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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.

Horrific Pantomime /DMAl  d4=1 ; d4=4 ; d4=3 ;
Tuesday January 17th, 2012 9:19:06 PM


Malgant attempts to decipher the pantomime. But he cannot fathom it.

Brahmah enters the long room, leaving the lance behind. He draws his swords, and assesses these creatures. His hatred of undead has made him something of an untutored expert, and he can see that these two are ghosts. He can see that they are not necessarily powerful ghosts either. As to what this current odd performance goes, however, Brahmah has no clue.

Vorelle, as did Malgant, attempts to decipher the pantomime. The meaning eludes her as well.

Jass moves to a place next to Vorelle. Unlike the others, Jass turns his attention to the rear, ignoring the two ghostly jesters in the other room. He sees nothing threatening in the room that he is now in. But adventurers don't live long if they ignore possibilities.

Aztyr moves into the larger room to a place where she can see. She adds her observations, quite wise in their own right, as encouragement to Malgant. In doing so, she begins to get an inkling of what's going on here, and it isn't good.

Vauhwyt tries too, but fails to see the sense of it. Mookie is safely tucked away in Vauhwyt's pouch. Probably all for the best.

Malgant makes an heroic effort to understand the crazed gesticulating of the two motley ghosts. And just as it is beginning to dawn on Aztyr, the full realization of the danger comes to Malgant. The pantomime is no message. It's a trap. The mad pattern of the gestures causes a stultifying effect, dulling, and eventually damaging, the mental faculties of anyone who watches. Only Jass, with his attention elsewhere is immune. Over the telepathic link, Malgant calls the warning. The warning is not entirely in time, but it's enough to provide an edge.

(Malgant, Brahmah, Vorelle, Aztyr and Vauhwyt: Will save vs DC18 [lowered from DC25] or lose 1 point if INT, 4 points of WIS, and 3 points of CHA.)

The ghosts pause momentarily to watch as the heroes fight the effect. Then they sink into the ground. Vauhwyt has a sense of movement approaching beneath the surface of the floor towards the group, but amongst the other spirits that crowd Scarwall's structure, she has trouble distinguishing one from another. All that she knows is that the ghosts are in the floor and they are coming fast.

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

We are in COMBAT ROUNDS

Reference Map

Ghosts are in the floor. Undetectable, but within 15-20ft of Vauhwyt and likely to the south.

Clock: six minutes some since Entry


Horrific Pantomime /DMAl 
Wednesday January 18th, 2012 6:25:02 AM


I've added a note to my post from last night. In case you missed it, we are in ... COMBAT ROUNDS.

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d20+18=24 ; d20+19=29 ; d3=2 ; d20+27=38 ; d6+9=11 ;
Wednesday January 18th, 2012 6:43:48 AM


Will Save for V: 24. Good thing Mal brought that save DC down from 25! Hero points very well spent!

Vauhwyt tells her friends what is coming via mental link: "They're coming through the floor! Get ready!"

Taking her own advice, Vauhwyt readies an attack. As soon as she sees an enemy appear, she will grab it and squeeze!

Readied ghost touch grab attack: Hits touch AC29. Lucky spikes are +2 this round. Grapple check beats CMD 38. Grapple damage is 11.

Revised DM Sanity Info

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 34 min)
Extended Heroism (6 hrs, 34 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) (7 hrs, 54 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (194 minutes)
Expeditious Retreat (18 minutes)
Jump (18 minutes)
Fluid Form (16 minutes)
Barkskin (1 hr, 59 min)
False Life (20 hrs)

Spells cast on Mookie:
Heroism (3 hrs, 14 min)
Permanent Telepathy
Fluid Form (16 minutes left of 20)
Barkskin (1 hr, 59 min)
Mage Armor (59 min)
False Life (20 hrs)

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 19 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 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

Brahmah 178/202hps, AC 29  d20+16=17 ; d20+16=22 ;
Wednesday January 18th, 2012 7:13:02 AM

(Will save 17, failed. Hero point to Reroll. 22 saved.)
Brahmah shakes off the effects, barely.
"Bloody unnatural..." The sentence trails off.
"Can a wall of force be erected under our feet to guard against attacks from below?!"
--------------------------------------------------------------------------------
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 32; HP 134/159] [Greater Magic Weapon; Barkskin]  d20+14=23 ; d20+33=35 ; d6+19=22 ;
Wednesday January 18th, 2012 12:32:32 PM

Malgant's warning snaps Vorelle's attention away just in time [Will save 23; another person who would have missed the save without the timely warning!].

With no foe in sight, but one presumably on its way, Vorelle keeps an arrow nocked, ready to loose it at any enemies who surface.

[Ready a shot; if the ready goes off, hit AC 35 for 22 damage. This assumes the enemy is undead and within 30 feet. Vorelle uses a Seeking bow, meaning she can ignore concealment.]

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159  d20+18=29 ; 5d4+5=21 ;
Wednesday January 18th, 2012 1:27:13 PM

Jass winces as his companions exclaim variously about the effects of the ghosts, and then how they have moved into the floor. "Great idea, Brahmah, about the wall of force and it would totally work except for the fact our feet, paws, and hooves are on the floor and if anything interferes with the plane of force as it is cast, the spell fails. But, yes, great idea!" The sorcerer continues to Malgant, "I can cast the spell behind us or in front of everyone and then everyone can run onto it if you want. I can also give everyone Flying so we can stay away from the floor."

Jass stowes the ideas away for later implimentation, but is at a loss on what to do about ghosts in the floor right now! He readies a magic missle spell to cast at the first ghost he sees appearing from the floor.

Actions....
Stay at: AP,35
Perception: 29
READY Magic Missle: 21 damage to first ghost appearing from the floor.

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: 28/34 minutes; +4 AC
Prot v Evil (From Malgant) 164/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 44 minutes (4:50max) each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 164/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 178/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor)

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+16=24 ;
Wednesday January 18th, 2012 2:56:07 PM

Aztyr shakes off whatever effects the "fools" had had, glad that Malgant shouted and brought everyone back to at least this semblance of reality.
Aztyr doesn't ready any spells, trusting her friends to have it handled, instead she moves back to AQ,AR/ 36,37. Giving those who like it up close space to work their magic. As she moves (read after) she pulls out a rod of lesser maximize.

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 28 minutes (extended with Rod)
Barkskin, Duration 120 minutes (Vauhwyt cast)
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 3:28 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)

OOC: adjusted the turn



Horrific Pantomime /DMAl 
Wednesday January 18th, 2012 3:26:05 PM


OoC: Sorry, Aztyr. That is too many actions in a round. I believe that it takes a full round for a sorcerer to apply metamagic to a spell. Rods also need to be wielded, which would require Aztyr to take the rod out of storage as a move equivalent action. Then, if you add the move to it, that's two full rounds of actions packed into one.

If you'd like to revise your post, you may do so at any time before post time tonight. (I'll delete the old post.) If not, I'll take your actions as stated and fit them into the time available.

AC 40, 193/211 hp Malgant Winterborn  d20+22=31 ; d20+22=26 ; 2d6+11=21 ; d6=6 ; d6=1 ;
Wednesday January 18th, 2012 4:53:33 PM

OOC
Wall of force must be vertical per the spell description, so no dice.
Also I moved last round, so I am not where you show me on the map, I will be starting in AL,AM/40,41 and moving from there.
I don't see an option to move, then ready an attack , if that isn't possible then I simply move to where I state in the post and take my AoO if/when they come within reach
---------------------------------------------------------------------------------------------
Will save 31
Malgant shakes his huge horned head and the effect is ruined on him ( Mind Blank Might help too, I didn't add anything for that)
Malgant flaps his wings and gets 10' off the floor, forcing them to leave the floor to get at him. He assumes that since he is closest to them he will be their first target and so increases his separation from the group.( Move to AL,AM/ 42,43) " When they rise to get me burn them to ash. If you can miss me that'd be great too. If not then burn them badly enough to kill them and I'll just fix whatever you do to me." Malgant readies an attack ( ghost touch holy unarmed strike) in case the ghosts do attack him.
Attack roll either for readied action or AoO (power attack) Hits AC 26 for 31+7<holy> damage.
Malgant's touch AC is 33

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 200 minutes
-Darkvision duration 180 minutes
-Shield +4 shield AC Duration 18 minutes


Not Funny /DMAl 
Wednesday January 18th, 2012 8:31:33 PM


It appears Malgant's warning has made all the difference, saving many of his fellows from the effects of the Horrific Pantomime.

Vauhwyt warns the others to watch for an attack from the floor. Then she, herself, readies for the onslaught, hoping to pluck one of the fools from the floor if it dare show itself.

Hearing the call, Brahmah asks if there is any way to seal the floor with a force effect.

Vorelle, like Vauhwyt, readies to attack. She draws taught the string of her bow and waits.

Jass points out a few small kinks to Brahmah's request and expands on some of the possibilities. Then he too readies an attack against the first fool to show itself.

Aztyr returns to the other room, joining Jass and Vorelle. She draws out a rod in preparation for more magic.

Malgant speaks a command word, and he sprouts wings. (Standard Action to activate.) He flies up to the 15ft ceiling giving him a clearance of five feet off the floor. (Fly checks can't fail. Ceilings are only 15ft high.) Once in place, he waits for an attack. (You may move and ready an attack. But a Ready Attack is a standard action, and you expended that in activating your Wings. Sorry about the map thing.)

Two hands reaches up out of the floor, one in front of Brahmah and one in front of Vauhwyt. The liontaur grabs the nearest one. At the same time Vorelle shoots the one in front of Brahmah and Jass sends a magic missile into the one in Vauhwyt's grasp.

Vauhwyt has the short one with the peg-leg in a grapple. But, instead of struggling, it puts its hand directly into Vauhwyt's chest and touches her heart. (Draining touch Nat20. [Threat failed] Take 4 points Dexterity Drain.)

The tall one remains in the floor. The hand that it had reached blindly out for Brahmah, misses the minotaur ranger.

(The arm that swiped at Brahmah appeared from AL38. The one that Vauhwyt is grappling is in AM38.)

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

Reference Map

Short Ghost Gravely Wounded
Tall Ghost Wounded

Clock: six minutes some since Entry

Everyone also Note: There are new rules to Flying. It is not the automatic thing that it was before. It is now a skill and various actions require a skill check. Outside combat, you may Take 10. But in combat you may not. (Of course, your skill may be high enough to never fail.)

Here are some examples of mandatory checks.

Move less than half speed and remain flying = DC10
Hover = DC15
Turn greater than 45° by spending 5 feet of movement = DC15
Turn 180° by spending 10 feet of movement = DC20
Fly up at a greater than 45° angle = DC20


AC 40, 193/211 hp Malgant Winterborn 
Thursday January 19th, 2012 4:42:57 AM

OOC
My wings are always out because there is no reason not to. That's probably not on my sheet and I don't have enough time to go look at this time. I had made the DM when I got them aware but didn't mention it to you I don't think. Should I list the activated wings on my effects list?

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159  5d4+5=13 ; 5d4+5=19 ;
Thursday January 19th, 2012 1:22:42 PM

"Sure, vertical walls, but if i were standing on the wall, the floor would be vertical to me, eh?" Jass is confident that a caster location or change in gravity fields or something could be used to ensure a flat plane on the floor, but that really isn't the problem right now.

"The problem is that Vauhwyt likes to use ghosts as a teddy bear."

To eliminate the threat to the liontaur, Jass casts another Magic MIssle spell, and if the ghost is still around, casts a Quickened Magic Missle spell to follow up!

Actions....
Stay at: AP,35
Cast Magic Missle at short ghost: 13 damage
If needed: Cast Quickened MM at short ghost: 19 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: 28/34 minutes; +4 AC
Prot v Evil (From Malgant) 164/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 44 minutes (4:50max) each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 164/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 178/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor)

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...... * 5 2 0 1 0(1) 2 0 0
}

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Thursday January 19th, 2012 3:54:17 PM

More squeezing to come, sorry!

Not Funny /DMAl 
Thursday January 19th, 2012 4:45:10 PM


Note: So that no one wastes their move, Jass does away with the Jester Ghost that Vauhwyt is currently putting the squeeze on with his first magic missile.

One more Fool-ish ghost to deal with.

AC 40, 193/211 hp Malgant Winterborn  d20+25=40 ; d20+21=25 ; 2d6+21=23 ; d6=5 ; d6=5 ; 4d6+21=38 ;
Thursday January 19th, 2012 4:51:59 PM

Between Vauhwyt and Jass, Malgant is confident that the ghost they are attacking is dealt with, so he flies to Brahmah's aid. Landing at AM,AN/39,40 The Protector flanks the ghost and slams his fist into it...Hard ( Vital Strike, Power Attack,Ghost Touch)
Hit AC 40 for 38 damage + 10<holy> damage
(The d20+21 is a misroll, please ignore it, so is the 2d6+21 Jeez I am distracted today)

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 200 minutes
-Darkvision duration 180 minutes
-Shield +4 shield AC Duration 18 minutes

Brahmah you have flanking for your attacks

Vorelle [AC 32; HP 134/159] [Greater Magic Weapon; Barkskin]  d20+32=40 ; d20+32=45 ; d20+27=37 ; d20+22=41 ; d20+17=24 ; d8+19=26 ; d8+19=26 ; d8+19=22 ; d8+19=26 ; d8+19=23 ;
Thursday January 19th, 2012 5:36:49 PM

Seeing that Jass has dealt with Peg-Leg, Vorelle sets her sights on Skinny. She fires arrows at the grasping hand, as quickly as she is able.

[Hit AC 40 for 26 damage; hit AC 45 for 26 damage; hit AC 37 for 22 damage; hit AC 41 for 26 damage; hit AC 24 for 23 damage.]

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d20+17=36 ; d4=3 ; d4=2 ;
Thursday January 19th, 2012 7:52:09 PM

Vauhwyt loses her grasp on the destroyed ghostie -- as it disappears, she tries to grab its harlequin mask if she can (she'll take a move action to try).

Then she casts an Acid Arrow spell on the remaining one, glad of her Grim ability to affect incorporeal undead with all her spells.

Acid Arrow Touch attack, with a -2 penalty for the lost Dex: hits touch AC36 for 5 damage this round.

DM Sanity Info

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 34 min)
Extended Heroism (6 hrs, 34 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) (7 hrs, 54 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (194 minutes)
Expeditious Retreat (18 minutes)
Jump (18 minutes)
Fluid Form (16 minutes)
Barkskin (1 hr, 59 min)
False Life (20 hrs)
Greater Invis (14 rounds left)

Spells cast on Mookie:
Heroism (3 hrs, 14 min)
Permanent Telepathy
Fluid Form (16 minutes left of 20)
Barkskin (1 hr, 59 min)
Mage Armor (59 min)
False Life (20 hrs)
Greater Invis (4 rounds left?)

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 19 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos - Lockjaw used 1 of 2.
Hero Points: used 1 of 5.
Dex Points Lost: 4

Spells
Used 2 of 7 lvl 1 spells
Used 7 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

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  d20+13=31 ; d20+13=19 ; d20+13=16 ;
Thursday January 19th, 2012 8:22:33 PM

Aztyr grasps the rod tightly, and unleashes a maximized scorching ray at the second ghost, after effecting it with Ectoplasmic metamagic. (rod for maximize and self for ectoplasmic making the spell effectively 3rd level)
(of course if it's dead, she won't cast it)

Ranged Touch Attack 31 damage 28 (ghost touch)
Ranged Touch Attack 19 damage 28 (ghost touch)
Ranged Touch Attack 16 damage 28 (ghost touch)

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--- 3- 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 28 minutes (extended with Rod)
Barkskin, Duration 120 minutes (Vauhwyt cast)
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 3:28 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)

Porter's Hall and The Courtyard /DMAl 
Thursday January 19th, 2012 9:09:54 PM


The ghosts are no match for the combined might of the heroes from Blackbird Lake. They are quickly disincorporated. Neither Vauhwyt nor Azytr need bother with their spells.

Vauhwyt attempts to take the mask from the short one that she had a grip upon. But clothing, or so it seems, is an integral part of a spirit's whole, and not separate and distinct items as it is on the living. The ghost's mask slips away, absorbed by the structure of Scarwall just as the rest of the ghost is.

And so another minor threat is easily handled. But this one has left Vauhwyt damaged. And the group is now faced with even more doors than before More directions in which to go. More decisions.

There are double doors to the north set into the east wall. There are double doors to the south set into the west wall. There are also two single doors to the south set into the east wall.

The long room that our heroes are currently in is as Mookie had described. Numerous arrow slits along the west wall. The burnt stubs of torches hang in iron brackets between the arrow slits, and small puddles of rain have formed beneath them, staining the stone. Opposite these, metal rings have been driven
into the stone wall; some have short lengths of chain attached to them. This may have been a place where slaves were kept.

Looking out through the arrow slits, our heroes can see (now that they all have Darkvision) what appears to be a large courtyard. It runs north-south along the same length of the room that they are currently in. The opposite wall looks to be some 40 feet away. A wide, stone-rimmed well stands at the western end, though the stone lip is crumbling and has collapsed in places. To the west, across the courtyard, double stairs rise to a platform fifteen feet above the courtyard. What is up there cannot be seen from the angle provided by the arrow slits. Double doors to the north stand open, creaking on their hinges, as if left open by someone leaving in a hurry. There are also two other doors in the northwest corner and one in the northeast corner of the courtyard. Most unusual of all, though, is the mass of swirling blackness that exists where there would otherwise be sky. At the very limits of darkvision it shifts like an angry monochromatic storm. This may be what Scarwall is encased within.

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

End of COMBAT ROUNDS

Reference Map

I've removed the axis labels for now for better viewing.

Clock: seven minutes since Entry

Brahmah 178/202hps, AC 29 
Friday January 20th, 2012 12:02:50 AM

(OOC Just to let everyone one know, the Northwest of the U.S. has had some snow and ice storms in the past couple days. Some power outages too. I know several of you are DMs and if you have any players from this area, you might expect posting delays. Oregon, Washington and Idaho, as far as I know, were hit pretty hard. I hope everyone is doing well. I am iced in... but I have power.)

And sorry for missing the post.

IC:The minotaur goes and picks up the lance and returns to the spot he left. "Have I said that I really hate this place! We haven't even been here ten minutes and we've been attacked three times." The ranger looks halfway between pissed and worried.
--------------------------------------------------------------------------------
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

AC 40, 193/211 hp Malgant Winterborn 
Friday January 20th, 2012 4:00:19 AM

" Jass was right, we need to locate the blade fragment before we move on too far. Perhaps releasing the guardian allows it's fragment of the blade to form the whole in another place at the end of this mess."
Malgant will cast detect magic and help look for the blade fragment in the last room.

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Friday January 20th, 2012 7:51:41 AM

Vauhwyt asks Mal, "Should I use my scrolls of Lesser Restore, or can you spare some Dex healing, my friend?"

Porter's Hall and The Courtyard /DMAl 
Friday January 20th, 2012 8:23:29 AM


OoC: Vauhwyt is afflicted with Ability Drain. Ability Drain is permanent unless restored. It cannot be restored by Restoration, Lesser. Only a Restoration spell or greater will return the lost Dexterity.

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159  d20+18=33 ;
Friday January 20th, 2012 9:49:30 AM

Jass' black mood returns while listening to Brahmah and the fights the group has already been in. "Like we are being toyed with, tested. No one fight is beyond our reach, but this place pokes and nudges until we will have nothing left, and then...". Scowling, Jass stops talking, feeling the necromantic power of Scarwall both taunting and inviting.

He is glad Malgant focuses on the Siblehelm and the poem/riddle:

"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."

"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."

"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."


"We may not be looking for parts of the sword, but a Key." Jass forces his mind to work as his hollow voice speaks to the others. "And the key may not look like a Key either. I don't think it would be as easy as just killing the 4 guardians and the dungeon door just pops open."

Jass isn't the best searcher, but his sharp eyes miss little as he combs the area where the red warrior stood off the enemy horde.

Actions....
Perception: 33 (Find something like a Key)

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: 28/34 minutes; +4 AC
Prot v Evil (From Malgant) 164/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 44 minutes (4:50max) each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 164/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 178/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor)

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...... * 5 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 20th, 2012 12:31:40 PM

OOC: Regarding ability drain: Oh snap!

IC: Vauhwyt whines through the mental link, "This is my most desperate hour. Help me, Malgant Winterborn! You're my only hope!"

