arrows, and 10 adamantine arrows. The few remaining mundane arrows are still in there when the quiver closes again, but she has the things she most wanted.

"Thank you, Aztyr," she says.

Brahmah 178/202hps, AC 29 
Friday January 13th, 2012 3:37:48 AM

Having nothing to retrieve from an extra-dimensional space, Brahmah does indeed concentrate on storing the barding and two sets of armor into someones bag of holding or haversack.
"These bottomless bags are nice, but troublesome. Does anyone want me to leave out this fancy celestial armor? Could be useful."

When the time has expired for the Limited Wish, the ranger looks sideways at the lance and shivers. "Um, I think this lance is a clue of things to come. I don't know why, but just a sneaky suspicion in this old gut." He picks it up and begins looking for something to wrap it in.
(OOC: Just pointing out the obvious, but none of us are mounted combatants as far as I know. Seems pointless to carry it unless there is a need for a 10' pole. I suggest putting it into a quiver and leaving it. However, I can come up with perfectly valid reasons for carrying a 10' pole. ;)) If we think it best, Brahmah will carry it, otherwise it's getting stored.
--------------------------------------------------------------------------------
Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Ring of Retribution 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Friday January 13th, 2012 8:08:40 AM

Vauhwyt reports back to her friends on what her Spirit Sense has revealed. [OOC: Thanks to kindly DM Al for results before the official DM post for the day!]

"I checked out all three doors," Vauhwyt thinks telepathically.

"Behind the East Door is a ten-foot-wide corridor," she continues. "It goes for 20 feet and then turns left."

Mookie interjects, "Boss, you mean it goes for 40 feet and ends in two doors, one to the east and one to the south."

"Oh yeah, right," the liontaur thinks. "I stand corrected. The South Door hides another ten-foot wide corridor, this time going 30 feet south."

Mookie pipes up, "Yeah, and then it turns east. And there's a door to the west."

"I was just about to say that,"
thinks Vauhwyt. "And as I was saying, there's a room behind the West Door, 20 feet wide, going south about 15 feet and then ending, going north quite a ways."

"Don't forget the double doors to the south, Boss,"
adds Mookie. "And the chains! And the arrow slits! And the burnt out torches! And the monster to the north! Maybe 60 feet away!"

"Yeah, yeah, I was just getting to the details!"
thinks Vauhwyt. "Is there anything else you'd like to add, Mister Mookie?"

Mookie ducks his head under his wing. "Naw, you tell it, Boss!"

Vauhwyt grins. "That's all I got."


AC 31, 193/211 hp Malgant Winterborn 
Friday January 13th, 2012 1:38:05 PM

" The chains and arrow slits to the west, are they there to be used to defend that room or to fire into that room? And what kind of monster? Just one ? Big, small, armored, corporeal, can you tell any of that with spirit sense?"
Malgant's tactical juices start to flow and you can see him mentally mapping out the rooms Vauhwyt and Mookie describe.

Jass of Downs (SteveK) AC 35(37v evil) CMD 22 HP 175/159  d20+13=14 ;
Friday January 13th, 2012 1:48:46 PM

Jass retrieves his Rod of Maximize, Wand of Darkvision, and 2 scrolls of Daylight before the dimensional pockets close up once more. "It's a good thing my Explorer's Outfit has plenty of pockets", says Jass with relief as he stuffs the rod and wand in two long vest pockets and the 2 scrolls together into a cloak pocket, "I would hate to try and carry them in my hands while casting spells and killing undead!"

"But aren't we missing something here? If this is a guardian, one part of Sablihelm is here. We can't leave until we find it!"

"And whilie we are here", he says while dramatically twirling his wand, "who wants to see in the dark?"

Actions....
Stuff stuff into Explorer's outfit
Suggest someone looks for part of Sablihelm
Perform: 14 to twirl his Wand of Darkvision
Cast Darkvision on self and anyone else who asks for it.

Perception Aid Another: 37, 23, 22

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 30/34 minutes; +4 AC
Prot v Evil (From Malgant) 166/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 50 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 166/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision: 180/180 minutes

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)
Gauntlets of Ogre Power: +2 Strength

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 4 2 0 1 0 2 0 0
}

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Friday January 13th, 2012 2:39:37 PM

Vauhwyt has no answer for Mal. "The spirits are foggy. You get what you get. Sorry!"

She is happy to have a Darkvision, though.

ASSUMING EVERYONE WANTS A BARKSKIN?!?

AC 36, 193/211 hp Malgant Winterborn 
Friday January 13th, 2012 3:49:52 PM

" Yes Vauhwyt, I would like a barkskin If you can grant me a heroism spell too that'd be great. And darkvision too Jass if it isn't too much trouble. The other paths seem to lead back where we started, probably to the other side of the arrow slits and to the murder holes above. We should find the piece here and take out the monster nearby before our combat spells run out. If we kill the bad guys we know are here it will allow us to search more thoroughly and at out lesiure. If this was a guardian then good news. With a bit of preparation and teamwork they are easy to kill, though I imagine each will be different and hard to kill in its own way. There might also be undead playing possum like those in the first room, so always keep your eyes open."
Malgant is ready to fight the creature in the next room as soon as his friends are.

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)

-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 16 minutes
-Death Ward on Malgant Duration 16 minutes
-Protection From Evil on Jass Duration 16 minutes
-Weapon of Awe +2 damage Duration 16 minutes
-Barkskin +5 natural armor duration 120 minutes
-Heroism +2 morale to hit, skills and saves duration 10min/level ( what's your CL Vauhwyt?)
-Darkvision duration 180 minutes

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Friday January 13th, 2012 4:52:57 PM

Vauhwyt casts a Heroism on Mal, as well as the aforementioned Barkskin.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Friday January 13th, 2012 5:46:44 PM

"May as well save the charge, if they want to hit me, they're gonna hit me. Now if I go all physical, then I'd love one."

Welcome Spells and Decisions to be Made /DMAl 
Friday January 13th, 2012 6:45:03 PM


Aztyr assesses the success of her spell and finds it middling.

Vauhwyt designates her haversack as the one to take the loot. Then, after the Wish is fulfilled and the bags closed again, she walks to each of the doors, getting up real close.

Vorelle thanks Aztyr for sacrificing the spell. She now has thirty special arrows. (Vorelle: Where are you keeping the arrows?)

Brahmah puts the skeletal warriors plate mail and the plate barding of his mount into Vauhwyt's haversack. The lance and the Celestial Plate remain out.

Then, Vauhwyt begins to describe what lies behind each of the three doors. And ... oddly enough ... Mookie comes across with more detail. In fact, most of the crew from Blackbird Lake don't see Mookie. They only hear his voice. Only Aztyr sees Mookie, peeking from Vauhwyt's pouch.

Jass points out the need to determine whether the mad hero was one of the four mentioned in Kleestad's verse. He suggests a search, and then offers darkvision.

Malgant discusses the tactics of continuing on. The questions then become, to search the room for signs of Sablihelm first? To go after the monster that Mookie mentioned first? And who goes through the door first?

+++++++++++++++++++++++++++++++++++++++++++

Reference Map (Same as Before)

I count these wand applications.

Jass (Darkvision to Vauhwyt, Malgant, Brahmah, Vorelle, Jass.)
Vauhwyt (Barkskin to Vauhwyt, Mookie, Malgant, Brahmah, Vorelle, Jass.)

Casters please count them off of your wands.
Recipients, please mark them on your list of active effects with the appropriate times.