Mookie comments, "This place sure is a wretched hive of scum and villainy!"

SteveK: If Vauhwyt starts wearing a gold bikini, I'm poking out my third eye!

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Friday January 20th, 2012 2:28:12 PM

*As usual Vauhwyt looks the wrong way for help.... Vauhwyt, Malgant must pray for his spells, and then has them until he once again prays for new ones.

As to what we are here for....

I don't think there is a key, I think the 4 spirits are the key themselves. Look at the riddle.....

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

It seems as if each of the four spirits are one of the "chains" that bind Sablihelm. once all four are defeated, the blade, if it truly is a blade at all. It may be just a powerful spirit for good that was bound because it was slicing through the evil of this place.

I'm even more certain of the fact that we will not be allowed to rest and recoup our spells, that makes it even more important that we conserve our magical energies as we work or way through the dimension.

The others are in a tower, but since we can't see above this place we will be hunting for it blindly.
In a kennel, which I imagine will be near the entrance as well, no one wants two areas which needs to be cleaned regularly.
The last, sounds like it's a location where a battle had raged, and the remains are still there.

Once all for spirits are "defeated" the four chains that bind Sablihelm will be released and then we find out if we have to fight it or not to get our asses out of this locked dimension."


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 28 minutes (extended with Rod)
Barkskin, Duration 120 minutes (Vauhwyt cast)
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 3:28 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 
Friday January 20th, 2012 3:35:47 PM

OOC
OK, reading Heal states that that won't help. So a restoration will be needed. AL, the Death Ward Vauhwyt has on doesn't help shield her does it? The Ghost description doesn't really say one way or another. If no other way is found the only way I can fix it now is Miracle it away and I am kinda saving that for a big oops like someone dying and MAYBE I can drag them back to their body with a Miracle. Dex is a big deal for you though...

Vauhwyt (HP126 (+4) of 126, AC40) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Friday January 20th, 2012 3:46:08 PM

No no! Do not waste a miracle. I can live with a 24 Dex instead of a 28! The math trickle-downs are killing me, though!

Vorelle [AC 32; HP 134/159] [Greater Magic Weapon; Barkskin]  d20+26=37 ;
Friday January 20th, 2012 5:50:37 PM

"From a purely practical standpoint," Vorelle says, "I'd rather not go out into that courtyard thing without checking the rest of these doors."

She pauses, looks around, sniffs the air, and tries to get some ideas what might be around them.

[Survival 37]

Puzzling the Riddle of Scarwall /DMAl 
Friday January 20th, 2012 8:26:34 PM


Brahmah retrieves the lance.

Malgant casts detect magic and begins going over the room in which they had encountered both the soul vortex and the mad hero. The room is no longer than sixty feet, so it takes him only a few moments to isolate all of the magic auras on the persons of his companions or already previously identified. There are no new magic auras.

Vauhwyt looks for a cure to the drain she experienced at the touch of the peg-legged ghost. Ultimately, it would come down to a miracle from Aztyr, and Vauhwyt deems her need to be not as great as that.

Jass puts for the possibility that they are not looking for pieces of the sword. Rather, they are looking for keys that would reveal the sword, Sablihelm. He begins a physical search for something that might be this key. Though his eyes at this moment are particularly keen, he finds nothing that speaks to him and says "key".

Aztyr has yet another idea. She posits that the four mentioned in Kleestad's verse are chains that bind Sablihelm.

Vorelle takes a more practical approach. She sniffs the air. It is stale, with an undefinable overtone that she associates with the undead. She scans the floor for the tracks of those who may have trodden these floors. One thing that Vorelle notices right off is the absence of the dust that would invariably blow in and accrue in places of this sort. The floors are hard stone, and one would not expect to find tracks in a place that is the home of incorporeal creatures. These are conditions that would daunt the average individual. But Vorelle is not the average individual. The traces are extraordinarily faint, but on top of the ancient stone worn countless years ago by the footsteps of persons long gone, there are paths that seem ... more recent. They form trails from door to door in the long hallway with the arrow slits as someone might when using this place to pass from one place to the other. And, though there appears to be passage from between all of the doors, the doors that seems to be traveled to most are the double door to the north in the eastern wall.

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

Reference Map (Same as Before)

I've removed the axis labels for now for better viewing.

Clock: Eight minutes since Entry

Puzzling the Riddle of Scarwall /DMAl 
Friday January 20th, 2012 8:37:46 PM


OoC to Malgant:

No, I'm pretty sure that Death Ward doesn't help with Ability Drain. It states Energy Drain, and there are two separate descriptions for Ability Drain and Energy Drain. Energy Drain involves negative levels.

Nice idea, though.

BTW, Vauhwyt, could you add Deathward to your active effects? You may need it later. This is the problem that I stated earlier. It's under Malgant's but not yours. I really can't look at everyone's active effects to see what spells are on each PC. I think you'll be very unhappy if you could have avoided a negative energy attack save for that one detail.

Brahmah 178/202hps, AC 29 
Saturday January 21st, 2012 3:19:19 AM

The ranger, admittedly not the best with riddles and puzzles, is silent for a moment. Then he speaks, forgetting the telepathy again.

"So, lets take this from another position. Maybe the poem isn't literal. Maybe its a metaphor for something else. Not a sword. Maybe a person or other weapon. How much history do we really know about this place? Stories and lore could be complete fabrications and those things that sound like fiction could simply be true." The thought actually looks like it hurt the old taur's brain. "Maybe I'm taking two positions in this one theory, but I'm not good at puzzles."
--------------------------------------------------------------------------------
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 32; HP 134/159] [Greater Magic Weapon; Barkskin] 
Saturday January 21st, 2012 4:17:25 PM

"I'm good at this kind of puzzle," Vorelle says, head down, following tracks. "There's been some foot traffic through here, and most of it heads that way," pointing to the double doors.

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159 
Sunday January 22nd, 2012 9:05:51 AM

Nothing like a key, nothing magical, nothign like a weapon or a piece of weapon. Jass straightens up, absolutely confident that by not finding anything, he's found something. "Since there is nothing here, Atzyr must be right, the guardians themselves are the lock on the prison of Sablihelm."

"It also occurs to me that the poem so far has been very literal: death and strife in every room." He looks around and his hollow voice takes on an edge of concern. "If we wander about, we will surely be whittled down. I say we take Vorelle's path."

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: 28/34 minutes; +4 AC
Prot v Evil (From Malgant) 164/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 44 minutes (4:50max) each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 164/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 178/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor)

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...... * 5 2 0 1 0 2 0 0
}

AC 40, 193/211 hp Malgant Winterborn 
Sunday January 22nd, 2012 10:05:03 AM

OOC
By "the double doors"I assume you mean the set that enters the courtyard, not the set that leads to a room above 5 on the map.
-------------------------------------------------------------------------------
Malgant steps to the double doors and again waits for the group to assemble and prepare for combat. Once they are ready, he opens the doors and steps through, creating an opening for his friends to follow.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 9 minutes
-Death Ward on Malgant Duration 9 minutes
-Protection From Evil on Jass Duration 9 minutes
-Weapon of Awe +2 damage Duration 9 minutes
-Barkskin +5 natural armor duration 118 minutes
-Heroism +2 morale to hit, skills and saves duration 198 minutes
-Darkvision duration 178 minutes
-Shield +4 shield AC Duration 16 minutes
-All channel energy uses expended
-2 hero points used


Puzzling the Riddle of Scarwall /DMAl 
Sunday January 22nd, 2012 10:34:38 AM


OOC
By "the double doors"I assume you mean the set that enters the courtyard, not the set that leads to a room above 5 on the map.


Answer to Malgant: No. That is an incorrect assumption. I mean the doors to the North above the 5 on the map. Not the set that enters the courtyard.

AC 40, 193/211 hp Malgant Winterborn 
Sunday January 22nd, 2012 1:11:26 PM

OOC
OK, I left my post vague enough for it to be either.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Sunday January 22nd, 2012 7:43:34 PM

Aztyr once again indicates that she is prepared, for whatever is needed of her. She is still holding the meta rod in her hand, just in case she needs it.
Once again she is reminded of why she keeps a Mage Armor spell up at all times, after seeing what Vauhwyt is going through....

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 28 minutes (extended with Rod)
Barkskin, Duration 120 minutes (Vauhwyt cast)
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 3:28 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 178/202hps, AC 29 
Monday January 23rd, 2012 1:53:59 AM

Brahmah snickers. "Well, I meant puzzles, not tracking Vorelle. I'm a fantastic tracker, make no mistake."

"So should we be following the poem like a map, Jass? Each line representing a room, and so on...?"
--------------------------------------------------------------------------------
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, AC38) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Monday January 23rd, 2012 12:54:19 PM

In regard to the question of what it is they are to find or do here, keys or bits of swords or whatever, Vauhwyt keeps to herself her opinion that destroying all the undead in this place seems like a worthy goal to her, and as likely as anything to solve all their problems.

Vauhwyt grins at Vorelle. "Good eyes!" she says. She follows along with the group out of the double doors that Vorelle indicated.

Updating DM Sanity into to add Death Ward and restore the Acid Arrow she did not have to cast. And to note durations.

DM Sanity Info

NOTE -4 Dex not logged anywhere except in AC in header. I intend to simply apply a -2 on all dex-based checks. Hope that is okay!

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 33 min)
Extended Heroism (6 hrs, 33 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) (7 hrs, 53 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (193 minutes)
Expeditious Retreat (17 minutes)
Jump (17 minutes)
Fluid Form (15 minutes)
Barkskin (1 hr, 58 min)
False Life (20 hrs)
Deathward from Mal (Duration ??)

Spells cast on Mookie:
Heroism (3 hrs, 13 min)
Permanent Telepathy
Fluid Form (15 minutes left of 20)
Barkskin (1 hr, 58 min)
Mage Armor (58 min)
False Life (20 hrs)

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 18 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos - Lockjaw used 1 of 2.
Hero Points: used 1 of 5.
Dex Points Lost: 4

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

Not Alone? /DMAl 
Monday January 23rd, 2012 6:42:27 PM


More is bantered back and forth about the nature of Kleestad's verse and what must be done before the heroes can find their way from this dark place that is Scarwall. But talk is an airy thing when compared to the hard fact of the tracks that Vorelle announces. Malgant acts upon the evidence, and throws open the doors, prepared for anything.

The doors open onto what appears to be a transit hall to other places. Three other doors lead away from this room. On the north wall is a door in the eastern corner. The far east wall, however, presents the most intriguing choices. To the south is a closed door. Just north of that is a stairway leading up. It is five feet in width, and so the stairs would present problems for large tauric creatures. And north of the stairs is yet another door.

This third door, unlike all other doors so far, is somewhat ajar. This door is only five feet wide, and so it too would present problems to invading tauric creatures.

Malgant, always at the fore, moves to the door for closer inspection.

Most of our heroes have senses that are far keener than average. And the first thing that they notice upon approaching this door is the a foul smell that strikes the nostrils as burnt and acrid. The second thing are soft muffled sounds of struggle.

The door is cracked open some two or three inches, and upon glancing through the crack darkvision reveals a dismal room hung with innumerable bags of netting. Tattered, gauzy curtains have been strung throughout, creating a diaphanous kind of maze. The whole is choked with a smoke -likely the source of the smell- that seems to be issuing forth from a pitted iron brazier in the center of the chamber.

One of the net bags appears to be moving in a manner that suggests a living being -or a being, at least- may be within.

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

Reference Map

The open door in the description leads into the area marked with a 7.

The net bag in the description is at AY29.

Things are pretty tight in this room with all you Large Taurs.

Clock: Eight minutes and some since Entry

Not Alone? /DMAl 
Monday January 23rd, 2012 6:43:04 PM


OoC to Vauhwyt: The note on Dex should be fine. Thank you.

Brahmah 178/202hps, AC 29 
Tuesday January 24th, 2012 9:52:39 AM

Brahmah sets the lance against a nearby wall and draws his weapons. "Should we search the ajar door for traps? That looks too inviting."
--------------------------------------------------------------------------------
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


Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159 
Tuesday January 24th, 2012 12:10:56 PM

Jass considers asking for time to set up a Prying Eyes spell, but doesn't breech the subject. The ten minutes standing around would be too long. Instead, he contemplates being smothered to death by his large, furry companions.

"I would assume that in your careers you have encountered cramped conditions and all have magic to make yourselves smaller, eh? As a short term remedy, I can polymorph each of you, but it would be a great use of magic for a limited time."

Actions....
Stay at AP, 33

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: 26/34 minutes; +4 AC
Prot v Evil (From Malgant) 162/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 44 minutes (4:50max) each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 164/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 176/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor)

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...... * 5 2 0 1 0 2 0 0
}

Vorelle [AC 32; HP 134/159] [Greater Magic Weapon; Barkskin]  d20+26=27 ; d20+26=27 ;
Tuesday January 24th, 2012 12:42:46 PM

Vorelle checks to see which way the tracks went. Her senses are on full alert, straining to discern the slightest noise, sight, or smell that would offer a clue.

[Survival 27; Perception 27. Two natural 1s in a row!]

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Tuesday January 24th, 2012 3:51:15 PM

*Zombie in a bag?*
Aztyr lets the others decide where to go, in here, with limited magic, well soon to be limited most likely, asserting her choices would probably be deadly. She instead keeps hoping to be able to see farther than just the next room, that way, she can suggest at least a direction for travel, towards the tower. With one found, there are three more, plus the main event....

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 26 minutes (extended with Rod)
Barkskin, Duration 118 minutes (Vauhwyt cast)
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 3:26 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 24th, 2012 5:18:09 PM

99% of Malgant's brain screamed TRAP! Yet the 1% left said 'and what if that is a still living person who needs help?' Malgant will not leave that posibility unchecked, even if it is a trap.
" Yes Brahmah, I suspect it is a trap too. But if that IS a person in need of help, then we need to do what we can for them. Can anyone reduce my size, and any other Taurs who want it done? It looks like the next few rooms may be small. Some one tie a rope to me if we have one in a non dimensional bag. I will put out the brazier and then try to get to the hanging bag. Stay out unless you must come in to extract me, that way no one else gets trapped. Use the rope to pull me out if I fall unconscious or something."
Malgant pushed the door fully open and pauses to see if anything happens. If not he casts from where he is and uses create water to douse the brazier and hopefully stop the smoke from filling the room. If all looks safe from there he will move towards the struggling form, either squeezing or in reduced form.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 9 minutes
-Death Ward on Malgant Duration 9 minutes
-Protection From Evil on Jass Duration 9 minutes
-Weapon of Awe +2 damage Duration 9 minutes
-Barkskin +5 natural armor duration 118 minutes
-Heroism +2 morale to hit, skills and saves duration 198 minutes
-Darkvision duration 178 minutes
-Shield +4 shield AC Duration 16 minutes
-All channel energy uses expended
-2 hero points used

--------------------------------------------------------------------------------------------------------------
OOC
Lots of moves in there. If it takes more than 1 round I am ok with that, but that is my general plan.

Vauhwyt (HP126 (+4) of 126, AC38) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Tuesday January 24th, 2012 6:42:13 PM

Vauhwyt does not like it at all.

She nonetheless casts Reduce Person on herself and on Mal.

She mentions via mental link that she is thinking about erecting walls of stone in the event of disaster.

Does she think the spell would work? A wall "must merge with and be solidly supported by existing stone." Would this spirit-bound structure count?

DM Sanity Info

NOTE -4 Dex not logged anywhere except in AC in header. I intend to simply apply a -2 on all dex-based checks. Partly Mitigated by the +2 Dex of the Reduce Person spell.

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 33 min)
Extended Heroism (6 hrs, 33 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) (7 hrs, 53 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (193 minutes)
Expeditious Retreat (17 minutes)
Jump (17 minutes)
Fluid Form (15 minutes)
Barkskin (1 hr, 58 min)
False Life (20 hrs)
Deathward from Mal (Duration ??)
Reduce Person (16 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 13 min)
Permanent Telepathy
Fluid Form (15 minutes left of 20)
Barkskin (1 hr, 58 min)
Mage Armor (58 min)
False Life (20 hrs)

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 18 min)
Barkskin on Mal, Vorelle, Aztyr, Brahmah, and Jass. (2 hours)
Reduce Person on Mal (16 minutes)

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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos - Lockjaw used 1 of 2.
Hero Points: used 1 of 5.
Dex Points Lost: 4

Spells
Used 4 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

The Witch /DMAl 
Tuesday January 24th, 2012 7:25:16 PM


Brahmah is ready for anything. He suspects a trap.

Jass discards the idea of some magical spying as too time consuming. Then he comments on the problems sometimes associated with being a taur in a human-sized world.

Vorelle is extremely skilled, even when not at her best. It's clear to her that of the five exits from this room the one with the door that is ajar shows the greatest traffic. Whatever creature or creatures left the evidence of passage that she is seeing, use this room the most. Her peep into the room tells her that one of the hanging nets is indeed moving, as though something may be struggling weakly within. This is confirmed by soft sounds that appear to be struggle. From their shape, some of the other bags might contain jars or other containers of that type.

Aztyr's mind is on conservation of her magic. It would be nice to have more information about the layout of Scarwall. At least a general direction that they could aim for.

Malgant is, as always, the taur of action. He outlines a detailed plan and leaves it up to the others to aid him or not with details such as a reduce person spell. The Hand of Domi ties a rope around his wait and hands the other end to his companions. (Who takes the rope?) Then he carefully pushes open the door. Nothing untoward happens. Malgant casts a quick cantrip, and many gallons of water appear over the brazier and drop downward onto it. Whatever was in it is doused in an angry hiss and a small cloud of steam. Time ticks past. Still nothing unusual occurs. Malgant enters.

Vauhwyt casts the reduce person spell, bringing Malgant down to a more comfortable size. She still doesn't like the idea, though. Like the others, she worries, and considers whether it would be possible to erect a stone wall in this place in which spirits infest the stone. Unfortunately, there can really be only one way to find out. Try it.

Now nearer, Malgant can see that the creature trapped within the net is a battered halfling woman dressed in rags. Stuffed in the bag with the halfling are scatterings of dried plants, desiccated bits of animals, and similar things. The other nets contain similar bits, but, aside from not having halflings in them, some differ in that they contain jars of about the size of a medium sized head. What the jars contain is obscured by the netting and such.

"Help me," the halfling calls in a weak and piteous voice from within the confines of the net bag. "The witch will be back soon."

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

Reference Map

The net bag in the description is at AY29.

Clock: Ten minutes since Entry

AC 40, 193/211 hp Malgant Winterborn 
Tuesday January 24th, 2012 8:58:34 PM

Malgant stops dead, for once at a loss for what to do... he has no blade to cut the netting and release the captive. Looking up he tries to see what the net is anchored to and whether or not he can pull it down. Mentally he relays to the others what he has found and asks, " Anyone have something I can use to cut her down? Keep watch for a witch, she says there is one due back any minute."
To the halfling he asks,"How did you get here? Where did the witch go?" In the back of his mind he cannot forget the succubus that tried to lure him at the Lich's behest before the fight at Bone Mountain. That demon appeared as a halfling and Malgant is wary of this one too. He hides it but the thought still tickles the back of his mind.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 7 minutes
-Death Ward on Malgant Duration 7 minutes
-Protection From Evil on Jass Duration 7 minutes
-Weapon of Awe +2 damage Duration 7 minutes
-Barkskin +5 natural armor duration 116 minutes
-Heroism +2 morale to hit, skills and saves duration 196 minutes
-Darkvision duration 176 minutes
-Shield +4 shield AC Duration 14 minutes
-All channel energy uses expended
-2 hero points used

Vorelle [AC 32; HP 134/159] [Greater Magic Weapon; Barkskin] 
Tuesday January 24th, 2012 10:42:17 PM

Vorelle helps hold on to the rope, though she also makes rooms for her friends to help. Even reduced in size, Malgant will be difficult to retrieve quickly.

You can use one of my axes, she replies. In fact, I have three axes and only two hands. You could just carry one of them on you, if you wanted. She offers Malgant the cold iron axe, which she doesn't think she'll be needing in this place.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  d20+13=30 ; d6=3 ;
Tuesday January 24th, 2012 11:31:14 PM

*Mac, I need you to move, I wanna get a line of sight on that halfling. What I plan on doing should be painless, if she's alive, if she's undead it'll have a completely different effect.*
Aztyr moves to AP,AQ/29,30 making room for herself and getting Mac out of the way. Once she is there she does a very short incantation and releases a ray at the halfling. (cast Disrupt Undead)

It will either do nothing, or it will cause damage, one way or another, Aztyr and Malgant will have an answer.