Clock: six minutes since Entry

AC 40, 193/211 hp Malgant Winterborn 
Friday January 13th, 2012 6:58:59 PM

" I will lead the charge, are the rest of you ready to go? I think we can search for the fragment after the immediate threats are gone."
Once everyone is ready, Malgant will cast a spell and then open the double doors headed for the monster just to the north of them. He will look for any obvious traps, tripwires, and pits in his path and go right( north) once the doors are open, clearing the way for those behind him.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)
-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 11 minutes
-Death Ward on Malgant Duration 11 minutes
-Protection From Evil on Jass Duration 11 minutes
-Weapon of Awe +2 damage Duration 11 minutes
-Barkskin +5 natural armor duration 120 minutes
-Heroism +2 morale to hit, skills and saves duration 10min/level ( what's your CL Vauhwyt?)
-Darkvision duration 180 minutes
-shield +4 shield AC Duration 18 minutes

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Saturday January 14th, 2012 4:09:11 PM

"Vorelle, it's just part of my job, but you're welcome."
*You know me, I'm almost always ready.*
Aztyr flexes her fingers after using her old quiver again. It now holds her wands and rods that she pulled from the magical quiver.

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 2--- 2- 0- 0- 0- 1- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Heroism duration 3:34 hours from Vauhwyt

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)

Jass of Downs (SteveK) AC 35(37v evil) CMD 22 HP 175/159  d20+18=27 ; d20+18=31 ; d20+18=36 ;
Sunday January 15th, 2012 9:57:31 AM

While Malgant is getting everyone ready to fight, Jass goes over to where the haunt first manifested and conducts a careful search for any shard or part of a weapon. On impulse, he casts a Detect Magic to see if it may not stand out. "Or maybe a Detect Good spell would work better in this place.." he muses aloud.

Actions....
Perception to Search: 27. 31. 36

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 30/34 minutes; +4 AC
Prot v Evil (From Malgant) 166/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 50 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 166/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision: 180/180 minutes

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)
Gauntlets of Ogre Power: +2 Strength
Wand Darkvision: -5 charges

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 4 2 0 1 0 2 0 0
}

Vorelle [AC 29; HP 134/159] [Greater Magic Weapon] 
Sunday January 15th, 2012 4:57:05 PM

Vorelle nocks an arrow and positions herself so she can see (and hopefully shoot) into the room once the door has been opened. She nods her readiness.

[Arrows are in the backpack. Vorelle already had arrows in there, so presumably she has a designated space for them.]

Brahmah 178/202hps, AC 29 
Monday January 16th, 2012 5:14:20 AM

The ranger takes a moment to rig a rig to carry the armor on his back. The hoists the lance and leans one it, waiting. "I'll take whichever spells can be spared. Darkvision might be useful."
--------------------------------------------------------------------------------
Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Ring of Retribution 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Monday January 16th, 2012 7:41:49 AM

Vauhwyt casts Greater Invisibility and readies an action to follow Mal.

Discrimination is a hellhound.
-- Martin Luther King, Jr.


Pegg and Lout /DMAl 
Monday January 16th, 2012 6:35:43 PM


Malgant casts as spell and then holds, watching his team for readiness.

Aztyr counts herself ready as always.

Jass uses this moment to detect magic in the space where the vortex of souls had attacked Vauhwyt. He has very little time to make his search. Malgant's preparations are swift. Jass needs a special position in order to ensure that he does not pick up the magic on any of his companions. Once in place, he has only few seconds before Malgant opens the door. In that time, he does not detect the presence of magic. He has no time for more than this. (Note to Jass: The vortex of souls is a haunt. The mad hero is not a haunt as defined by the game mechanics.)

Vorelle makes herself ready by the door.

Brahmah takes but a moment to store the Celestial Plate in his pack. He carries the lance on his shoulder and is ready. (Note to Brahmah: you cannot use Two-Weapon fighting and carry the lance at the same time. If it comes to it, you'll have to either drop the Lance or forego Two-Weapon fighting. If it helps the decision, the Lance is sized for a Medium-sized creature and you would be using it at a penalty for improper size.)

Vauhwyt casts greater invisibility and then verbally indicates her readiness.

Malgant opens the door and heads north followed by Vauhwyt. Vorelle remains just outside the doorway with her bow ready. Aztyr, Jass, and Brahmah remain behind, clustered behind Vorelle.

The first think that anyone notices is that there is no monster to the north. There is, however, something to the south just barely at the range of darkvision. (What do birds know? If Mookie's words weren't intentional, check the email again, Vauhwyt.)

Two figures materialize out of the darkness to the south, drawn by the entrance of the heroes from Blackbird Lake. One is fat and no taller than a short halfling, while the other is impossibly thin an towers at just over seven feet in height. Both can be identified as jesters by their dress. Though, whereas a fool's motley would normally be of many bright colors, this pair wears identical outfits of form-fitting black leather with tight, black leather masks covering their heads. Each mask, in addition to the tassels and bells of the fool, has a stitched seam running from forehead to jaw line to seal it in place. The left leg of the shorter of the pair is missing, replaced by what appears to have been a chair or table leg. The taller has abnormally long arms that, when they hang at his side, reach to mid calf. Both figures are subtly translucent.

The absurdly mismatched pair launch into a jerky pantomime, made more eerie as it is performed in complete and absolute silence. Over and over, they repeat the message with increasing frenzy or desperation.

(Malgant, Vauhwyt, Vorelle [and anyone else who cares to enter to the point at which they can see] Wisdom Check vs DC20)

+++++++++++++++++++++++++++++++++++++++++++

Reference Map

The two figures are a little hard to see in the map. Short one is at AL47. Tall one is at AM47.

Clock: six minutes some since Entry


AC 40, 193/211 hp Malgant Winterborn  d20+9=13 ;
Monday January 16th, 2012 8:39:34 PM

Malgant stares in utter disbelief as the two figures go through their pantomime. He moves closer to the pair as he tries to figure out what it is they are getting at (move to AL,AM/40,41). Despite being closer he doesn't get what they are driving at. Maybe if he and his friends all put their heads together they might figure it out.
Wisdom check 13 ( +2 if Heroism applies)

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)
-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 11 minutes
-Death Ward on Malgant Duration 11 minutes
-Protection From Evil on Jass Duration 11 minutes
-Weapon of Awe +2 damage Duration 11 minutes
-Barkskin +5 natural armor duration 120 minutes
-Heroism +2 morale to hit, skills and saves duration 10min/level ( what's your CL Vauhwyt?)
-Darkvision duration 180 minutes
-Shield +4 shield AC Duration 18 minutes

Brahmah 178/202hps, AC 29  d20+2=22 ; d20+2=12 ;
Tuesday January 17th, 2012 10:07:25 AM

(OOC: AL, I was never planning to use the lance in combat. FYI ;) That's just silly.)

The minotaur drops the lance and draws his swords as a free action, but does nothing else to provoke the ghosts. He simply stares at them. (Knowledge Undead, untrained, but favored, Nat 20, 22 total, Sense Motive for same, 12, not as good)
--------------------------------------------------------------------------------
Prepared Spells: Day One
1st - Longstrider x2, Speak with Animals x2, Resist Energy
2nd - Speak with Plants, Barkskin x2, Hold Animal
3rd - Cure Moderate Wounds, Greater Magic Fang, Remove Disease, Tree Shape
4th - Summon Nature's Ally 4*, Commune with Nature

Tattoos: Guidance 4/day, Entangle 3/day, Spider Climb 2/day, Call Lightning 1/day

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy

Other spells or effects cast by party members:
Magic Weapon +5 (Vauhwyt, 20hrs)

Item Provided junk:
Daylight 1/day
See Invisibility 1/day
Ring of Retribution 1/day
Disguise Self as standard action
Helm of Comprehend Languages and Read Magic

Vorelle [AC 29; HP 134/159] [Greater Magic Weapon]  d20+4=12 ;
Tuesday January 17th, 2012 12:55:34 PM

Vorelle watches the pantomime, but can make neither head nor tail of it. She continues to hold her position, arrow nocked. [Wisdom check 12]

Jass of Downs (SteveK) AC 35(37v evil) CMD 22 HP 175/159  d20+18=26 ;
Tuesday January 17th, 2012 1:08:26 PM

Not being able to see the jesters from his vantage point, and not being able to find the sword bit, Jass pulls away and stands near Vorelle, waiting to see what would happen.