Ranged Touch to hit 30
Damage 3 (or nothing if not undead)

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 25 minutes (extended with Rod)
Barkskin, Duration 117 minutes (Vauhwyt cast)
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 3:25 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 36(38v evil) Touch:27 CMD 22 HP 175/159  d20+18=29 ;
Wednesday January 25th, 2012 9:49:08 AM

With such an enclosed space, there is simply no way that all the heroes can crowd into the little room. And while the rope is a good idea, Jass again would be of little use in a purely physical pursuit.

Therefore, the sorcerer takes himself over to the stairs and keeps watch to ensure nothing comes down while his companions are otherwise engaged. Anything he sees, he calls out to the others in the room.

Actions....
Move to AS, 31
Perception: 29 (looking up the staircase)

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: 24/34 minutes; +4 AC
Prot v Evil (From Malgant) 160/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 40 minutes (4:50max) each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 160/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 174/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes 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...... * 5 2 0 1 0 2 0 0
}

AC 42, 193/211 hp Malgant Winterborn 
Wednesday January 25th, 2012 4:06:15 PM

"Just toss it at me Vorelle, I'll catch it."

Gloves of Arrow Snaring
Once worn, these snug gloves seem to meld with the hands, becoming almost invisible to casual observation. Twice per day, the wearer can act as if he had the Snatch Arrows feat, even if he does not meet the prerequisites for the feat. Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 7 minutes
-Death Ward on Malgant Duration 7 minutes
-Protection From Evil on Jass Duration 7 minutes
-Weapon of Awe +2 damage Duration 7 minutes
-Barkskin +5 natural armor duration 116 minutes
-Heroism +2 morale to hit, skills and saves duration 196 minutes
-Darkvision duration 176 minutes
-Shield +4 shield AC Duration 14 minutes
-Reduce Person Duration 16 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used

Vauhwyt (HP126 (+4) of 126, AC38) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d20+8=23 ;
Wednesday January 25th, 2012 5:33:44 PM


Vauhwyt squeezes as needed to advance into the room.

OOC: Al, I'm so confused. Is that me at 32-33-AQ-AR? But I'm reduced, right? Is that Mal at AX-29? If so, he should not be in there all on his lonesome. Too risky. Vauhwyt will move to BA-30.

She looks around. Perception 23 woot!

The Witch /DMAl 
Wednesday January 25th, 2012 6:03:19 PM


OoC: Vauhwyt is the rearing Lion. She is at AQ&AR/32&33. She is full size. You only mentioned using Reduce Person on Mal last round so I did not alter anyone else.

Yes, that is Mal at AX29. He is the unarmed minotaur. Brahmah is the dual wielding minotaur.

Aztyr is the tiger. Just to keep things straight.

AC 40, 193/211 hp Malgant Winterborn 
Wednesday January 25th, 2012 6:44:22 PM

OOC
Actually, my whole plan was to BE alone with plenty of escape options via the rope and staying in sight in case it was a trap.

The Witch /DMAl  d20+16=20 ;
Wednesday January 25th, 2012 7:02:59 PM


OoC: Ah, the best laid plans .... As they say.

Vauhwyt, you have until post time to change.

AC 40, 193/211 hp Malgant Winterborn 
Wednesday January 25th, 2012 7:04:56 PM

OOC
Never survive contact with the enemy. Yeah I know 8).

Vauhwyt (HP126 (+4) of 126, AC38) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Wednesday January 25th, 2012 7:22:18 PM


Um, well, I did post "She nonetheless casts Reduce Person on herself and on Mal."

I also subtracted it from first level spells cast and listed in active spell effects. :-)

Vauhwyt stays outside the room, with a readied action to spring in if Mal calls for her verbally or over the link.


The Witch /DMAl 
Wednesday January 25th, 2012 7:26:08 PM


Oop. Sorry, I missed that.

The Who What When Where and How /DMAl 
Wednesday January 25th, 2012 9:06:30 PM


Malgant looks about for some way to free the halfling woman from the net. The net is hung by a hook anchored into the ceiling. If he were his full size, he could free it easily. He asks the halfling how she got here and where the witch went.

Vorelle offers her spare axe to Malgant. On his insistence, she throws it at him. And, seemingly without effort, the minotaur plucks it from the air.

Aztyr comes up with a clever plan for possibly unmasking the halfling. After warning Malgant, she uses a minor cantrip to shoot a ray of positive energy at the halfling woman. Though the halfling woman starts in surprise as the light of the ray strikes her, she is otherwise undamaged. It does not appear as though she is an undead.

Jass makes himself useful. He places himself near the stairs and trains his senses upward. His concentration is sharp and focused. There are no distractions. He neither sees nor hears anything untoward. He is very sure that there is nothing going on up the stairs or in the near vicinity.

Vauhwyt remains outside the room waiting for word from Malgant.

With the help of Vorelle's axe, Malgant frees the halfling woman from the net.

"Oh. Oh. Thank you, kind taur. I am Alimae the Herbalist. I was snatched from the woods near my home by a dragon and brought to this horrible horrible place. The dragon gave me over to a towering evil witch. The witch works in this room, but she went out a few hours ago, I know not where. I've been dreading her return."

"She has a crystal ball," she then says. "It gives her power. It's upstairs. I know where it is. If we move quickly, we can destroy it, and when she returns she will be weakened, and we'll be able to defeat her with ease."

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

Reference Map

The Alimae is in square AY29.

Clock: Ten minutes some since Entry

AC 42, 193/211 hp Malgant Winterborn  d20+15=27 ;
Wednesday January 25th, 2012 9:47:36 PM

Malgant relays all that the halfling says to his friends via mind link. He weighs her words and tries to decide if she is trustworthy. He sees no way for a dragon to get her here, but he has not seen the whole place yet. Also since this is another plane of existence, he is unsure how a dragon would fly her here.
Sense motive 27
" We will need to get that ball. I am not so sure about breaking it, that doesn't feel right."

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 7 minutes
-Death Ward on Malgant Duration 7 minutes
-Protection From Evil on Jass Duration 7 minutes
-Weapon of Awe +2 damage Duration 7 minutes
-Barkskin +5 natural armor duration 116 minutes
-Heroism +2 morale to hit, skills and saves duration 196 minutes
-Darkvision duration 176 minutes
-Shield +4 shield AC Duration 14 minutes
-Reduce Person Duration 16 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used

Brahmah 178/202hps, AC 29 
Thursday January 26th, 2012 2:42:39 AM

Brahmah has a real hard time believing the halfling and voices it telepathically. "Seriously, this is a weak ploy at best. Seems like the halfling is either moving us into position for something sinister by asking us upstairs or destroying the ball could release something the little halfling needs to become powerful. Either case, the halfling needs to stay here. See if you can get a good description of the room then we can view the room with magic or teleport in or something. Is the halfling even real? Or a shapeshifter? Disguised?"
--------------------------------------------------------------------------------
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, AC38) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d20+26=34 ;
Thursday January 26th, 2012 12:33:22 PM

Vauhwyt goes up to the halfling and asks her to repeat her words again, please. As she does so, Vauhwyt stares right into her eyes fiercely. Using her Question Spirit ability and making an Intimidate check of 34, the woman will be able to lie only if her bluff check beats that. She can, however, remain silent.

Vauhwyt, still concentrating asks her how she knows about the crystal ball if it is upstairs? and where has the witch gone?

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159 
Thursday January 26th, 2012 3:58:48 PM

Jass doesn't know truth or lie on what he's hearing form the halfling, but he does use the telepathic link...

"One of the guardians is upstairs in the tower, we may as well go there. And if the halfling is not a part of this, we can't leave her here."

Actions....
Stay at AS, 31

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: 24/34 minutes; +4 AC
Prot v Evil (From Malgant) 160/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 40 minutes (4:50max) each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 160/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 174/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes 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...... * 5 2 0 1 0 2 0 0
}

AC 42, 193/211 hp Malgant Winterborn 
Thursday January 26th, 2012 4:01:19 PM

" Right, what Jass said. Telporting is out. If you recall we have tried that and it doesn't work. As far as my experience can tell ( sense motive 27, rolled above, last post) she is being truthful (subject to the DM telling me otherwise). Should I pinch her to see if she is real? How would that turn out if someone did it to you after rescuing you? Like I said, breaking the crystal ball sounds fishy to me, and if all our senses are wrong, then yes she is doing a marvelous job of herding us over a cliff. But I have nothing to refute her story. Even Aztyr's spell showed she wasn't undead, unless she could hide her reaction to the damage from the spell. Let Vauhwyt do her thing, there may be a subtle difference between spirit and undead here that is important Sorry, I feel the same misgivings you do, but I got nothin' to prove she is lying."

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 7 minutes
-Death Ward on Malgant Duration 7 minutes
-Protection From Evil on Jass Duration 7 minutes
-Weapon of Awe +2 damage Duration 7 minutes
-Barkskin +5 natural armor duration 116 minutes
-Heroism +2 morale to hit, skills and saves duration 196 minutes
-Darkvision duration 176 minutes
-Shield +4 shield AC Duration 14 minutes
-Reduce Person Duration 16 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used

Vauhwyt (HP126 (+4) of 126, AC38) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Thursday January 26th, 2012 5:34:28 PM

OOC: My ability to stop lies works on both mortals and spirits. Mortals can defeat it with a great bluff check. Spirits can't lie no matter how bluffy they are.

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Thursday January 26th, 2012 6:24:06 PM

"We'll bring her along, but if she turns out to be the Witch and was being held separate from the crystal ball to diminish her powers, bringing them together would be a bad idea.
Although if she is the witch and turns on us, a couple well placed disintegrates should take care of her handily.


Aztyr will follow the rest up stairs, but wants to be behind the halfling woman, close enough to cast her spell, and also close enough to keep her eyes in her, and watch her actions....

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 24 minutes (extended with Rod)
Barkskin, Duration 116 minutes (Vauhwyt cast)
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 3:24 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)


Which? /DMAl  d20+16=33 ; d20+16=25 ;
Thursday January 26th, 2012 9:01:14 PM


Malgant takes a moment to relay the halfling's words to the others. As he does, he replays the halfling's words through his own mind, taking studying his memory of her inflection, her posture, and her facial expressions. There is room for doubt, and Malgant expresses that doubt to Jass even as he considers and reconsiders. In the end, though, Malgant decides that Alimae is lying about something. But about what?

Brahmah is distrustful as well. Through the Telepathic Bond he describes several possible scenarios.

The halfling cringes away when Vauhwyt enter and fixes her with a fierce look. The he asks her to repeat what she just said, his power compelling her to tell the truth. But not necessarily compelling her to repeat what she's just said.

Jass follows Brahmah's comments on the Telepathic Bond link, raising the question of brining the halfling along. Into certain danger?

Aztyr sends something of an answer to Jass' question over the Telepathic Bond. She prepares to follow her up the stairs should the group choose to go that direction, and to disintegrate her should she show any signs of betrayal.

The halfling shrinks back from Vauhwyt's savage visage. Quite cowed, she begins again, this time more slowly, as though to someone slow or hard of hearing. "I am ... " She blinks upon feeling the force of the supernatural compulsion of the Grim. "I am sorry. Are you alright, Dear. Did you not ... " The halfling pauses again. This time after catching a glance at Malgant. Something in his demeanor tells her that the jig may be up.

"Hehehehehehe. You are clever. More clever than I'd taken you for," she says. "And cautious. That's good. But please hold to that caution for a moment longer and hear me out before resorting to sword and spell, slaying a golden opportunity. I can be of invaluable help to you. I know this place."

"Maybe we could cooperate to mutual advantage. I was drawn to this place by the souls and then trapped when it was sealed. I've been looking for a way out for a long time. This may be my chance."

"I'll reveal my true form to you. Shall I? Don't be alarmed. I'm doing no more than dismissing a spell." The halfling's motions are easily recognizable to any who practice the craft of spells. She is doing as she said. The halfling grows to medium size and her features melt away. Her skin turns to a greenish tinge and her hair grows out long dark and stringy. Her features grow sharp and her frame grows corpse thin. She becomes a horrifying, sharp-fanged crone.

"I am Malatrothe," she says, her voice now a high pitched cackle. "What say you? I will tell you right away, that there is no crystal ball. And, to go up the stairs would be a mistake."

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

Reference Map

New Icon in AY29 to represent Malatrothe

Clock: Ten minutes, almost Eleven since Entry

Brahmah 178/202hps, AC 29 
Friday January 27th, 2012 5:21:07 AM

Telepathically. "I knew it. she'll steer us wrong, I'm certain. Ask her what she wants of us before we agree to anything."
--------------------------------------------------------------------------------
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

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159 
Friday January 27th, 2012 11:02:40 AM

Jass' pale features scowl, and the sorcerer lets the others continue speaking with the witch. The first living thing in this place, and Jass is still not as good at gaining truthful information as half of his companions. Sullenly, he continues to stare up the stairs.

Actions....
Stay at AS, 31

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: 24/34 minutes; +4 AC
Prot v Evil (From Malgant) 160/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 40 minutes (4:50max) each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 160/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 174/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes 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...... * 5 2 0 1 0 2 0 0
}

AC 42, 193/211 hp Malgant Winterborn 
Friday January 27th, 2012 2:36:26 PM

Malgant stands his ground, conflict in his mind. Evil gets no quarter. It gives none to the innocents it maims,kills and steals from and deserves none in return. However, this thing is alive and the only other living thing they have encountered. He had been wrong before about creatires not being able to change, but this was an adult, not a newborn. Malgant readies an action. If the creature begins to cast he will attack and disrupt the spell. He will attack with nonlethal damage, other than the Holy component of his fists, which he cannot control. To the others he thinks "I am at a loss. You know my feelings about working with evil things, no quarter, none at all. But it is alive and the only living thing we have encountered. I... I just don't know."

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 7 minutes
-Death Ward on Malgant Duration 7 minutes
-Protection From Evil on Jass Duration 7 minutes
-Weapon of Awe +2 damage Duration 7 minutes
-Barkskin +5 natural armor duration 116 minutes
-Heroism +2 morale to hit, skills and saves duration 196 minutes
-Darkvision duration 176 minutes
-Shield +4 shield AC Duration 14 minutes
-Reduce Person Duration 16 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used


Speechless? /DMAl 
Friday January 27th, 2012 9:05:13 PM


Malatrothe looks a bit surprised to be met with silence. She gives the ferocious liontaur and the apparently thoughtful minotaur a queer and suspicious look, as though there might be something wrong with them. She glances out the door at the human, and the much bigger liontaur just outside the door too.

"Well, I must say, you're more cautious than I thought you'd be. You're suspicious. I know that. I would be too. But ask me a question. What harm could come? All I ask," she says, as though anticipating the question that Brahmah had just suggested, "is that you don't kill me. And then, when you find a way out of here, you let me go my way with my possessions. Is that too much to ask?"

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

Reference Map (Same a before)

Clock: Eleven minutes since Entry

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159  d20+23=41 ;
Saturday January 28th, 2012 8:55:35 AM

Jass glances away from the stairs with a light of anticipation on his pale face and dead-looking eyes. "So you just want to escape? Sounds like you bit off a little more than you could chew, eh? And now you need our help, but that's not gonna come cheap."

Jass takes a step towards the conversation and rubs his hands. Via telepathic link, he talks to his wunjos; So far the witch has only given vaugue hints at how useful she could be. Let's see how helpful.

"None of us really care about undead other than to kill them, but there is often powerful magic that they guard. We appeared here in the courtyard and have been trying to get to the gatehouse portcullis. Rumor has it that a powerful hero held the gates for a day before dying. Any powerful hero has powerful magic, of course. Tell us what undead monsters are between here and the portcullis, then we'll see if you are willing to tell the truth?"

Actions....
Collosal Bluff Check: 41

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: 24/34 minutes; +4 AC
Prot v Evil (From Malgant) 160/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 40 minutes (4:50max) each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 160/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 174/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes 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...... * 5 2 0 1 0 2 0 0
}

AC 42, 193/211 hp Malgant Winterborn 
Sunday January 29th, 2012 1:53:28 PM

Malgant closes his hands, balling them into fists at his side. The creature's comment about only wanting to leave with it's life and gear tore it for the Minotaur. How many of the hag's victims had wanted the same thing. Dangling from a net, much like they found her. Helpless, pleading to be let go.
In his mind and the mental link he says," Every time I have been deceived by an evil thing people have died. At the burial site it was my brothers and sisters in the faith and the militia that served by our side. With the Succubus it was civilians in Imod City and all of the places they raided in our name. Here it can be only you, my friends. Whatever you are trying Jass, conclude it soon. I will not trust this thing nor will I let it leave here alive to harm others again. If it flinches I will destroy it."
Malgant again assumes the position of holding an action to attack and spoil any spell the creature tries to cast. After that it will be on and he will pummel it down. Vauhwyt is his interpose target if the creature should attack her instead.

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 7 minutes
-Death Ward on Malgant Duration 7 minutes
-Protection From Evil on Jass Duration 7 minutes
-Weapon of Awe +2 damage Duration 7 minutes
-Barkskin +5 natural armor duration 116 minutes
-Heroism +2 morale to hit, skills and saves duration 196 minutes
-Darkvision duration 176 minutes
-Shield +4 shield AC Duration 14 minutes
-Reduce Person Duration 16 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used


Vorelle [AC 32; HP 134/159] [Greater Magic Weapon; Barkskin] 
Sunday January 29th, 2012 9:02:40 PM

Vorelle struggles to keep up with the conversation. "Good" and "Evil" have different implications in Dirt City.

Everybody betrays, she tells her friends. The main question is, does she need us badly enough not to betray us?

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Sunday January 29th, 2012 11:33:16 PM

*The question is not if she will betray us. It's will we betray our word if we give it to her. I dislike giving my word to one who would turn on us if she thinks she could survive without us. But that is where our word would come in, even if we can finish this without her after we give our promise, we wouldn't betray her. That is the very fine distinction between good and evil, can we live with ourselves if we give her our word, that is the ultimate decision.*

AC 42, 193/211 hp Malgant Winterborn 
Tuesday January 31st, 2012 4:20:06 PM

"From what I know, which is only general, hags like this lure in people with their deceptions and then torture and eat them. Will I trust it? No. Will I let it leave here, with or without it's stuff to wreak havok back in the Wold? No again. I will not betray her because I will offer her nothing but a swift death at my hands, more than those she preys on I am sure. We know enough to defeat this place and leave, at least in my mind we do. The rest of you can cajole whatever knowledge you like from her, but in the end I will not allow her to escape and wreak her evil in the Wold. Just so you all know where I stand."
Malgant continues to watch the creature closely. At any sign of movement away from him or spellcasting he will strike her to disrupt her spell.

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 7 minutes
-Death Ward on Malgant Duration 7 minutes
-Protection From Evil on Jass Duration 7 minutes
-Weapon of Awe +2 damage Duration 7 minutes
-Barkskin +5 natural armor duration 116 minutes
-Heroism +2 morale to hit, skills and saves duration 196 minutes
-Darkvision duration 176 minutes
-Shield +4 shield AC Duration 14 minutes
-Reduce Person Duration 16 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159 
Tuesday January 31st, 2012 8:39:02 PM

posting temporarily. Al is busy trying to make sure the Wold stays open.

Harmless? /DMAl  d20+16=17 ; d20+16=33 ;
Tuesday January 31st, 2012 9:12:52 PM


The Telepathic Bond is filled with discussion of beliefs, ethics and ethical decisions.

Malgant makes no intent to conceal his feelings, and Malatrothe now shifts some of the wary look previously granted to the intimidating liontaur to the dark and glowering minotaur. It's a relief when a new voice comes from beyond the far door and Jass appears in the doorway. So distracted is she by Vauhwyt and Malgant that she appears oblivious to Jass' prevarications.

"You arrived in the courtyard?" she asks, again showing surprise. "Belshallam must be sleeping. Notorious light sleeper he is, though. So I'd beware going back that way were I you."

"But, if it's powerful magic you're after, I'll tell you the gatehouse is the wrong way. The corpse of Mandravius has been long picked over. He's become a mad dread wraith who attacks anything that comes near. I hear he's the reason behind this cursed place. Used to wield this sword that Fidelia was afraid of. Semperheim. Silveryhelm. Somethingheight. The name escapes me. Couldn't save him from the orcs, though. It's around here somewhere. Then, of course, there's a allip vortex in with him as well."

"And between him and the gatehouse, you'll find the skeletal defenders of this cursed place along with a corpse orgy. Though the corpse orgy isn't strictly an undead, you know. It somehow managed to get itself caught in here too. If Fidelia didn't place it here on purpose. Lord of Pain put a pox on her loins," Malatrothe grumbles.

"Er, would you mind calling back your friends?" she asks of Jass. "This one looks to have murder in his eye."

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

Reference Map (Same a before)

Clock: Eleven minutes and a bit since Entry

Brahmah 178/202hps, AC 29 
Wednesday February 1st, 2012 10:06:05 AM

(OOC: Good to see everyone again, back from our unexpected break. ;))

Brahmah hopes the halfling didn't mean him. He wasn't murderous, he was distrusting of a trusted up halfling witch who just HAPPENED to know everything the group was intending to do. This would make anyone with a brain nervous. Then again, if the halfling meant Malgant, the ranger certainly saw the complaint. Either way, this halfling has no idea...
"Whatever we do, I hope we move along soon. This delay could be a matter of tactical preparation for the enemy, a way to learn about our weaknesses and our strengths and then exploit them." He looks at the netted suspect. "Just know, if you turn the tables on us, your the first to die. If you come with that is." He smiles, an honest and open agreement. There is no lie 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

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159  d20+23=38 ; d20+18=25 ;
Wednesday February 1st, 2012 1:49:36 PM

Jass spreads his hands regretfully and flippantly says (albiet in a hollow voice): "I'm travelling with ladies, cats, and bulls, Malarothe, and stubborn doesn't begin to describe any one of those types, eh? Proving that you are useful and that this horrid place has changed your selfish ways is about the only way to stay alive for a little while longer, yaknow?"

Meanwhile, the sorcerer keeps utilizing the Telepathic Bond. "What she tells us matches what we already know. The question is is finding out the fastest way to the guardians worth making a deal with an evil witch? If she is really a witch, they get their spells from Woldsblood, and if Atzyr can't reach Woldsblood, neither can Malarothe. She'll be no trouble while in Koshe-Marr but could be a blight on the Wold if we allow her to escape."

Jass pauses, and then impishly adds another thought. "And I'm just saying cats and bulls to build a condescending rapport, I don't really believe that a Taur is like a cow. If she tries to use that to put a wedge of suspicion into our team, we'll have an answer too."

"So, Malarothe, if this hero doesn't have the sword anymore, you should know where some cool magic is, yes?" Jass let's the unspoken question hang out there like a big pink elephant in the room, and guages Malathrope's response.

Actions....
Bluff: 38 on his superior attitude towards his 'friends'
Sense Motive: 25 on Malathrope

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: 24/34 minutes; +4 AC
Prot v Evil (From Malgant) 160/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 40 minutes (4:50max) each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 160/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 174/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes 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...... * 5 2 0 1 0 2 0 0
}

AC 42, 193/211 hp Malgant Winterborn 
Wednesday February 1st, 2012 4:44:02 PM

" You are just digging the hole deeper by explaining it Jass." Malgant jokes over the mind link. " She is powerless you think, until she eats one of us we won't be sure. I am sure she has useful information, she recited that bit as if she has been here for years, which she might have been. I will make no covenant with her. You may do as you wish. I will not allow her to reach the Wold alive."
Clearly the hag is no fool, and it sounds as if she has been here quite awhile and is a scholar on this place. If so what has she done to sustain herself, better yet what, or who, has she eaten to sustain herself? Malgant remains fixed on her reactions. Should she cast, or try to leave his reach he will hit her.

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 7 minutes
-Death Ward on Malgant Duration 7 minutes
-Protection From Evil on Jass Duration 7 minutes
-Weapon of Awe +2 damage Duration 7 minutes
-Barkskin +5 natural armor duration 116 minutes
-Heroism +2 morale to hit, skills and saves duration 196 minutes
-Darkvision duration 176 minutes
-Shield +4 shield AC Duration 14 minutes
-Reduce Person Duration 16 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used
------------------------------------------------------------------
OOC
BTW Brahmah, she dropped the illusion a minute or more ago. She now appears as a hag. And yeah, she meant me 8).

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159  d20+12=27 ;
Wednesday February 1st, 2012 7:02:17 PM

Aztyr, moves out of the Hag's line of sight, as she has very little chance of running a bluff on it. She knows it, and decides to remove herself from the equation. (bluff check 27 + 2 from heroism) She'd be just as satisfied to just go ahead and kill the hag now and get it over with, rather than dicker about it.
*It seems that we are in no way going to come to an agreement, either just go ahead and kill her, or walk away from her. We don't have the luxury of just waiting around. I have a feeling that this place is just waiting for us. I don't know why, but something here is just rubbing me the wrong way.*


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 23 minutes (extended with Rod)
Barkskin, Duration 115 minutes (Vauhwyt cast)
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 3:23 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 (HP126 (+4) of 126, AC38) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d20+21=32 d3=1 d20+24=40 d4+7=10 d20+24=44
Wednesday February 1st, 2012 8:43:23 PM

Vauhwyt thinks simply, "I can't bring myself to care. After my Fledglings died, I gave up all thoughts of reforming evil things. Or dealing with them."

She makes a grapple attack and a second grapple attack to pin if the first succeeds.

Vauhwyt's touch attack is at +1 because she is a size smaller, and -1 because she is at -2 dex, so net no mod off normal. I presume she is flanking for a +2 to touch. Her touch attack hits touch AC 32.

She is at -1 on grappling because she is medium, not large, and a -1 because her dex is down by 2. Her lucky armor spikes are +1 this round, so +24. Her grapple attack beats a CMD 40. Her grapple damage is base 1d4 for medium, and -1 for the -2 str penalty, so 1d4+7=10 damage.

Her second grapple check to pin is 44, a nat 20. If the hag is pinned, she will prevent her from speaking.

"Attack or not, as you will." she thinks to her friends.

"Jeezum Crow, Boss!" thinks Mookie.

Passive Resistance /DMAl  d20+16=30 ; d20+16=35 ;
Wednesday February 1st, 2012 9:24:23 PM


Malatrothe cranes her neck as yet another voice sounds from beyond the door. Brahmah pushes in to look into the room. He finds that what was a halfling trapped in a net before is now what Malgant has describes as a "hag", and she is standing on the floor. She gives a pointy-toothed smile to Brahmah's threat that could almost pass as something conciliatory in a creature less hideous.

Aztyr moves out of the way, making room for Brahmah. From her thoughts, it seems as though the balance of opinion is tipping in the direction of just killing Malathrone outright.

"Cats and bulls and what not are your problem," Malathrone replies to Jass. She appears to believe him, but that hardly appears material. "And, yes, I know where powerful magic can be found. And I know where you might catch a rest and regain your powers if you so choose. But I'll not say another word until all of you promise not to attack me without provocation." Jass is unable to determine whether she means to keep to this or whether she'll cave with the application of more pressure.

"I'm sitting down now." This to Malgant, who's level of readiness is writ plain upon his face. "I'm only sitting down. You can wait he if you like. Or you ... "

Malatrothe's words are cut short as Vauhwyt grabs her and puts he into a quick pin. The liontaur's expectations, however, don't come out quite in the way she might have imagined. Firstly, Malathrone does not resist. She does not attempt a spell. Nothing. She does no more than remain limp in Vauhwyt's grasp. Secondly, she appears completely uninjured by the rough handling. The armor spikes appear to do no damage.

She does nothing, leaving it to the heroes from Blackbird Lake to kill a helpless and unresisting captive.

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

Reference Map

We're in COMBAT ROUNDS

Malathrone: Uninjured. Pinned. DR???

Clock: Eleven minutes and a bit since Entry

Vorelle [AC 32; HP 134/159] [Greater Magic Weapon; Barkskin] 
Wednesday February 1st, 2012 9:47:29 PM

Vorelle pulls out her axes, but stays where she is. I'm not sure about this... she thinks.

Vauhwyt (HP126 (+4) of 126, AC38) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Wednesday February 1st, 2012 10:14:40 PM


"Well, how about tying her up, then," thinks Vauhwyt. "She likely has damage reduction, but damage reduction can't untie knots."

Mookie comments softly, "Boss, I don't think you're supposed to call it 'damage reduction.' "

Vauhwyt maintains the hold.

Brahmah 178/202hps, AC 29 
Thursday February 2nd, 2012 10:04:58 AM

"Oh, she's ugly. Why not kill her and save her and the rest of this place the pain of having to live with it!"

Sure the hag is evil and sure, if given half the opportunity, that she would kill any one of them without a second thought, the ranger reaches for his blades and draws. "I'm too old for ethical crap... I'll do it. I doubt one act of violence will send me over the edge into the Abyss..."

AC 42, 193/211 hp Malgant Winterborn  d20+22=41 ; d20+22=28 ; d20+17=32 ; d20+12=24 ; d8+15=17 ; d6=4 ; d6=1 ; d8+15=19 ; d6=2 ; d6=4 ; d8+15=20 ; d6=4 ; d6=1 ; d8+15=23 ; d6=4 ; d6=6 ;
Thursday February 2nd, 2012 8:52:56 PM

Malgant loses no time when Vauhwyt grapples the creature.
Flurry of blows, power attack active Holy and ghost touch attacks, nothing taken for prone, grappled or pinned conditions, medium size taken into account
Attack 1 Hit AC 41 for 17 damage + 5 holy
Attack 2Hit AC 28 for 19 damage + 6 holy
Attack 3Hit AC 32 for 20 damage + 5 holy
Attack 4Hit AC 24 for 23 damage + 10 holy

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 6 minutes
-Death Ward on Malgant Duration 7 minutes
-Protection From Evil on Jass Duration 6 minutes
-Weapon of Awe +2 damage Duration 6 minutes
-Barkskin +5 natural armor duration 115 minutes
-Heroism +2 morale to hit, skills and saves duration 195 minutes
-Darkvision duration 175 minutes
-Shield +4 shield AC Duration 13 minutes
-Reduce Person Duration 15 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used

The Beating /DMAl 
Thursday February 2nd, 2012 9:13:11 PM


Vorelle draws her axes but does not otherwise act. Ever the Telepathic Bond she expresses her doubt.

Vauhwyt continues to hold Malatrothe in a pin. Mookie rebukes his mistress for meta-gaming.

Brahmah offers to do the deed. He draws his blades, but does not move into the other room or otherwise attack Malatrothe.

Malgant, on the other hand, begins pummelling Malatrothe unmercifully. Boned snap under the minotaur's assault, but she does nothing to fight back.

"Go ahead." Malatrothe before Vauhwyt attempts to prevent her from speaking. Aside from speaking, she does nothing to struggle against her captor. "Oo i. Ah en o living this wth ethenth. Oo tho ia aitee. A oo iw a ee-en ... defensless eeur?"

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

Reference Map

We're in COMBAT ROUNDS

Malatrothe: Injured 65hp damage. Pinned. DR10/???

Clock: Eleven minutes and a bit since Entry

Brahmah 178/202hps, AC 29 
Friday February 3rd, 2012 1:23:45 PM

Besides Jass, who tended to be a bit dark in general, the ranger had never seen his companions like this. He would have done it himself, but now....
Telepathically, "Can anyone understand what it is saying? It almost sounds like spell or hex. Maybe it doesn't need Wold's Blood, just to unwillingly shed her own. This is what this place wants. The worst of all of us." That said however, the ranger does not step into the room or make any move to physically help the hag or stop his friends.
--------------------------------------------------------------------------------
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, AC38) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Friday February 3rd, 2012 4:36:00 PM

Vauhwyt continues to maintain her hold.

"No takers on the tying up idea?" she thinks.

Mookie caws and thinks back, "Ever since that time, I've been staying away from all ropes, chains, cages, manacles, restraints, you name it."

"Hush Mookie," Vauhwyt says.



AC 42, 193/211 hp Malgant Winterborn  d20+22=27 ; d20+22=23 ; d20+17=21 ; d20+12=20 ; d8+15=22 ; d6=3 ; d6=6 ; d8+15=19 ; d6=4 ; d6=1 ; d8+15=17 ; d6=5 ; d6=6 ;
Friday February 3rd, 2012 4:53:30 PM

"Tie up for what purpose? She has proven we can be as bad as her. The only way I do it and keep from losing my grip on sanity is remembering all those I have seen killed by deception like hers. The faces of the betrayed as they stare at the Wold with unblinking dead eyes, never to actually see it again for being trusting. Do you want me to stop? I will, but she will in no way be our friend now. With a certainty she will betray us when she has what she wants, which is a way out of this hell. All I know is that every time I touch her The holy part of my Amulet flares and damages her, proving to me her evil nature."
If they say stop Malgant will stop and allow them to debate the scene more. If no one says stop he will once again pummel the witch.
Attack 1 Hit AC 27 for 22 damage + 9 holy
Attack 2 Miss AC 23 ( natural 1)
Attack 3 Hit AC 21 for 19 damage +5 holy
Attack 4 Hit AC 20 for 17 + 11 holy

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 6 minutes
-Death Ward on Malgant Duration 7 minutes
-Protection From Evil on Jass Duration 6 minutes
-Weapon of Awe +2 damage Duration 6 minutes
-Barkskin +5 natural armor duration 115 minutes
-Heroism +2 morale to hit, skills and saves duration 195 minutes
-Darkvision duration 175 minutes
-Shield +4 shield AC Duration 13 minutes
-Reduce Person Duration 15 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159  d20+12=19 ;
Friday February 3rd, 2012 5:16:18 PM

Jass is rocked by the wisdom in Brahmah's words. "It's this place, looking to trap us by our own actions!", the hollow voice says wonderingly, and then switches to Telepathic Link. "Why don't we just leave her here? She's not going to follow us and won't escape, but then we don't have a vigilante execution on our hands. It may be justified, but this is Koshe-Marr, the realm that twists any good intention to evil deeds."[/i]

Jass thinks more and continues. "The poem said there was danger in every room. What possible danger is there to a helpless evil person other than possible damage to our souls?"

The sorcerer feels really strange in talking about deep things like theology and philosophy, but since he was killed under the waters of Floating City, he has been studying more in that direction anyways.... Weird.

Actions....
Know Religion: 19 (no idea if what he's saying is fact or speculation yet) :-)

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: 24/34 minutes; +4 AC
Prot v Evil (From Malgant) 160/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 40 minutes (4:50max) each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 160/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 174/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes 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...... * 5 2 0 1 0 2 0 0
}

The Beating /DMAl 
Friday February 3rd, 2012 5:53:10 PM


WARNING: I don't deal well with ambiguities. If Malgant says he will pull his punches if "they say stop", then you must say "stop". I will even accept this from one PC in lieu of "they".

"Why don't we do something something something," however, is not sufficient to stop Malgant in my eyes.

SteveK: I agree, and Jass deliberately did not ask him to stop, being guilty by ommission.

Resolution and Continuance /DMAl 
Friday February 3rd, 2012 9:19:39 PM


On a hair trigger, Malgant holds his punches and asks the others whether they would like him to stop. And, though there is hesitation. And, though there is discussion as to the nature of this encounter with respect to their moral nature, no one actually asks for the Hand to stop.

The fists fly, and when they stop, Malatrothe is dead. She never raised a finger to defend herself. Any information that she might have imparted is fled along with her soul. Any questions that the heroes from Blackbird Lake might have on the nature of evil are met with silence.

Many doors await. Time ticks by. Scarwall appears big. But how big? The immediate question is, "Where to now?"

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

Reference Map

Malatrothe: Dead

Clock: Eleven minutes and some since Entry

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Sunday February 5th, 2012 9:44:16 PM

Aztyr takes the news of the Hag's death, but makes no statements about it one way or the other.

*Well, we have a decision to make now. The Hag said the way up was trapped, was she lying to prevent us from going up? We know we need to go up in a tower, are these stairs the entrance to that tower?
I have a feeling we will need to find out, one way or the other...
Vauhwyt, can you check for traps or is that skill beyond 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- 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 23 minutes (extended with Rod)
Barkskin, Duration 115 minutes (Vauhwyt cast)
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 3:23 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 42, 193/211 hp Malgant Winterborn 
Sunday February 5th, 2012 10:11:38 PM

OOC
Good call Al. Works for me.
--------------------------------------------------------------
Malgant flicks the blood of the hag from his hands. It had to be done he tells himself. And likely Jass is right. The plane has used their own honor to trap them into doing the unthinkable. He knows what was in his heart and mind when he did it. Now he has to live with it.
Malgant casts detect magic to see if there is anything magical hidden in the room.

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 6 minutes
-Death Ward on Malgant Duration 7 minutes
-Protection From Evil on Jass Duration 6 minutes
-Weapon of Awe +2 damage Duration 6 minutes
-Barkskin +5 natural armor duration 115 minutes
-Heroism +2 morale to hit, skills and saves duration 195 minutes
-Darkvision duration 175 minutes
-Shield +4 shield AC Duration 13 minutes
-Reduce Person Duration 15 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used



Vorelle [AC 32; HP 134/159] [Greater Magic Weapon; Barkskin]  d20+26=32 ;
Monday February 6th, 2012 12:57:27 AM

Vorelle has gone quiet, even over the link, but she moves forward to take a look at the stairs to see she can see any traps.

[Perception 32]

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159 
Monday February 6th, 2012 2:05:51 PM

Jass looks at the broken body that used to be the witch and scowls. There is nothing to be said or done at this point, and every minute wasted is dangerous. "Tower or courtyard", he says instead, "we have to go to both."

Jass will follow wherever the group goes.

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: 24/34 minutes; +4 AC
Prot v Evil (From Malgant) 160/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 40 minutes (4:50max) each durn new spells; can't remember everything! :-); breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 160/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 174/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes 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...... * 5 2 0 1 0 2 0 0
}

AC 42, 193/211 hp Malgant Winterborn 
Monday February 6th, 2012 5:55:22 PM

" We should go up, maybe we will be able to get a 'lay of the land' from up in the tower."

Vauhwyt (HP126 (+4) of 126, AC38) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d20+9=16 ; d20+9=28 ; d20+9=11 ; d20+9=16 ;
Monday February 6th, 2012 8:21:51 PM


As the creature dies, Vauhwyt watches the Realm of Shadows to see if the spirit of the hag somehow is able to escape to that place. In the round after her death, the Grim Trickster scans for souls with her Sense Spirit ability (which usually extends 600-odd feet) to see if he can sense the dead hag's soul, and where it goes.

She shares her discoveries, if any, with the group via the mental link.

After that, Vauhwyt looks at Aztyr and sighs. "With Appolo gone, I guess I'm the resident trap detector. My chance to disable a trap is pretty darn good, and I can do it at range with my Ranged Legerdemain. I also have a rogue's trapfinding ability. What I don't have is a good eye. I'll do my best, but if anyone can boost my perceptive talents, now's the time!" She'll cast a Taur's Try to help.

Before trying, she notes, "We could just use a summon monster spell to walk ahead of us 30 feet or so. If we 'find' any traps that way, I could disarm them."

Vauhwyt's base Perception is 1 rank +3 class skill +2 alertness +2 heroism +1 Taur's Try = +9.

Depending on what her friends say, she will either go up the stairs looking for traps, or cast Mon Sum IV to summon 2-5 wolves to walk ahead of the party, or let someone else cast a better summons. Unaided perception checks if needed: 16, 28, 11, 16.

Question for Al -- how much time elapsed total since we met the witch? The info below has to be decremented by about a minute, I'm guessing.

DM Sanity Info

NOTE -4 Dex not logged anywhere except in AC in header. I intend to simply apply a -2 on all dex-based checks. Partly Mitigated by the +2 Dex of the Reduce Person spell.

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 33 min)
Extended Heroism (6 hrs, 33 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) (7 hrs, 53 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (193 minutes)
Expeditious Retreat (17 minutes)
Jump (17 minutes)
Fluid Form (15 minutes)
Barkskin (1 hr, 58 min)
False Life (20 hrs)
Deathward from Mal (Duration ??)
Reduce Person (16 minutes)
Taur's Try (10 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 13 min)
Permanent Telepathy
Fluid Form (15 minutes left of 20)
Barkskin (1 hr, 58 min)
Mage Armor (58 min)
False Life (20 hrs)

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 18 min)
Barkskin on Mal, Vorelle, Aztyr, Brahmah, and Jass. (2 hours)
Reduce Person on Mal (16 minutes)

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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos - Lockjaw used 1 of 2.
Hero Points: used 1 of 5.
Dex Points Lost: 4

Spells
Used 4 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

Brahmah 178/202hps, AC 29 
Monday February 6th, 2012 8:30:27 PM

Retrieves the lance and rejoins the group.