Nervously, he looks behind him in the now-empty room just in case anything is sneaking up behind them...

Actions....
move to AP,35
Perception: 26

Active Spells: Highlight to display spoiler: {
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 30/34 minutes; +4 AC
Prot v Evil (From Malgant) 165/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 50 minutes each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 165/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision: 178/180 minutes (4minutes in)

Active Effects:
Immune to cold, paralysis, sleep and non-lethal damage effects (20th lvl Undead Bloodline Power)
Immune to baleful effects that specifically target sleepers (Shadowalker Trait)
Damage Resistance 5/- (20th lvl Undead Bloodline Power)
Non-intelligent undead do not notice Jass unless he attacks (20th lvl Bloodline Power)
+4 Save vs Spells cast by Undead (20th lvl Undead Bloodline Power)
+2 Save vs Spells/effects with Darkness or shadow descriptor (Shadowalker Trait)
+2 Save vs Woldsblood effects (Shadowalker Trait)
Gauntlets of Ogre Power: +2 Strength

Spells: (DC 10 +9 +spell lvl)
Spell Lvl. 0 1 2 3 4 5 6 7 8
Avail...... A 9 8 8 8 8 8 7 5
Used...... * 4 2 0 1 0 2 0 0
}

AC 40, 193/211 hp Malgant Winterborn  d20+17=26 ;
Tuesday January 17th, 2012 4:59:11 PM

Malgant somehow just knew that what he was seeing was vital to what they were about to encounter here in this room or to the whole of Scarwall. He also knew that Elder Stronghorn had to have covered it sometime in his teachings, probably one day while Malgant had been particularly keen to get into the training yard. With incredibly heroic effort Malgant again recalled his youth and the teachings of his Elders. ( spend 1 hero point on a reroll of the wisdom check and a second hero point to add 8 to that roll)
Wisdom check 26(+2 if heroism applies)
Slow dawning of what the figures are trying to represent dawns on Malgant and he relays what he has learned to the others via the mental link.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Ghost Touch from Amulet of Mighty Fists
-Holy from Amulet of Mighty Fists
-Telepathic Bond, from Aztyr, Permanent
-Blur ( constant per the streamers of Minor Displacement)
-Mind Blank 24 hour duration cast each morning
-Contingency cast using a Miracle spell :" When I cast Righteous Might also cast Divine Power" Duration 17 days or until used
-Imod the Warrior +1 to hit and damage whenever Malgant's weapons have a divine enhancement cast by Malgant on them.
-Ring of Counterspells set for Greater Dispel Magic
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration
-Death Ward on Vauhwyt Duration 11 minutes
-Death Ward on Malgant Duration 11 minutes
-Protection From Evil on Jass Duration 11 minutes
-Weapon of Awe +2 damage Duration 11 minutes
-Barkskin +5 natural armor duration 120 minutes
-Heroism +2 morale to hit, skills and saves duration 10min/level ( what's your CL Vauhwyt?)
-Darkvision duration 180 minutes
-Shield +4 shield AC Duration 18 minutes
- 2 hero points expended on reroll and Bonus to wisdom check (points removed from CS)

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  d20+1=20 ;
Tuesday January 17th, 2012 7:07:20 PM

Aztyr see Malgant trying to force his great will to battle something, and tries to add her moral support. (Aid another Wisdom with Malgant 20)

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 2- 2--- 2- 0- 0- 0- 1- 0

* = unlimited

Wold's Blood Draws : 4/8
Wold's Blood in storage : 8/8 drop(s)

Spells on Aztyr :

Permenancied Spells on Aztyr:

Arcane Sight
Resistance
Tongues
See invisibility
Greater Magic Fang +5 on Dragon Claws
Greater Magic Fang +5 on Liontaur Claws
Comprehend Languages
Dark Vision
Read Magic
Telepathic Bond (everyone)

Tattoos:

Level 0 - Create Water 4/4
Level 1 - Cure Light Wounds 3/3
Level 2 - Silence 2/2

Non-Permenancied Spells on Aztyr :

Shield, Duration 34 minutes (extended with Rod)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection)
Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Heroism duration 3:34 hours from Vauhwyt

Spells on others :

Malgant : Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (armor)
Vauhwyt: Magic Vestment +5, Duration 34 hours (used Wold's Blood, 5 drops) (shield)

AC 40, 193/211 hp Malgant Winterborn 
Tuesday January 17th, 2012 8:24:17 PM

OOC
lol, here I see that I have the best shot at making it and figure the last folks to post either won't make the roll or won't make the deadline for the post. So, no one else picks up on the 'help a brother out' line in my post but Aztyr, I blow 2 hero points so we don't miss the clue, and BAM Aztyr rolls a 20 with a +1 to "aid" me. Priceless

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d20+2=10
Tuesday January 17th, 2012 9:03:42 PM

OOC and LOL! Mookie's words are never intentional!

OOC: Aztyr, V's CL is 20 for the next minute or so with the bead of karma. That heroism has a duration of 20 turns, that is, 200 minutes.

OOC: Brahmah, Vorelle, Aztyr, Jass, and Mall have been tapped with the Baarkskin wand, CL12. That's 2 hours and +5 to AC. IF YOU SO NOTE IT IN YOUR POSTS!

Vauhwyt's Wisdom check, with a +2 for Heroism ... a 10.

Mookie is hiding (100% concealment) in his pouch. Unseeing Mookie need not make a Wis check.

I'm not sure what Vauhwyt can do seeing as she has missed her Wis check, but if she can act, she does note that you can sort of see through these creatures. She uses her Sense Spirit ability to see if these things are spirits, and if there are any others nearby. That takes a full round. (I'm assuming we are in round by round?) She also takes a five foot step south toward the spirits to start to make room for her friends.

Thanks for waiting for this now complete post.

DM Sanity Info

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 35 min)
Extended Heroism (6 hrs, 35 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Greater Magic Fang +2 x2 (from staff) (8 hrs)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (195 minutes)
Expeditious Retreat (19 minutes)
Jump (19 minutes)
Fluid Form (17 minutes left of 20)
Barkskin (2 hours)

Spells cast on Mookie:
Heroism (3 hrs, 15 min)
Permanent Telepathy
Fluid Form (17 minutes left of 20)
Barkskin (2 hours)
Mage Armor (1 hour)

Spells cast on Others:
Greater Magic Weapon +5 (20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)
Heroism on Aztyr (3 hrs 20 min)
Barkskin on Mal, Vorelle, Aztyr, Brahmah, and Jass. (2 hours)

Keeping Track Of Stuff:
Lesser Meta Rod Of Extend: used 2 of 3
Darkwalk: used 0 of 50 minutes (unavailable)
Staff of Transmuting Buffs: used 2 of 10 charges
Impromptu sneak attack: used 0 of 1
Tricky spells used: 1 of 3
Compel Spirit: used 2 of 5
Karma Bead: used 9 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 2-7
Mookie's Tattoos - Lockjaw used 1 of 2.
Hero Points: used 1 of 5.

Spells
Used 2 of 7 lvl 1 spells
Used 6 of 7 lvl 2 spells
Used 7 of 7 lvl 3 spells
Used 5 of 7 lvl 4 spells
Used 0 of 6 lvl 5 spells
Used 2 of 5 lvl 6 spells
Used 0 of 3 lvl 7 spells

OOC: False life hp adjusted for vicious damage.

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