AC 42, 193/211 hp Malgant Winterborn 
Monday February 6th, 2012 8:58:43 PM

ooc
Note we cannot summon things here

What's Upstairs? /DMAl 
Monday February 6th, 2012 9:02:55 PM


Aztyr makes no comment on the death of the hag, Malatrothe. Instead, she proceeds to the subject of where to next. The wemictrix recalls the hag's mention of traps upstairs and asks whether Vauhwyt can search them out. But did Malatrothe actually mention traps?

Malgant cleans his hands and moves to a place where he can scan the entire room, then casts Detect Magic. It takes a few moments for his magic to focus and reveal the locations of magic items. After excluding background noise of the magic carried by his companions, he finds that the only additional magic items appear to be the jars scattered about the various hanging nets. There are six in total. Upon examination, four of them host the writhing worm-like creatures with vaguely humanoid faces. There are no magic auras on Malatrothe's body.

Vorelle responds to Aztyr's request to check for traps. The Twilight Ranger passes Jass and climbs half way up the stairs. She searches the stairs from bottom to top and finds no traps. From where she is, Vorelle can see that a wall blocks the way between five and ten feet beyond the top of the stairs. There are no walls to either the right or left indicating that there is a hallway at the top of the stairs. But it also looks to be a fairly narrow hallway that might present problems for the taurs of the party.

Jass presents an alternative to the stairs. He proposes the Courtyard, but is prepared to follow whoever takes decisive action in either direction.

Vauhwyt watches for Malatrothe's departing soul, and sees it dragged struggling into the floor of Scarwall. Even more interesting than this, though, is the fact that she notes the things within the jars kept in the nets are also souls.

There is not a lot of room on the stairs, and, perhaps, Vauhwyt is not the best suited to search for traps. She comes nowhere near matching Vorelle's eye for this. Still, the liontaur climbs half way up the stairs without incident. Like Vorelle, she finds no traps. Also, like Vorelle, she sees the T at the top of the stairs.

Brahmah retrieves the lance. (Brahmah, do you sheath your weapons? Or, how are you holding the lance and your weapons too?)

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

Reference Map

To answer Vauhwyt since you met Malatrothe? Maybe a minute or two.

Clock: Eleven minutes almost Twelve Entry

Vorelle [AC 32; HP 134/159] [Greater Magic Weapon; Barkskin] 
Monday February 6th, 2012 10:05:56 PM

It's pretty narrow up there. Vorelle sends her report over the link; she doesn't trust her voice right now. Maybe the courtyard would be better. It'd give you room to move around.

Brahmah 178/202hps, AC 29 
Monday February 6th, 2012 10:19:31 PM

Ooc: sheathes.

Vauhwyt (HP126 (+4) of 126, AC38) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Tuesday February 7th, 2012 6:42:28 AM


Well, if there are spirits in those bags, then Vauwhyt will talk with them. "Hello!" she says. "Excuse me, please? Who are you and what are you and what are you doing in those bags?"

Question Spirit: "The grim can speak with any spirit, ghost, or incorporeal creature as if under the affect of a Tongues spell. The being cannot lie to the grim, although it is not forced to answer."

What's Upstairs? /DMAl 
Tuesday February 7th, 2012 8:11:42 AM


OoC to Vauhwyt. If you look at the map (and the description in my previous post) I had Vauhwyt move up the stairs to check for traps. Speaking to a soul in one of the jars would require descending the stairs and returning to the room in which she was along with the requisite time that such an action takes.

I wish to make this clear so that you can change your actions if you so choose. I'm afraid that editing time and inserting your chat with the soul in the jar before ascending the stairs is not an option. If you do not respond by post time tonight, I will go with your actions as stated.

Vauhwyt (HP126 (+4) of 126, AC38) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Tuesday February 7th, 2012 9:02:04 AM

Yeah, Vauhwyt did intend to descend the stairs and then have her conversation. Recall she is reduced, so the narrowness of the stairs should not be a problem, I think. Thanks for the clarification!

Brahmah 178/202hps, AC 29 
Tuesday February 7th, 2012 9:32:34 AM

The ranger has less and less to say about this place. He just hopes this 'adventure' ends soon. He had a ship to captain. Maybe he should write a will, now he had property.
--------------------------------------------------------------------------------
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

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159 
Tuesday February 7th, 2012 12:06:56 PM

Jass keeps silent, dark thoughts chasing themselves around his brain, worrying about how many spells to set up and prepare and how many to NOT use to last as long as possible in the dismal walls of the Scarwall. The sorcerer is also concerned that the worry of not knowing may be as deadly to the team as anything in the fortress. Darkness and despair everywhere, and only the feeble light of their own hope to sustain them...

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: 22/34 minutes; +4 AC
Prot v Evil (From Malgant) 158/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 38 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 158/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 172/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes 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...... * 5 2 0 1 0 2 0 0
}

AC 42, 193/211 hp Malgant Winterborn 
Tuesday February 7th, 2012 3:56:50 PM

Malgant waits for Vauhwyt to converse with the souls in the jars before asking one of his still large companions to lift one of the nets off the hooks in the ceiling. He then stores the jars in this net to be carried along with them." If there are souls trapped in here then maybe we can take them with us and release then to travel to Gargul's realm once we leave here. Make no mistake, this place will not have us. We will be leaving." He will then make his way to the top of the stairs once the group decides to go that direction.

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 6 minutes
-Death Ward on Malgant Duration 7 minutes
-Protection From Evil on Jass Duration 6 minutes
-Weapon of Awe +2 damage Duration 6 minutes
-Barkskin +5 natural armor duration 115 minutes
-Heroism +2 morale to hit, skills and saves duration 195 minutes
-Darkvision duration 175 minutes
-Shield +4 shield AC Duration 13 minutes
-Reduce Person Duration 15 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used

Vorelle [AC 32; HP 134/159] [Greater Magic Weapon; Barkskin]  d20+26=44 ;
Tuesday February 7th, 2012 5:22:12 PM

Since everyone seems to be coming upstairs, Vorelle takes another look around from where she is standing, to see if there's anything she missed.

[Perception 44]

Moving Up /DMAl 
Tuesday February 7th, 2012 9:05:58 PM


The confines of the stairs and hallways worry Vorelle. She suggests exploring the Courtyard next.

Finding nothing much in the stairwell, and intrigued by the souls in the jars that she had found hanging in the nets in Malatrothe's room, Vauhwyt descends the stairs and returns. When she picks one of the jars and speaks to the soul within, it stops its writhing. It freezes, in fact, in a shock that is plain upon its humanoid face. "Hellooooooo!!! Excusemepleasewhoareyouandwhatareyouandwhatareyoudoinginthosebaaaagzzzzz?" The soul then bursts into a frenzy of action, squirming and writhing within the close confines of the jar. The words are barely comprehensible to Vauhwyt. They are, of course, little more than unintelligible moans to everyone else. Who or whatever this soul had once belonged to, it is clear that it is now hopelessly mad. Vauhwyt finds the other four to be similarly insane.

Brahmah has had enough of this place. Unfortunately, it doesn't look as though escape is soon to be forthcoming.

Jass wonders how to hold the balance between the use and the conservation of their power. A mistake could mean death and eternal confinement here.

Malgant takes the time to gather up the jars. There are six jars. Four of the jars contain the writhing man and writhing souls. (Are you holding the net, Malgant? That will occupy one of your hands.) He gathers them into a single net and takes them with as he climbs to the top of the stairs.

While this is happening, Vorelle, resigned to the wishes of the group, takes one last thorough search of the area in and round the stairs. She finds no traps, and is fairly certain that there are none.

At the top of the stairs Malgant surveys the are in the small twenty foot radius of his light spell. To the north, the way turns back west, the corridor doubling back along the direction of the stairs. To the south and across the hall is a door. Further south, the hall seems to open up into a room. But he will have to move further out to see into the gloom and find out what might be there.

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

Reference Map Floor One
Reference Map Floor Two

Clock: Twelve minutes, near Thirteen since Entry

AC 42, 193/211 hp Malgant Winterborn 
Tuesday February 7th, 2012 10:03:41 PM

OOC
Yes I am carrying the bag/net. Since unarmed attacks are whole body attacks I should be ok( sort of like Jackie Chan).
I have darkvision to see with as well as the light spell.

Vorelle [AC 32; HP 134/159] [Greater Magic Weapon; Barkskin]  d20+26=46 ;
Wednesday February 8th, 2012 1:16:40 AM

Vorelle moves up behind Malgant. Let me see if I can learn anything from the tracks, she sends. Quickly, she scans the ground before her friends enter the hall, to see if there is any sign to be read there.

[Survival 46; natural 20]

Brahmah 178/202hps, AC 29  d20+25=32 ;
Wednesday February 8th, 2012 5:00:26 AM

Upstairs, Brahmah stays vigilant. (Perception 32)

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159  d20+18=33 ;
Wednesday February 8th, 2012 1:50:49 PM

Jass is glad he cast Darkvision on everyone, because other than that, he's of little help on the sneaking around department. The best thing the sorcerer can do is to conserve his magical energy and follow the others up the stairs. As he does so, Jass takes frequent glances behind him.

Actions....
Perception: looking behindd the party: 33

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: 22/34 minutes; +4 AC
Prot v Evil (From Malgant) 158/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 38 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 158/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 172/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes 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...... * 5 2 0 1 0 2 0 0
}

Rooms Revealed /DMAl 
Wednesday February 8th, 2012 9:02:13 PM


All of the heroes from Blackbird Lake opt to go up to the second floor.

Vorelle examines the cold stone of the second floor for tracks. There are large swathes of well worn paths that seem ages old. Overlaid over those, however, are some newer paths that come and go to many area. They are fainter, as though used much less often, perhaps only by Malatrothe. The heaviest usage seems to go up the stairs and to the north around the corner.

The rest of the heroes from Blackbird Lake move into the larger area to the south, a space that Brahmah and Aztyr feel less cramped in. A quick search of the various doors reveal several rooms with nothing of much interest in them. Certainly no threats.

The door immediately across from the stairs and to the south opens onto what might once have been a guard post for those who manned the chambers above and to the sides of the entry way in which the heroes from Blackbird Lake had first arrived.. A few a table and a few broken chairs are all that remain. (Area B)

Further to the south is a another staircase. This one leads further up. (Marked by S18).

From there, to the east, three sets of doors in the north wall open onto what might have been storage. The crumbled rust and debris look to possibly have been firewood, clothing, tools, and the remains of long broken barrels. (All the rooms with J's.)

To the south of the storerooms is a large chamber that seems an area for sparing and exercising. A few broken weapons stand in crumbling racks along the walls, and there are the remains of what appear to be target dummies.

Further east of the storerooms and the sparing chamber is another staircase. This one too goes up. (Marked by S17).

More decisions now await.

There is the way to the north around the corner from the stairs. Vorelle has seen Malatrothe's (or someone's) tracks go this way most frequently.

There are the two staircases that lead further up.

There is a return downstairs, possibly to the Courtyard.

Or, further exploration of the rooms to the east.

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

Reference Map Floor Two

I revealed several rooms at once to move things along. But exploring takes time, an I didn't want to use up too much of the times on your spells. You can choose to

Clock: Fourteen minutes since Entry

Brahmah 178/202hps, AC 29 
Wednesday February 8th, 2012 9:51:56 PM

"If I had the knowledge of traps, I'd be searching for them now." Thinks the ranger, uneasy.
--------------------------------------------------------------------------------
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 32; HP 134/159] [Greater Magic Weapon; Barkskin] 
Thursday February 9th, 2012 12:39:45 AM

I'm not really good with traps, either, Vorelle sends. But somebody's been traveling often in that direction, pointing north, so it's possible that way is not trapped.

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159 
Thursday February 9th, 2012 4:00:18 PM

Jass looks at the maze before them and is certain that this is part of the trap of Scarwall. "The place wants us to be hoplessly lost before we are hopelessly lost. Looks like this may be a good time to see what is really there. Vorelle, let me cast a spell on you. It's called True Seeing." He quirks a smile before continuing in his hollow voice; "luckily, my spell component pouches are NOT in my extra-dimensional pockets!"

Jass uses his salve and casts True Seeing on Vorelle, enabling her to see through all illusions, invisible, polymorphed things.

Actions....
Perception: looking behindd the party: 33

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: 20/34 minutes; +4 AC
Prot v Evil (From Malgant) 156/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 36 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 156/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 170/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
[b]True Seeing on Vorelle; 17/17minutes (14 minutes 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...... * 5 2 0 1 0 3 0 0
}

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Thursday February 9th, 2012 4:13:12 PM

* Ha... Traps, that's why we have Malgant, he storms in, the traps go off, and then there's nothing to worry about.* Aztyr's mental tone is one of humor, obvious that she does indeed care for what happens, but as usual, we'll have to react to the problem, rather than have the problem react to the group.

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 20 minutes (extended with Rod)
Barkskin, Duration 112 minutes (Vauhwyt cast)
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 3:20 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 42, 193/211 hp Malgant Winterborn 
Thursday February 9th, 2012 4:58:22 PM

" Lets finish searching this floor once Vorelle has had a chance to look at the real room with Jass's spell. Better to finish this floor than to leave an enemy behind us and go up."

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 6 minutes
-Death Ward on Malgant Duration 7 minutes
-Protection From Evil on Jass Duration 6 minutes
-Weapon of Awe +2 damage Duration 6 minutes
-Barkskin +5 natural armor duration 115 minutes
-Heroism +2 morale to hit, skills and saves duration 195 minutes
-Darkvision duration 175 minutes
-Shield +4 shield AC Duration 13 minutes
-Reduce Person Duration 15 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used

Brahmah 178/202hps, AC 29 
Thursday February 9th, 2012 8:48:18 PM

"But seriously, I'd rather no one get hurt more than necessary in this place."

Two Ways Then /DMAl 
Thursday February 9th, 2012 9:11:09 PM


Both Brahmah and Vorelle express unease. Their concern is for traps.

Jass decides to negate most forms of deception by casting True Seeing on Vorelle. Vorelle is now the eyes of the group. For now, though, those eyes see nothing different. Everything here is as it appears to be.

Aztyr expresses a wry confidence in Malgant's ability to deal with any traps.

Malgant suggests searching the rest of the second floor before ascending any further. Assuming that our heroes are not returning to the first floor either, that leaves two main ways to proceed.

There are the rooms to the east that seem to lead back in the direction of the portcullis entrance.

And, there is the hallway to the right of the stairs that our heroes just ascended.

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

Reference Map Floor Two (Same as before)

Clock: Fourteen minutes some since Entry

Brahmah 178/202hps, AC 29  d20+10=26 ;
Friday February 10th, 2012 5:59:23 AM

OOC: Al, what sorts of things can Brahmah use Knowledge Dungeoneering for in this place.

I'm rolling it now. 26

Two Ways Then /DMAl 
Friday February 10th, 2012 8:48:22 AM


Here's what the book has to say about Knowledge Dungeoneering.

Dungeoneering (aberrations, caverns, oozes, spelunking)

DC10: Identify mineral, stone, or metal
DC15: Determine slope
DC20: Determine depth underground

I'll have more in detail on this in tonight's DM post. But, for now, you can use anything in the material above.

AC 42, 193/211 hp Malgant Winterborn 
Friday February 10th, 2012 4:38:45 PM

" I meant the way Vorelle sees tracks, for starters. Let's head that way." Malgant will lead the way unless someone wants to try and detect traps ahead of him. At the first sign of trouble, Malgant will set down the net of jars so that they are safe, if time allows, otherwise it is Jackie Chan style kung-fu for Malgant.

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 3 minutes
-Death Ward on Malgant Duration 4 minutes
-Protection From Evil on Jass Duration 3 minutes
-Weapon of Awe +2 damage Duration 3 minutes
-Barkskin +5 natural armor duration 112 minutes
-Heroism +2 morale to hit, skills and saves duration 192 minutes
-Darkvision duration 172 minutes
-Shield +4 shield AC Duration 10 minutes
-Reduce Person Duration 12 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used


Uh Oh /DMAl 
Friday February 10th, 2012 9:18:25 PM


They must be underground. Vorelle's sense of the terrain says as much. And yet, it's difficult for Brahmah to tell much more than that. The confounding thing for the minotaur is that the only stone that they've encountered so far has been worked and masoned. Where's the natural stone of underground caves? Brahmah knows that some races - dwarves, drow, others - sometimes use worked stone in their larger cities. But it's more common for them to simply shape the natural stone of existing caverns. He could likely tell more once the heroes from Blackbird Lake get to an open area, outside of these halls. If there is such a place. And if our heroes have the time.

Malgant takes point again, following Vorelle's clues to the north and around the corner of the stairs that they had used to ascend to this level. Around the corner Malgant finds a door to the north filled with the crumbling remains of crowded bunks. This may have been servants quarters at one time. (Area C)

Further down the corridor is another door with shelves and chipped and ruined basins. It may have been a bath at one time.

The corridor here is tight for the taurs. Brahmah and Aztyr, who have not been reduced, find that they have to force their way forward, squeezing between the narrow walls. (Squeezing rules apply for large characters in these corridors. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a --4 penalty on attack rolls and a --4 penalty to AC.)

Just south of the bathing room are two double doors. Here the corridor also takes another turn to the west. It appears to spit in a T some forty feet from the double doors. Arrow slits are visible in the far wall. A quick jaunt to the end reveals that the arrow slits open onto the Courtyard. To the north, the corridor ends after twenty feet. To the south, the even narrower corridor continues beyond the range of darkvision.

The heroes from Blackbird Lake return to the double doors. Malgant throws them open and crosses the threshold.

Thick wooden columns, their sides caked with dust, support the
ceiling above this large hall. The ceiling here, unlike other areas, is 25ft above the floor. Between the columns, in the center of the room, sits a large fire pit, its ashes long cold. Many old stains mar the floor, some surely of spilled food and ale, though several darker ones appear more grisly in origin. At the south end of the hall, a wide dais rises where the lord's table could be set to oversee affairs in the hall. In the center of the dais is a great chair carved of oak and studded with iron rivets. Down one step and to the left of it is a smaller chair of oak, less elaborate.

Before the lord's chair stands an ethereal figure, its eyes blazing in deathless rage. Though the phantom floats unfettered
by the bonds of the living world, it is bound in its own way. Its semi-transparent, vaguely humanoid form is clenched in the hold of countless crisscrossing chains that writhe and tighten over its vaporous form in unending torture. Several of these chains extend from the ghost's body, dangling through the floor or reaching seemingly through the ceiling above, connecting to other parts of Scarwall. Others pool in spectral lengths upon the ground like solid things.

"I am Mithrodar," the spirit says in a sonorous voice that comes as from the depths of a well. "Come and be forever bound."

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

Reference Map Floor Two

Mithrodar is in square AR48. His chains appear to extend 30ft out from him.

WE ARE NOW IN COMBAT ROUNDS! (Unless you had any doubt.)

Clock: Fifteen minutes some since Entry

AC 42, 193/211 hp Malgant Winterborn  d20+10=26 ;
Saturday February 11th, 2012 9:39:02 AM

Malgant squints as he steps forward, trying to identify the creature
Knowledge religion 26 Do I know what it is and it's abilities?
----------------------------------------------------------------------
OOC
The rest of my post kinda depends on what it is. I know that Vauhwyt and I have death ward so I am wanting to shield the others if it has a draining ability by getting in it's face fast and getting it on me rather than letting it choose who to hit. Lemme know what my roll reveals. Thanks.

Uh Oh /DMAl 
Saturday February 11th, 2012 9:58:19 AM


OoC: Malgant has never heard of an undead creature of this type before.

AC 42, 193/211 hp Malgant Winterborn  d20+9=13 ;
Sunday February 12th, 2012 12:00:51 AM

Summoning all of his diplomatic ability, Malgant tries to talk to the shade as he sets the jars of souls down and steps forward far enough to let his friends into the room .
" We are living beings who have been drawn here and seek to end this place and free as many of the trapped souls here as we can. How can we free you and get you to Gargul's realm where you may know peace in death? I will not hurt you unless you force me to. I would rather talk to you and get a better understanding of why you are here, how you are trapped and how we can end this place and go home."
Diplomacy 13

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 3 minutes
-Death Ward on Malgant Duration 3 minutes
-Protection From Evil on Jass Duration 2 minutes
-Weapon of Awe +2 damage Duration 2 minutes
-Barkskin +5 natural armor duration 111 minutes
-Heroism +2 morale to hit, skills and saves duration 191 minutes
-Darkvision duration 171 minutes
-Shield +4 shield AC Duration 9 minutes
-Reduce Person Duration 11 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-All channel energy uses expended
-2 hero points used


Vorelle [AC 32; HP 134/159] [Greater Magic Weapon; Barkskin] 
Sunday February 12th, 2012 12:55:20 PM

Vorelle slips into the room, but waits to see the results of Malgant's diplomacy before attempting anything. [Move to AP-36 or thereabouts]

Brahmah 178/202hps, AC 29 
Monday February 13th, 2012 5:43:36 AM

Brahmah smirks and turns to Malgant. In his head, he thinks, "Good try, I couldn't have done better myself. I don't think you'll convince it, Mal."
--------------------------------------------------------------------------------
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, AC38) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Monday February 13th, 2012 9:17:21 AM

A quick mental check reassures Vauhwyt that Mookie is as safe as can be in his belt pouch.

She decides a test is in order. Can she cast a Wall of Stone? Will it rise from the strange supernatural substance of this odd place? She gives it a try. She moves (reduced = no problem squeezing, exp retreat = fast) to 38AT. She casts Wall of Stone, 25 feet high, from floor to ceiling, and pillar to pillar, along the grid from AO to AT, between 47 and 48, right in front of but not interfering with the ghostie.

At caster level 16, she gets a wall of 32 5ft x 5ft x 2in squares. She's covering six squares across and five high, so she actually has two squares leftover to fill in gaps. She is hoping that the insubstantial ghost and its insubstantial chains will not be able to go through the wall as if it weren't there, because, per he nail shadow ability from her service to Gargul, "the grim's attacks and spells affect incorporeal opponents as effectively as they affect corporeal opponents."

[OOC: OMG! The editor in me shrieks at the affect/effect error there! I gotta fix that! Also the effect/effectively redundancy needs polishing too.]

Each five by five section of wall has hardness 8 and 30 hp. I'm thinking that no buttressing is needed given that it is framed by pillars, ceiling, and floor.

Vauhwyt wonders if the chains extending out from the ghostie will interfere with her spell. But she figures that they are no more likely to do so than if an opponent armed with a reach weapon had a spear sticking way out past its natural reach. She hopes.

DM Sanity Info

NOTE -4 Dex not logged anywhere except in AC in header. I intend to simply apply a -2 on all dex-based checks. Partly Mitigated by the +2 Dex of the Reduce Person spell.

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 29 min)
Extended Heroism (6 hrs, 29 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) (7 hrs, 49 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (189 minutes)
Expeditious Retreat (11 minutes)
Jump (11 minutes)
Fluid Form (10 minutes)
Barkskin (1 hr, 54 min)
False Life (20 hrs)
Deathward from Mal (Duration ??)
Reduce Person (12 minutes)
Taur's Try (6 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 9 min)
Permanent Telepathy
Fluid Form (11 minutes left of 20)
Barkskin (1 hr, 56 min)
Mage Armor (54 min)
False Life (20 hrs)

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 14 min)
Barkskin on Mal, Vorelle, Aztyr, Brahmah, and Jass. (1 hour 49 min)
Reduce Person on Mal (12 minutes)

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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos - Lockjaw used 1 of 2.
Hero Points: used 1 of 5.
Dex Points Lost: 4

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

Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Monday February 13th, 2012 4:21:25 PM

Aztyr doesn't take any immediate actions, she also w aits to see what reaction Malgant gets. She is ready cast spells as needed.


Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159 
Monday February 13th, 2012 7:19:55 PM

Jass stares, shure he has not heard of the name before. "The undead king of Scarwall?" he asks rhetorically. "Could he be one of the guardians in the riddle?"

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: 20/34 minutes; +4 AC
Prot v Evil (From Malgant) 156/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 36 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 156/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 170/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
[b]True Seeing on Vorelle; 17/17minutes (14 minutes 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...... * 5 2 0 1 0 3 0 0
}

Master Of This Place /DMAl  d20+16=29 ;
Monday February 13th, 2012 8:11:56 PM


Malgant eyes the spectre. Any information on it's abilities would guide he and his friends in how to deal with it. Unfortunately, it's not a creature that he's every heard of. The Hand falls back on an attempt at diplomacy.

Vorelle moves into the room. She eyes Mithrodar, assessing the spirit's reaction to Malgant's words. The results do not look positive.

With a smirk, Brahmah makes a snarky comment through the Telepathic Bond. Other than this, however, he offers no other aid.

Vauhwyt moves into the room as well. Fetching up against one of the pillars, the liontaur casts a Wall of Stone spell from floor to ceiling in front of Mithrodar. The wall successfully goes up, spanning the space between the two pillars. Then, it hardens into true stone, no longer a spell effect, but a true stone wall.

Aztyr, like Vorelle, waits for the results of Malgant's diplomatic offering. With the wall of stone in place, it may be difficult to tell.

Jass wonders whether Mithrodar might be one of the four mentioned in the riddle. The heroes from Blackbird Lake won't have long to find out.

When the reaction comes it is swift and decisive.

"I am the chosen of Fidelia." Mithrodar comes straight through the stone wall, charging directly at Malgant, drawing the chains behind him. "I will chain you. You too will be bound to Scarwall." He charges until he is in the center of the old long cold fire pit(42AR), then a chain lashes out. Malgant barely has time to flinch back. He takes the chain on his shield spell. It is also fortunate for the taur that he is now a smaller target. (Hmm. Should have added +2 for Charge. You got lucky.)

Mithrodar's eyes blaze with unholy desire as he takes in the heroes. "Gather to me, my guard," he snarls. Then he vanishes, and the chains that extend from him through the ceiling, if they are still attached to him, would indicate that he is back behind Vauhwyt's wall of stone.

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

Reference Map Floor Two

Mithrodar is not on the map because you cannot see beyond the Wall of Stone.

Please list your Touch AC's. Include Ghost Touch Armor in this AC. We are in COMBAT ROUNDS.

Clock: Fifteen minutes some since Entry

AC 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn  d20+20=40 ;
Monday February 13th, 2012 8:42:02 PM

" That wall is NOT helping Vauwhyt!"
Malgant says through the telepathic bond. As he does so he realizes that the shade can hit him with incorporeal attacks and casts Shield of Faith to improve his odds. He then moves forward to AR/42. He also looks for the king's guard.
Perception 40
Please note Malgant is still blurred

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 3 minutes
-Death Ward on Malgant Duration 3 minutes
-Protection From Evil on Jass Duration 2 minutes
-Weapon of Awe +2 damage Duration 2 minutes
-Barkskin +5 natural armor duration 111 minutes
-Heroism +2 morale to hit, skills and saves duration 191 minutes
-Darkvision duration 171 minutes
-Shield +4 shield AC Duration 9 minutes
-Reduce Person Duration 11 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-Shield of Faith +4 deflection AC duration 17 minutes
-All channel energy uses expended
-2 hero points used

Master Of This Place /DMAl 
Monday February 13th, 2012 9:27:00 PM


OoC: Blur is noted. But Blur, in this case, is negated as well.

Vauhwyt (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d20+19=20 ;
Monday February 13th, 2012 10:48:55 PM

Vauhwyt thinks, "Sorry about the wall. We try things. Sometimes they work. Now the question is, can he see through the wall? If he can see through it and we cannot, then we have a big problem. Vorelle, when he popped out through the wall and attacked Mal, did it have him in mind as a target before it emerged, or did it emerge, then pick Mal as a target, and then charge?"

OOC: Maybe Vorelle can have a retroactive perception check to make a decent guess whether the ghost was looking at Mal before he emerged from the wall? Al posted that "Mithrodar comes straight through the stone wall, charging directly at Malgant." That implies the ghost was targeting Mal before he came through the wall. Maybe he has a Ring of X-ray Vision or some such.

Vauhwyt suggests: "Look, pull back and gather at the rear about five to ten feet from the back wall. Ready attacks on the ghostie for when he emerges. If he has to keep popping out and falling back, we can make readied attacks. The worst will be if he chains someone. However, he can't drag someone back through the wall. It is solid to us. And look at the chains into the ceiling and floor to get a hint how he is moving."

Actions: Vauhwyt takes a free peek into the realm of shadows to see what she can see ... maybe those chains extend into the Realm. She moves to 39AR in an effort to draw attacks rather than see others get attacked. It's only fair, considering it is her wall of stone -- which she cannot remove -- that has put them in this fix. Plus she is guessing that she has by far the best ghost touch AC in the party. She does activate the defending property of her armor spikes in an effort to keep safe.

She also readies an Acid Arrow spell to cast on the big bad ghostie as soon as she can target him. Her touch attack to deliver the arrow is a natural 1. Ugh. But it is not worth a hero point just to land a second level spell.

Vauhwyt's ghost touch AC: base 10 +10 ghost touch armor +7 ghost touch shield +8 dex +5 defending weapon +2 ring of protection (deflection) +0 size +1 luck = 43. Not including +6 natural armor plus barkskin. (Note that being down a net -2 dex does not hurt her AC at all because she had been wasting a point of dex bonus to AC seeing as her armor allows only +8 of it to apply, and she had had a +9 bonus.)

DM Sanity Info

NOTE -4 Dex not logged anywhere in header or PC sheet. I intend to simply apply a -2 on all dex-based checks. Partly Mitigated by the +2 Dex of the Reduce Person spell.

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 29 min)
Extended Heroism (6 hrs, 29 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) (7 hrs, 49 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (189 minutes)
Expeditious Retreat (11 minutes)
Jump (11 minutes)
Fluid Form (10 minutes)
Barkskin (1 hr, 54 min)
False Life (20 hrs)
Deathward from Mal (Duration ??)
Reduce Person (12 minutes)
Taur's Try (6 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 9 min)
Permanent Telepathy
Fluid Form (11 minutes left of 20)
Barkskin (1 hr, 56 min)
Mage Armor (54 min)
False Life (20 hrs)

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 14 min)
Barkskin on Mal, Vorelle, Aztyr, Brahmah, and Jass. (1 hour 49 min)
Reduce Person on Mal (12 minutes)

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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos - Lockjaw used 1 of 2.
Hero Points: used 1 of 5.
Dex Points Lost: 4, but currently +2 dex, -2 str due to reduce.

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

Vorelle [AC 32; Touch AC 20; HP 134/159] [Greater Magic Weapon; Barkskin]  d20+30=50 ; d20+30=41 ; d100=9 ; d8+18=25 ;
Tuesday February 14th, 2012 12:03:47 AM

Vauhwyt, you know the immutable laws of the universe as well as I do. If the creature couldn't see Malgant from the other side of the wall, it couldn't have charged him.

[OOC: You need to have line of sight to charge.]

Vorelle nocks an arrow, and gets ready to shoot anything hostile that approaches the group.

[Ready a shot; if the ready goes off, hit AC 50 (critical threat, confirmed to AC 41). House Odds roll 9, so no crit if the creature isn't subject to them. Damage is 25 against undead; if for some reason it isn't, let me know and I'll re-calculate. Magic bow with Seeking property, mundane arrow.]

Vauhwyt (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Tuesday February 14th, 2012 5:13:29 AM


Vauhwyt laughs. "Vorelle, excellent point," she thinks. "But this thing has already broken a couple immutable laws of the universe! Still we have to assume it can see us while we cannot see it. Dag nabbit."

Brahmah 178/202hps, AC 29 
Tuesday February 14th, 2012 9:54:51 AM

Brahmah enters the room, drops the lance and draws his blades. "I doubt any level of diplomacy will aid us in this matter, friends. Steel and Magic. And Holy power. Would Daylight hinder this creature at all? I have access to one today." He thinks at his friends, still unsure of this mental link thing. So unnatural. But admittedly helpful in this place.

AC 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn 
Tuesday February 14th, 2012 4:13:58 PM

A cold steel sliver of doubt enters Malgant's mind as he recounts the last few seconds. Things the shade said, the way it looked "I am the chosen of Fidelia." . "I will chain you. You too will be bound to Scarwall." thinks the Minotaur. We were sent to find the blade capable of severing the chains that bound this realm. The figure wears chains and promises to bind us. Not even the legendary courage of the Hands of Imod can stop the slight quaver in Malgant's next thought to his friends. " We need to go. We are not prepared, possibly not able to defeat this foe. I think this is the one we were to find the blade to defeat. Without it I doubt we can hurt it, if we can I doubt the damage will stick. What do the rest of you think? Jass, you have been our riddle master so far. Does my theory hold water?"

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 3 minutes
-Death Ward on Malgant Duration 3 minutes
-Protection From Evil on Jass Duration 2 minutes
-Weapon of Awe +2 damage Duration 2 minutes
-Barkskin +5 natural armor duration 111 minutes
-Heroism +2 morale to hit, skills and saves duration 191 minutes
-Darkvision duration 171 minutes
-Shield +4 shield AC Duration 9 minutes
-Reduce Person Duration 11 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-Shield of Faith +4 deflection AC duration 17 minutes
-All channel energy uses expended
-2 hero points used


Aztyr AC 29 , 5 DR Fire - SR 18 - HP 159/159 
Tuesday February 14th, 2012 8:43:05 PM

*That sounds reasonable Mal, I think we should get the heck out of here until we're ready.*

Beleaguered /DMAl  d20+18=32 ; d20+16=26 ; d20+16=34 ; d20+16=28 ; d20+20=25 ; d20+20=36 ; d20+20=30 ; d20+20=37 ; d20+20=21 ; 2d6=9 ; 2d6=5 ; 2d6=8 ; 2d6=7 ; 2d6=10 ; d6=1 ; d6=5 ; d6=6 ; d6=1 ; d6=3 ; d100=33 ;
Tuesday February 14th, 2012 9:17:29 PM


Malgant moves into the center of the fire pit and then casts a spell of protection. His eyes search the dark corners of the room for the "guard" mentioned by Mithrodar. Nothing. Yet.

Vauhwyt peeks into the realm of shadow, wondering whether anything that is here might extend into that place. There is nothing, as one might expect in a place cut off from other planes. She moves to a place a few feet behind Malgant. She readies a spell for the inevitable reappearance of Mithrodar.

Vorelle, like Vauhwyt, readies an attack. She feels the fickle forces of chance play about her. She will hit. But will not be able to gain advantage over Mithrodar's incorporeal nature.

Brahmah squeezes through the tight passageway. Along with a double move he draws kukuri and his human-sized falchion. He winds up just inside the doors to the great hall and next to Vorelle.

The details sift and trickle through Malgant's mind. He shares his suspicions with his fellows from Blackbird Lake. After all, hadn't the hag Malatrothe said, "to go up the stairs would be a mistake."

Aztyr agrees with Malgant. But ... is it too late?

Brahmah Touch AC18

Guards ICT +20 (+2 for charge) 2d6Negative Energy Damage / fort vs DC25 or +1d6CON Drain

If Malgant had expected to draw Mithrodar through proximity the Hand is bound to disappointment. He has misjudged the range of the chains. Instead of Mithrodar himself, four chains snake through the wall and strike at him. The third chain comes he closest to landing. It glances from the translucent Shield of Faith spell that Malgant had just put up, narrowly missing the Hand's head.

Malgant need look no harder for the "guards". They make no attempt to hide. Each giant wraith rises silently from the floor, dark and gaunt.

One rises up to the west of Vorelle and she looses an arrow that strikes into dark material of the wraith. Then it reaches out to touch her, and the Twilight Ranger feels the chill finger of death. (Vorelle, take 9hp Negative Energy damage. Fortitude Save vs DC25 or suffer -1 CON Drain.)

One rises up to the east of Brahmah. It reaches out to touch the minotaur ranger, and Brahmah too feels the life sucking from him. (Brahmah, take 5hp Negative Energy damage. Fortitude Save vs DC25 or suffer -5 CON Drain.)

One rises up to either side of Malgant. As the two reach out from either side of him, his protections, this time, prove insufficient. One hand gets through and touches. Malgant's Death Ward magic sloughs off the negative energy, but it does nothing for the force that pulls at the Hand's vitality. (Malgant, take 0hp Negative Energy damage. Fortitude Save vs DC25 or suffer -6 CON Drain. 20% check for Blur = 33/Pass.)

The fifth guard rises up in the corridors outside the great hall. It rises up behind Jass. Fortunately for the sorcerer, this wraith appears unprepared. It reaches out and misses completely. (Natural 1.)

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

Reference Map Floor Two

Map Non-Google

Mithrodar is not on the map because you cannot see beyond the Wall of Stone.

Please list your Touch AC's.

Clock: Fifteen minutes some since Entry

Vauhwyt: Note that if you do not make an attack with a defending weapon in the round in which you allocate some of the weapon's enhancement to AC, you do not get the benefits of the AC. The clarification is in the FAQ/Errata.

Mithrodar: Uninjured
DW1: -25/ Slightly Uninjured
DW2: Uninjured
DW3: Uninjured
DW4: Uninjured
DW5: Uninjured

AC 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn  d20+20=25 ; d20+10=27 ;
Tuesday February 14th, 2012 9:40:01 PM

Malgant shakes off the chill touch of the Wraith...barely. Through the link he tries to remain calm, but the first real battle of his life begins replaying in his mind. What he sees is not calming.
Knowledge religion 27
" Yes Brahmah, throw the daylight. From what I recall it will weaken them. Well normal ones. These are awfully big" He does not add the last part of his thought to the general push "and scary".
Acting to fortify himself against more attacks, The Hand quickly prays and a shimmering mantle of light surrounds the priest, making him glow like a torch. (cast wrathful Mantle, +4 on all saves for 17 minutes)
Once this is done he moves away from the chains to AU/38.( yes there will be AoO's, probably alot of them by the size of those things)

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 3 minutes
-Death Ward on Malgant Duration 3 minutes
-Protection From Evil on Jass Duration 2 minutes
-Weapon of Awe +2 damage Duration 2 minutes
-Barkskin +5 natural armor duration 111 minutes
-Heroism +2 morale to hit, skills and saves duration 191 minutes
-Darkvision duration 171 minutes
-Shield +4 shield AC Duration 9 minutes
-Reduce Person Duration 11 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-Shield of Faith +4 deflection AC duration 17 minutes
-Wrathful Mantle +4 to saving throws Duration 17 minutes
-All channel energy uses expended
-2 hero points used



Beleaguered /DMAl 
Wednesday February 15th, 2012 9:43:14 AM


OoC: Before you find out the hard way, this is from the description of the Daylight spell. "Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light."

Your choice. Just saying.

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 CMD 22 HP 175/159  d20+30=48 ; 17d4=39 ;
Wednesday February 15th, 2012 10:23:52 AM

ooc: can't see the 14 feb refernce map, Al. It just gets me to "Google: Real Life Sharing"
..............

"I think you are right on the money, Malgant!", shouts Jass as he yipes and dodges the at-first clumsy attack by the wraith guard. "As the Witch also said, this is certain death until we have the fabled blade in hand. We have to retreat! Keep backing up until we disengage!"

But first, Jass has to clear the corridor of a Wraith guard. Several things immediately go through his mind; being attacked means it is an intelligent undead that can see through his necromantic condition, being incorporal means Jass has a high probablility to miss any direct attack and that it and its kin can easily pass through the walls; and finally because it is incorporal, most of Jass' enchantment spells won't work on it! "So, a spell that can end the fight fast it is then", the sorcerer declares, and his hand moves to his rarely used spell pouch.

Dodging to avoid any attack, Jass has to keep his concentration while grasping some diamond dust and chanting at the same time. At the end of the spell, he casts the dust into the air where it spreads through the corridor and surrounds the wraith guard!

If the wraith is destroyed, Jass moves to the top of the stair to hold the exit open for his wunjos.

Actions....
Cast Defensively: DC 27 [15+spell lvlx2] 48 success! (d20 + caster lvl + CHR mod + 4 combat casting)
Consume one use of Diamond Dust (3 left)
Cast Undeath to Death Will DC 25 or 39 HD of undead in 40' area of affect are destroyed (I'm assuming line of sight only gives Jass the ability to affect the wraith directly in front of him)
Move to AW, 34 if able

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: 20/34 minutes; +4 AC
Prot v Evil (From Malgant) 156/170 minutes +2 AC v evil, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 36 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 156/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 170/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
[b]True Seeing on Vorelle; 17/17minutes (14 minutes 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...... * 5 2 0 1 0 4 0 0
}

From David
Me too Stephen. Close thew browser and click the link again. That should take you to the map. Damn google and its useless ads.

Vorelle [AC 32; Touch AC 20; HP 125/159] [Greater Magic Weapon; Barkskin]  d20+18=23 ; d20+18=25 ; d20+34=36 ; d20+29=41 ; d20+24=38 ; d20+33=44 ; d20+28=36 ; d20+23=37 ; d6+20=25 ; d6+20=21 ; d6+20=26 ; 2d6+18=26 ; 2d6+18=27 ; 2d6+18=26 ; d10+9=15 ;
Wednesday February 15th, 2012 10:47:04 AM

Vorelle feels the chilling touch drain some of her health, and a small bit of her stamina almost follows. At the last moment, she reminds herself that she is a hero of the Wold and will not go down so easily. [initial Fort save 23; used a Hero Point to re-roll and got the 25]

Then Vorelle drops her bow, draws her axes, and starts in on the creature. [OOC: I can't see the latest map for some reason, so if Vorelle has to move to reach her target, only the first of these attacks go off.]

[With the +2 adamantine Ghost Touch handaxe: hit AC 36 for 25 damage; hit AC 41 for 21 damage; hit AC 38 for 26 damage. With the +1 holy silver handaxe, hit AC 44 for 26 damage; hit AC 36 for 27 damage; hit AC 37 for 26 damage. Damage rolls assume the creature is undead and evil. If each weapon hit at least once, do an additional 15 points of rending damage.]



Beleaguered /DMAl 
Wednesday February 15th, 2012 10:58:19 AM


OoC: Bloody Google. They've changed things so that permissions on their photo section is different. Can't figure out how to jig things to make it work right now. (Bloody mess.)

But, I've put the maps in my public folder in Dropbox and created a link. That seems to work. See the end of the Feb 14 post for the new map location.

Vauhwyt (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d3=3 ; d20+22=35 ; d6+3=5 ; d3=2 ; d20+23=24 ; d20+18=29 ; d6+5=9 ; d4+3=4 ; d4+5=9 ; d4+19=23 ; d4+19=22 ; d3+2=4 ; d3+2=4 ; d6=1 ; d6=4 ; d6=5 ; d6=1 ;
Wednesday February 15th, 2012 3:28:02 PM

OOC: Did not use my last second level spell slot after all. So noted in sanity info.

Last round rewrite: Al, with my fluid form spell, I have a reach of 15 feet. That means that the entering undead should have provoked AoOs as they entered -- specifically wraiths 3, 4, and 5 all now 10 feet from V, and all would have provoked AoOs as they moved into place. Unfortunately, V does not have combat reflexes, so she could only take one of those AoOs. She would take it on wraith 5. By the way, she takes it with her defending weapon, and thus would have qualified for the +5 AC bonus from her defending weapon had she been attacked after taking the AoO. Moot now though.

Vauhwyt's attack, not including the +5 enhancement bonus: FIrst, how lucky were the armor spikes last round? They were +3. Her attack thus was +9 BAB +8 dex +0 size +2 heroism +3 luck = 1d20+22 = an AoO that hits AC35 for 5 damage (with ghost touch weaponry).

Then the enemy attacks, and Vauhwyt looks at them carefully to size up their combat capabilities.

And the new round begins! The liontaur's guess is that if she brings her touch AC down to 38, she will still be optimally protected against wraiths, so she uses +3 of her enhancement bonus toward AC and +2 on attacks and damage. Her Touch AC is now 38. Her armor spikes are lucky to the tune of +2. Her primary armor spikes attack is a d20+23, and her secondary attack is d20+18. She strikes Wraith 5 with a full attack (15 ft reach), hitting AC24 a nat 1 misses and AC29 for 9 damage.

OH WAIT! Sorry, the armor spikes do 1d4 instead of 1d6 because V is smaller. So the AoO damage vs AC is 4 damage and the secondary attack vs AC29 hits for 9 damage.

Her two forepaws also lash out. They are attacking at d20 +9 bab +8 dex +2 enhancement -2 multiattack +0 size +2 heroism = 1d20+19. She lashes out, hitting AC23 and AC22 for 1d3+2+2d6 = 9 damage and 10 damage (let me know if either hit so I can do viscious damage to myself).

Then Vauhwyt backs back five feet closer to the door through which she came, to 38AR.

DM Sanity Info

NOTE -4 Dex not logged anywhere in header or PC sheet. I intend to simply apply a -2 on all dex-based checks. Partly Mitigated by the +2 Dex of the Reduce Person spell.

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 29 min)
Extended Heroism (6 hrs, 29 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) (7 hrs, 49 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (189 minutes)
Expeditious Retreat (11 minutes)
Jump (11 minutes)
Fluid Form (10 minutes)
Barkskin (1 hr, 54 min)
False Life (20 hrs)
Deathward from Mal (Duration ??)
Reduce Person (12 minutes)
Taur's Try (6 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 9 min)
Permanent Telepathy
Fluid Form (11 minutes left of 20)
Barkskin (1 hr, 56 min)
Mage Armor (54 min)
False Life (20 hrs)

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 14 min)
Barkskin on Mal, Vorelle, Aztyr, Brahmah, and Jass. (1 hour 49 min)
Reduce Person on Mal (12 minutes)

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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos - Lockjaw used 1 of 2.
Hero Points: used 1 of 5.
Dex Points Lost: 4, but currently +2 dex, -2 str due to reduce.

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

Beleaguered /DMAl  d20+22=31 d4+4=6
Wednesday February 15th, 2012 4:03:07 PM


OoC: Neither paw attack hits, Vauhwyt. Your Armor Spike attack hits.

Cayzle comments: Thanks Al. So no vicious damage to me this round. BTW, How about that AoO as they entered? And should I roll an AoO in case a wraith moves through one of my threatened squares? If so, it is, at +2 luck and +2 enhancement ... 1d20+22 for 1d4+4 damage = hits AC31 for 6 damage. ... If needed.

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

Yes, that AoO hit. But, no reason to roll another AoO. Because they won't. ^_^ --Al

Beleaguered /DMAl  d20+14=23 ;
Wednesday February 15th, 2012 4:21:14 PM


OoC: If it will helps make decisions, Jass' attack on Guard 5 fails. It fails its save. But it is of more HD than the spell can handle.

From Undeath to Death: "This spell functions like circle of death, except that it destroys undead creatures as noted above.

From Circle of Death: "No creature of 9 or more HD can be affected ... "


SteveK: Rats! Can I change my spell?

AC 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn 
Wednesday February 15th, 2012 5:10:27 PM

OOC
Wow, you are right about the daylight spell AL. Why do they make spells like that then? Why not " greater light" as a name? Also between editions the Death Ward spell seems to have been nerfed. Unless an effect states that it is directly caused by negative energy then the Death Ward doesn't stop it. I mean, unless it is continuous I think anyone able to CAST death Ward can survive a little negative energy channeling. Oh well. Now I don't feel so bad about only having 2.
Nevermind the daylight Brahmah. It will only make us well lit drained corpses.
Also BTW folks, that is DRAIN, not damage. Drain will be a nightmare to restore on all of us, not to mention the effect it may have on making you dead. Don't miss any saves.
As I posted in Stephen's post above. If you open the map in a new tab, close it and then open it again it should bypass the Google junk in your way.

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159  d20+13=16 ;
Wednesday February 15th, 2012 7:34:48 PM

Aztyr moves 5 feet south and west to Q,R-33,34 and casts a spell at Wraith #5. She concentrates and focus' the spell through the rod of lessor maximize and then adds a wrinkle of her own by making it also Ectoplasmic. She casts Scorching Ray (hit touch ac 18 (forgot Heroism), doing 84 points damage (including incorporeal targets))

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--- 3- 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 20 minutes (extended with Rod)
Barkskin, Duration 112 minutes (Vauhwyt cast)
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 3:20 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)

Trapped /DMAl  d20+20=37 ; d20+20=33 ; d6=2 ; d6=3 ; d20+20=24 ; d20+20=22 ; d20+20=28 ; d100=51 ; d8=3 ; d100=40 ; d20+18=26 ; d20+20=35 ; d20+20=39 ; d6=6 ; d20+20=29 ; 2d6=5 ; d6=2 ; d20+23=40 ;
Wednesday February 15th, 2012 9:10:32 PM


(From Last Round: Brahmah, take 5hp Negative Energy damage. Fortitude Save 40 vs DC25 / Pass)

Malgant recognizes the "Guards" as Dread Wraiths. They are wraiths that have fed on enough life force to grow in both size and unholy power. He knows that they are powerless, staggered, in sunlight. They cannot even attack. But the requirement is true sunlight or that only produced by the most powerful of magics. (Knowledge Religion check vs DC26 gets one bit of info.)

The Hand then casts a spell, drawing attacks from the Dread Wraiths to either side. Both hit. (They are +2 more than rolled for flanking. Both pass Blur.) Once again, the negative energy damage is turned away. But the attacks suck at the Hand's vitality. (Two Fortitude saves vs DC25 with Fortitude *before* the Wrathful Mantle spell, please. Or take -2 CON and -3 CON.) Malgant draws away from his exposed position to a spot behind a pillar. In this move, he draws three more attacks from the Dread Wraiths along the way. Fortunately, none of the three is able to touch Malgant.

Jass casts a spell to send the dead back down into undeath. The Dread Wraith before him cannot match Jass in a contest of wills. But Jass has miscalculated. His spell is not up to affecting a old and powerful Dread Wraith.

Vorelle stands heroic. Dropping her bow she draws two weapons with a quickness that astounds the eye. Her attacks are a blur, all of her strikes scattering dark incorporeal material. Were it not for the inability of her silver axe to get a full bite on the incorporeal, she would have brought the Dread Wraith down. (Yes, the Guards are both undead and evil.)

Vauhwyt, having scored a hit with her Fluid Form, the taur presses her attack while slowly making her retreat. She scores another single hit upon one of the Dread Wraiths, making a shallow cut with an armor spike.

Aztyr squeezes herself through the tight corridors to get closer to the doorway. She fires a Scorching Ray which flies past the Dread Wraith and strikes the wall as the Dread Wraith deftly moves aside.

Mithrodar comes out of the wall again. He charges straight north towards Vauhwyt, stops 30ft away, and attacks with another chain. It misses, Vauhwyt's fluid form sliding to one side as it passes.

The heroes from Blackbird Lake notice that the chains that extend out from him and into the roof follow as he moves. Then, as again he disappears, the chains blink and once again appear to lead down to some place beyond Vauhwyt's Wall of Stone.

Dread Wraith 1, gravely injured, withdraws, ascending into the air to a height of 15 feet.

Dread Wraiths 3 & 4 dart in to touch Vauhwyt and then spring away, also ascending to a height of 15ft. (Spring Attacks, no AoO.) This time, it seems, the liontaur has misjudged. One dark hand touches her flesh. Thank goodness for the Death Ward spell. But the life begins to draw from her. Unless she can fight it. (Fortitude save vs DC25 or suffer 6 CON Drain.)

Dread Wraith 5 withdraws as well, it passes through the wall to the east. Jass sees it emerge to further block the escape.

Dread Wraith 2 attacks Jass again. The dark hand reaches out, and this time it touches the flesh of the sorcerer. (Take 5hp Negative Energy damage. Fortitude save vs DC25 or take 2 CON Drain.)

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

Reference Map Floor Two

Mithrodar is not on the map because you cannot see beyond the Wall of Stone.

Please list your Touch AC's.

Clock: Fifteen minutes some since Entry

Mithrodar: Uninjured
DW1: Gravely Uninjured /Elevation 15ft
DW2: Uninjured /Elevation 0ft
DW3: Uninjured /Elevation 15ft
DW4: Uninjured /Elevation 15ft
DW5: -5-9 Slightly Injured /Elevation 0ft

Dread Wraiths are AC26

Vorelle [AC 32; Touch AC 20; HP 125/159] [Greater Magic Weapon; Barkskin]  d20+36=56 ; d8+18=22 ;
Wednesday February 15th, 2012 10:36:09 PM

Oh, no you don't! Vorelle's mental cry is loud enough to be heard over the link.

She drops her axes, picks up her bow, and shoots her opponent.

[Shoot at Dread Wraith 1; hit AC 56 for 22 points of damage; that was another natural 20, and my heart is officially broken. :) ]


AC 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn  d20+20=30 ; d20+20=35 ;
Wednesday February 15th, 2012 10:37:01 PM

Fort saves 30 and 35 before Wrathful Mantle
Malgant grits his teeth and shrugs off both of the touches. He then begins to glow as if he were on fire. This was just like the fight in the graveyard when he was little more than a novice. Out matched, overpowered and in serious trouble. All except Vorelle. It was amazing what a little confidence had done for the ranger, and Malgant smiled through the chill touches at her prowess with her axes." Well done Vorelle. I'll try and get back to Jass, Looks like he needs help back there." Putting his actions into words Malgant sets off at a run and forgoes any attacks this round to get to Jass's side.
Double move to AW/32.
" Hi Jass, Word has it you have a slight infestation of wraiths. They like to hit me so back off a bit and snipe at them while they slap me around. Should be fun."
Malgant was now aware of how a seasoned Hand of Imod could laugh in the face of doom. It was all so simple. There was no other way out so laughing at the danger was the only sane course of action. He saw that now, and hoped he would some day be allowed to laugh like a real Hand would. For now he could only protect Jass like the true born Protector he was.
Interpose on Jass as long as he stays close enough.
Malgant points at the wraith, knowing his challenge will have no effect on an undead unless the wraith decides to give in to it's lust for vitality." You and me ugly, let's dance. None of your buddies has been able to taste me yet, making my vitality all the sweeter to you. Show me what you've got."

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 3 minutes
-Death Ward on Malgant Duration 3 minutes
-Protection From Evil on Jass Duration 2 minutes
-Weapon of Awe +2 damage Duration 2 minutes
-Barkskin +5 natural armor duration 111 minutes
-Heroism +2 morale to hit, skills and saves duration 191 minutes
-Darkvision duration 171 minutes
-Shield +4 shield AC Duration 9 minutes
-Reduce Person Duration 11 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-Shield of Faith +4 deflection AC duration 17 minutes
-Wrathful Mantle +4 to saving throws Duration 17 minutes
-All channel energy uses expended
-2 hero points used

AC 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn 
Wednesday February 15th, 2012 10:42:17 PM

OOC
When did Vorelle become such a bad-ass?
Don;t get me wrong, I like it! 8)

Vauhwyt (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d20+16=30 ; d3=2 ; d20+21=28 ; d4+3=7 ;
Wednesday February 15th, 2012 11:39:13 PM


Vauhwyt's Fort save is at +16. She needs a 25. She rolls a 30 and resists the Con drain.

She activates her Celestial Armor (standard action). She flies 15 ft up and back to 37AQ. Seeing as they have 10 ft reach and Vauhwyt has 15 ft reach, Vauhwyt is hoping to get an AoO before they attack. And she will then activate her defending armor spikes to give her the full +5 AC bonus.

AoO if needed: Lucky armor spikes are +2 this round. That's an AoO attack at +9 BAB +8 dex +2 spikes +2 heroism = +21. She hits AC28 for 1d4+1str+2luck = 7 damage.

Touch AC = base 10 +10 ghost touch armor +7 ghost touch shield +8 dex +5 defending weapon +2 ring of protection (deflection) +0 size +1 luck = 43

Regular AC (vs chains? Al, are the chains attacking a touch AC or a full AC? = 49

DM Sanity Info

NOTE -4 Dex not logged anywhere in header or PC sheet. I intend to simply apply a -2 on all dex-based checks. Partly Mitigated by the +2 Dex of the Reduce Person spell. Reduce also brings Str14 to 12.

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 29 min)
Extended Heroism (6 hrs, 29 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) (7 hrs, 49 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (189 minutes)
Expeditious Retreat (11 minutes)
Jump (11 minutes)
Fluid Form (10 minutes)
Barkskin (1 hr, 54 min)
False Life (20 hrs)
Deathward from Mal (Duration ??)
Reduce Person (12 minutes)
Taur's Try (6 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 9 min)
Permanent Telepathy
Fluid Form (11 minutes left of 20)
Barkskin (1 hr, 56 min)
Mage Armor (54 min)
False Life (20 hrs)

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 14 min)
Barkskin on Mal, Vorelle, Aztyr, Brahmah, and Jass. (1 hour 49 min)
Reduce Person on Mal (12 minutes)

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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos - Lockjaw used 1 of 2.
Hero Points: used 1 of 5.
Dex Points Lost: 4, but currently +2 dex, -2 str due to reduce.

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

Brahmah 175/202hps, AC 29 +5 DEFENDER TOUCH AC 18  d20=1 ; d20+22=32 ; d20+24=36 ; d20+18=20 ; d20+20=29 ; d20+13=20 ; d20+8=13 ; 2d4+6=10 ; d6+6=12 ; d6+6=10 ; d10+9=16 ; 2d6=7 ; 2d6=10 ; 2d6=8 ; 3d6=3 ;
Thursday February 16th, 2012 6:52:24 AM

OOC: Sorry about the AFK this week, RL reached up. In regard to the DM roll for the crucial Fort save, I think PCs should be allowed to roll them. In a related subject, for future reference, Brahmah receives a second Fort save each day from a feat.
Also, please don't dash my weak attempts to make my useless ranger useful. The Daylight spell also says it can weaken certain creatures vulnerable to such light. :( Pity it had to go like that.

Move action to take something from a pocket, correct?

IC:
"I'm in agreement. Lets beat feet, hooves and whatever else and get the hell outta here!"
"Ghastly things!"

He steps in, using his reach and swings his vicious blades at Wraith 4. (Free Action to activate the Defender ability of my weapons (+5), which is enhancement and I believe adds to TOUCH AC... but I'll put that to Al.)
OOC: Please disregard the first roll, I forgot to add bonuses like an idiot.

HItting AC 32, 36, 20, 29, 20 and 13, Hits once with the falchion and twice with the kukri, for 12, 14 and 12 damage which includes Undead Favored enemy, plus 16 from Two Weapon Rend, plus 25 damage from the Vicious ability. And 3 damage to himself from the Vicious. Total damage 79, for sanity.

(Incidently, I suspect there was no time to heal or rest, so we are still wounding, correct? Or did I miss the flash Healing again, somewhere?!)
--------------------------------------------------------------------------------
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
Frost Chain (free action to use this ability if attached to a weapon. +1d6 frost damage)

Trapped /DMAl 
Thursday February 16th, 2012 7:17:27 AM


OoC: I have an appointment today at 6:30PM. So post time today will be half an hour early at 5:30PM PST.

Trapped /DMAl 
Thursday February 16th, 2012 10:35:01 AM


OoC to Vauhwyt: The chains are attacking a Touch AC.

Trapped /DMAl 
Thursday February 16th, 2012 10:41:43 AM


OoC to Brahmah: You may make your own saving rolls if you are here to make them. If you are not, I will make them for you. I will not let them go by unrolled.

Also take note that you are 15ft away from Dread Wraith 4. You cannot close the distance and still take a full attack. You may change your move if you'd like any time between now and post time. If you do not, then I will move you south 10ft and use your first attack and damage.

And you are correct, there has been no time to rest. As for the healing, there was some after the battle with the Corpse Orgy. But I'm not sure of the details.

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 
Thursday February 16th, 2012 12:19:46 PM

ummm.. Brahmah as a minotaur can take a 5' step and then with his 10' reach still do a full attack.

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

A medium sized creature has a 5ft reach and can strike into an adjacent square. A large creature often has a 10ft reach and can strike into adjacent squares and into one further from that.

The span between Brahmah and his target is currently 3 squares. He can advance one and still not reach far enough. He cannot strike into a square over two squares away. --Al

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 170/159  d20+14=23 ; d20+20=33 ; 5d4+5=19 ; 5d4+5=21 ;
Thursday February 16th, 2012 12:47:04 PM

Jass shudders as the wraith's hand leaves a feeling of coldness inside his very soul. It takes a supreme effort of will (and the magic of Malgant's protection spell) to keep the coldness from permenantly draining his energy.

The sorcerer reviews what he knows of magic and arcana, especially how magic can affect incorporal beings. "Magic is only half effective on these creatures unless it is a force effect or is cast by someone incorporal themselves", he states. "And I'm glad you are here, Malgant. I have a way to deal with these creatures, but can only do it once!"

"Hey!", he calls out through the corridor, "pick up your weapons and get out here, we need to reteat and regroup before we take on the chain gang! I'm not going to be pressed into service here!"

Feeling angry at having to be rescued by the minotaur, Jass looks for an opportunity to fire a series of Magic Missles and Quickened Magic Missles at the lead Wraith.

Actions....
FORT vs energy Drain: 23+2 from Prot v Evil = 25 Pass (whew!)
Know Arcana: about incorporal effects: 33
Magic Missle; 19 damage (force effect; full damage)
Quickened Magic Missle; 21 damage (force effect; full 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: 20/34 minutes; +4 AC
Prot v Evil (From Malgant) 156/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 36 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 156/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 170/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
[b]True Seeing on Vorelle; 17/17minutes (14 minutes 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...... * 6 2 0 1 1 4 0 0
}

Trapped /DMAl 
Thursday February 16th, 2012 1:40:21 PM


OoC: Jass, DR is only for weapons' damage. It has no bearing on damage from Energy types. In this case the energy type is Negative Energy. You would expect the same from, say, a Fireball. DR would not affect the Fire damage.

the /- part of the DR refers to the many ways that a weapon might bypass DR. Adamantine, cold iron, Good, Evil, etc. In this case the - means that there is no means by which a weapon can bypass the DR.

SteveK comments: man, where is my brain? I recently had the same conversation only I was the one reminding them that DR is only for physical damage! Thanks Al! I made changes in my post to reflect.

Cayzle comments: Yeah, for a moment last round I was hoping my DR/slashing from the fluid form spell might save me from having to worry about the Con drain, but then I saw that the attacks are negative-energy-based and DR does not apply to energy attacks.

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 
Thursday February 16th, 2012 3:55:11 PM

*I figured as much Jass, but I learned a new twist recently, that will allow me to hit them even if I'm not Incorporeal. It's just that they are so damn elusive. Extremely hard to hit unless you are using magic missile which never misses unless the target has certain protections.*
Aztyr begins to squeeze herself back around towards the stairs, if she gets a chance which I doubt, she'll cast magic missile, joining Jass.
* I just had another thought..... and not a pretty one.... That Hag, told us we'd die up here... guess she was telling the truth after all....*

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--- 3- 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 20 minutes (extended with Rod)
Barkskin, Duration 112 minutes (Vauhwyt cast)
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 3:20 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 (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Thursday February 16th, 2012 5:28:19 PM


BTW, Vauhwyt is quite impressed by Vorelle's proficiency. "Great work, Vorelle!" she thinks to her oldest friend. "Keep it up!"

Into The Floors /DMAl  d20+20=32 ; d20+18=22 ; 2d4+7=10 ; d6=1 ; d20+20=27 ; d20+20=22 ; 2d6=10 ; 2d6=5 ; d6=4 ; d6=3 ; d20+20=33 ; d20+20=39 ; 2d6=3 ; d6=3 ; d6=6 ;
Thursday February 16th, 2012 8:42:11 PM


Vorelle drops her axes and scoops up her bow again. She fires an arrow into the gravely wounded Dread Wraith. But the Dread Wraith's incorporeal nature blunts the damage, and it clings to its un-life. (Vorelle, can you break your damage down into its component parts for me when you post? Makes it easier for me to manage various types of damage reduction and resistance. Thanks.)

Malgant withdraws from the great hall, making his way back to Jass. He deliberately enters the long reach of the Dread Wraith in the hallway, drawing an attack that the Dread Wraith misses.

Vauwyt calls upon the powers of her armor and then flies up to a spot above Brahmah.

Brahmah moves ten feet further into the room and strikes the Dread Wraith to the west of him. He strikes with his falchion, but most of the incorporal stuff of the Wraith simply moves out of the way, and what is left is only half the damage.

Jass fires several magic missiles into the Dread Wraith blocking the exit. The towering undead still very much whole and dangerous.

Azytr squeezes back up the corridor, progressing fifteen feet. There is a Dread Wraith blocking the way just around the corner. The corner provides it partial cover, but that should present little problem for the unerring Magic Missiles. (Aztyr, you can cast Magic Missile at DW2. Just add the damage to your next post)

Mithrodar rushes out through the Wall of Stone again, this time ending at on the west side of the fire pit (AQ42) before lashing out with a chain. This time he targets Vorelle. The chain merely touches Vorelle, and she feels the dark energy burn her flesh. Further, the chain seems to test her will, drawing away all her positive cheer and spirit. (Take 10hp Negative Energy damage. Will save *NOT* Fortitude vs DC25 or -1 CHA Drain.)

Dread Wraith 1, barely clinging to unlife, drops back down, passing through the floor and out of sight.

Dread Wraith 3 and Dread Wraith 4 both follow their master's lead. They dart quickly toward Vorelle. (Vauhwyt and Brahmah take an AoO against any one of them.) Both touch the Twilight Ranger and then spring away, both dropping into the floor and vanishing from sight. (Vorelle, take 10+5 = 15hp Negative Energy damage. Two Fortitude saves vs DC25 or take 4 and 3 CON Drain.)

In the corridor, Dread Wraith 2 attacks Jass. It touches Jass, and then drops down into the floor like the others. (Take 3hp Negative Energy damage. Fortitude save vs DC25 or suffer 3 CON Drain.) (Malgant, you may make an AoO against DW2 as it leaves threatened space.)

Dread Wraith 5 then springs up the cooridor, it makes a touch against Malgant, penetrating the Hand's defenses. It springs away then, also dropping through the floor. (Fortitude save vs DC25 or suffer 6 CON Drain.

The Great Hall and the corridors are now empty to the eye.

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

Reference Map Floor Two

Mithrodar is not on the map because you cannot see beyond the Wall of Stone.

Please note everyone: Unless your weapon has the Ghost Touch property, you do half damage to incorporeal creatures. This does not include damage due to energy effects.

Please list your Touch AC's.

Clock: Fifteen minutes some since Entry

Mithrodar: Uninjured
DW1: Near Undeath /Elevation Below Floor
DW2: Injured /Elevation Below Floor (Pending Aztyr's MM and Malgant's AoO)
DW3: Uninjured /Elevation Below Floor (Pending Vauhwyt and/or Brahmah's AoO)
DW4: Slightly Injured/Elevation Below Floor (Pending Vauhwyt and/or Brahmah's AoO
DW5: Slightly Injured /Elevation Below Floor

Dread Wraiths are AC26

Vauhwyt (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch)  d20+30=31 ; d20+30=46 ; d20+24=35 ; d3=3 ; d20+30=39 ; d4+4=6 ;
Friday February 17th, 2012 12:13:51 AM

Vauhwyt's AoO, rolled in her last post just in case, hits AC28 for 1d4+1str+2luck = 7 damage.

Vauhwyt snarls in anger as the wraiths avoid her in order to attack Vorelle. That won't do. She has an idea, however, of a way to draw the wraiths away from her friends.

She is 15 feet above the floor, which is good, because she is beyond the reach of the wraiths lurking under the floor. Even flying over them, she will provoke no AoOs from them by her movement.

The same is not true, she knows, about the master of the wraiths, this Mithrodar. So she will have to be careful. Still, she has some idea of what to do to avoid his chains.

She flies from 37AQ to 41AQ, using 4 squares of movement. Then she tumbles to 44AQ, using 6 squares of movement. Then she tumbles on the diagonal from 44AQ to 45AP to 46AO to 47AN, using 9 squares of movement. Then she tumbles to 48AN, and presumably sees Mithrodar. She tumbles to maybe 48AO, so that he is within her reach, taking another 2 squares of movement to do it. So far she has used 21 squares of movement, that is, 105 ft. She is flying at 60 with her armor, so it takes her two move actions to do this.

Vauhwyt's acrobatics check to avoid provoking AoOs, vs Mithrodar's CMD as the skill DC, is a d20+30 roll, that is, a 31. LOLOL! Surely that is not high enough to beat Mithrodar's CMD. If his CMD is 34 or less, then Vauhwyt will use a hero point to add a retroactive +4 to her check, giving her a 35. If his CMD is 35 or higher, then she will use her hero point to reroll the check, and this time she gets a 46.

Vauhwyt gives a mental push to Mookie, who pops out and uses his tattoo to cast Lockjaw on his mistress.

Now Vauhwyt uses another hero point to gain an extra action for the round. She uses the action to grapple Mithrodar. Her touch attack to grab him hits touch AC35. Her armor spikes are lucky this round to the tune of +3. Her grapple check to beat his CMD is a 39. If she succeeds, her grapple damage is 6.

Vauhwyt is using all the enhancement bonus of her defending armor spikes for AC. The grappled condition imposes a -4 dex penalty, however, so her touch AC becomes 41, not 43.

Vauhwyt has used two hero points this round, bringing her down to 2.

Vauhwyt recounts all she sees and does over the telepathic link. If she has succeeded in grappling Mithrodar, then she thinks, "Next round I'll try to pin him and drag him closer to Vorelle."

DM Sanity Info

NOTE -4 Dex not logged anywhere in header or PC sheet. I intend to simply apply a -2 on all dex-based checks. Partly Mitigated by the +2 Dex of the Reduce Person spell. Reduce also brings Str14 to 12.

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 29 min)
Extended Heroism (6 hrs, 29 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) (7 hrs, 49 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (189 minutes)
Expeditious Retreat (11 minutes)
Jump (11 minutes)
Fluid Form (10 minutes)
Barkskin (1 hr, 54 min)
False Life (20 hrs)
Deathward from Mal (Duration ??)
Reduce Person (12 minutes)
Taur's Try (6 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 9 min)
Permanent Telepathy
Fluid Form (11 minutes left of 20)
Barkskin (1 hr, 56 min)
Mage Armor (54 min)
False Life (20 hrs)

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 14 min)
Barkskin on Mal, Vorelle, Aztyr, Brahmah, and Jass. (1 hour 49 min)
Reduce Person on Mal (12 minutes)

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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos - Lockjaw used 2 of 2.
Hero Points: used 3 of 5.
Dex Points Lost: 4, but currently +2 dex, -2 str due to reduce.

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

Vauhwyt (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Friday February 17th, 2012 7:48:33 AM

Oh, by the way, Vauhwyt's CMD is base 10 +9 BAB +8 Dex +1 Str +1 Ioun Stone. That's a 29. Does her +2 protection ring count? So maybe 31?

Into The Floors /DMAl 
Friday February 17th, 2012 10:35:44 AM


OoC:

Vauhwyt's acrobatics check to avoid provoking AoOs, vs Mithrodar's CMD as the skill DC, is a d20+30 roll, that is, a 31. LOLOL! Surely that is not high enough to beat Mithrodar's CMD. If his CMD is 34 or less, then Vauhwyt will use a hero point to add a retroactive +4 to her check, giving her a 35. If his CMD is 35 or higher, then she will use her hero point to reroll the check, and this time she gets a 46.


This is not a valid operation. If you do not know the CMD and you are worried, you either use the hero point or you do not. Take the risk or do not. "If ... " is not acceptable in this case. Either way, you must take the risk. It is the nature of the unknown.

If you do not respond to this by post time changing or clarifying this portion of your post, I will assume that you use the Hero point and that the Acrobatics check will be 34.

As to the CMD question: circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC all count. Ring of Protection is Deflection. So yes. AC from RoP counts toward CMD.

Vauhwyt (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Friday February 17th, 2012 12:19:49 PM

Ah, I was assuming I could know the CMD before the roll, in a traditional face to face game. Usually you get to know the skill DC you need before you roll? Not in this case, eh? Okay!

Well, no question, seeing as Vauhwyt does not know the CMD beforehand, when she rolls that 1, she uses the hero point to reroll. (Logically speaking, the reroll should net her +9 on average over the natural 1, far beating the +4, so it makes sense to take the reroll.) So her acrobatics check is the 46.

Thanks for the +2 deflection bonus to CMD, Al. By the way, what about unnamed bonuses to AC? The defending weapon write-up says, "A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others."

Any chance I can boost my CMD from 31 to 36? Later Edit: I found 3-4 message threads on Paizo on this topic, none with any conclusive answer.

Into The Floors /DMAl 
Friday February 17th, 2012 1:49:50 PM


OoC: You will not know AC, DR, CMD etc, until such time as you test them. (First attack and such.) That seems to me to be both reasonable and partaking of realism to me. After that, I will list them.

A successful knowledge check with a question specific to the property will also give you an answer.

I will allow the Unnamed bonus from a Defending weapon to be included in CMD. To me, the idea behind CMD is to exclude Armor, Shields and Natural and such.

Cayzle Comments: Thanks Al! That sounds great.

AC 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn  d20+24=42 ; d20+24=35 ; d20+25=27 ; d8=1 ; d6=4 ; d6=1 ;
Friday February 17th, 2012 4:33:36 PM

As wraith 2 swipes at Jass, Malgant steps into the incorporeal blow ( declared interpose, not sure if the touch could hit me,I'll make the save anyway)
Fort vs Jass's wraith 42
Fort vs wraith 5 35
AoO on Jass's wraith hit AC 29 ( forgot heroism in the roll log) for 14 damage+5 holy(ghost touch)
" Someone grab my bag of souls on the way out of the room. We need to go,go,go or they will nickel and dime us to death through the floor. Take to the air if you can."

(DM Al, whats the height of the ceilings in the corridor? I will assume it is enough that I can get off the ground so that I can see an attack coming. If it isn't then disregard my attack rolls. Also, what stairs did we come up? S5 or S18?)

Malgant leaps into the air, using his wings to support him 15 feet above the floor. He then moves to AX/38 ( double move, I realized since they have reach and I don't there is no way to attack them when they exit the floor.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 3 minutes
-Death Ward on Malgant Duration 3 minutes
-Protection From Evil on Jass Duration 2 minutes
-Weapon of Awe +2 damage Duration 2 minutes
-Barkskin +5 natural armor duration 111 minutes
-Heroism +2 morale to hit, skills and saves duration 191 minutes
-Darkvision duration 171 minutes
-Shield +4 shield AC Duration 9 minutes
-Reduce Person Duration 11 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-Shield of Faith +4 deflection AC duration 17 minutes
-Wrathful Mantle +4 to saving throws Duration 17 minutes
-All channel energy uses expended
-2 hero points used



Into The Floors /DMAl 
Friday February 17th, 2012 4:38:38 PM


OoC: The height of all ceilings unless specifically mentioned otherwise is 15ft.

The stairs that you came up were S5. S18 leads further up, not back down.

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 167/159  d20+16=28 ; d4+5=9 ; 4d4=6 ;
Friday February 17th, 2012 4:43:37 PM

Jass again is able to resist the seductive call of the wraith's negative energy, but for how long? And burning Magic Missle spells on such a tough target is only soothing his conscionce and not doing much constructive. "C'mon, Jass, think! Is there something you can do besides run?"

Unfortuneately, the sorcerer has no better solution. he uses the Telepathic Link to talk to all his friends at the same time. "We'll stop getting attacked by the Chain Guy if everyone is out of the throne room, eh? Why don't you gather up your weapons and withdraw? Lets get back downstairs and maybe be able to regroup?"

Not having a better plan, Jass Readies a Magic Missle spell for the first Wraith to show a hand and sticks close to the armored form of Malgant.

Actions....
FORT vs energy Drain: 28 =Pass
Readied Magic Missle; 15 damage (force effect; full 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: 20/34 minutes; +4 AC
Prot v Evil (From Malgant) 156/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 36 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 156/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 170/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
[b]True Seeing on Vorelle; 17/17minutes (14 minutes 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...... * 6 2 0 1 1 4 0 0
}

Vauhwyt (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+20) of 63, AC21, in pouch) 
Friday February 17th, 2012 5:59:04 PM

Vauhwyt understands that her actions are counter to the general plan of "run away," but she just can't help herself.

Mookie thinks, "Boss, you do know that you're retreating in the wrong direction?"

She answers, "Hush, Mookie."

Into The Floors /DMAl 
Friday February 17th, 2012 9:09:07 PM


OoC Missing input from half the group. I'll wait until tomorrow morning to post.

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159  5d4(3+4+1+3+1)+5=17
Friday February 17th, 2012 11:03:24 PM

(damage from last rounds MM 17)

Aztyr will go with the others down the stairs when she reaches them. She will keep a magic missile spell handy to cast if a wraith shows itself.

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 3- 2--- 3- 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 20 minutes (extended with Rod)
Barkskin, Duration 112 minutes (Vauhwyt cast)
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 3:20 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 32; Touch AC 20; HP 110/159] [Greater Magic Weapon; Barkskin]  d20+18=31 ; d20+18=22 ; d20+18=31 ;
Saturday February 18th, 2012 12:32:54 AM

Vorelle hisses in pain as the undead monstrosities steal more of her life force. Once again, they almost get her stamina, too, but once again she manages to hang onto it. [Fort save 31; Fort save 22, used a Hero Point to re-roll and got another 31]

She picks up her axes and sheathes them.



What You Don't Know Can Hurt You /DMAl  d20+20=26 ; 2d6=7 ; d6=2 ;
Sunday February 19th, 2012 6:47:36 PM


Vauhwyt approaches the Wall of Stone with aerobatics of consummate skill. She comes around the Wall of Stone without incident, and there is Mithrodar wrapped in his chains. Trickster wemictrix reaches out in her fluid form and catches him up. Mithrodar does not struggle as she pulls him across the intervening space. As he comes face to face with her, however, he smiles with pointed teeth. "I know something that you don't," he hisses, and his burning eyes glitter with evil delight. And before her eyes, Vauhwyt watches the little damage that she's managed to do with her armor spikes, melt away. (Vauhwyt, from now on you need to make Fly checks. You have a base of +13 from your DEX and from the +5 from the Fly of your armor. Be cognizant of the Fly rules.)

Malgant takes to the air, flying past the stairs that our heroes used to ascend to this level. Presumably he's done this in order to clear the way for the others while still remaining behind for defense.

Jass follows Malgant and then readies to fire a Magic Missile into the first Dread Wraith that shows itself.

Aztyr squeezes 15 more feet down the tight corridor, also Readying her Magic Missiles. She still has to turn the corner and squeeze herself back down the tight stairs.

Vorelle picks up her axes and secures them in their sheaths.

Meanwhile, Mithrodar appears to be content to remain within Vauhwyt's grasp. He seems to be waiting. Delaying. The reason appears soon enough. A Dread Wraith rises up out of the floor, answering an unspoken call. It reaches out. But, instead of attempting to touch Vauhwyt, despite her compromising grappled condition, it reaches for the little black head sticking out of Vauhwyt's pouch. (You list Mookie's AC as 21. Dread Wraith hit AC26. Mookie takes 7hp Negative Energy damage. Fortitude save vs DC25 or suffer 2 CON Drain.)

Then, one by one, the Dread Wraiths rise up out of the floor, all five of them. One rises to the height of 15f off the floor. They all stand arrayed against her. And, to make matters worse, Mithrodar suddenly vanishes from within Vauhwyt's grasp. He appears in a blink back to the place in which Vauhwyt found him, snaps back as though drawn by an elastic band. "You cannot harm me," Mithrodar hisses with a feral grin. "But we can harm you. We can harm you very greatly."

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

Reference Map Floor Two

S5 is the stairs that return back down. S18 goes up further into the unknown.

Please list your Touch AC's.

Clock: Fifteen minutes Almost 16 minutes Entry

Mithrodar: Uninjured / CMD37
DW1: Near Undeath /Elevation Floor Level
DW2: Injured /Elevation Floor Level
DW3: Uninjured /Elevation Floor Level
DW4: Slightly Injured/Elevation 15ft up
DW5: Slightly Injured /Floor Level

Dread Wraiths are AC26

Vauhwyt (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch)  d20+14=24 ; d20+30=37 ;
Sunday February 19th, 2012 10:49:29 PM

Mookie caws in pain and rolls a 24 for his save. He suffers -2 on Con. The 7 damage comes off his False Life.

He dives back into the pouch.

Vauhwyt decides that diescretion is the better part. With heroism, her Fly is +15, so I think she has no need to roll for anything she is doing?

She shrugs at the chief undead and says, "Smell ya later."

She tumbles back the way she came. Acrobatics 37.

She flies back and away, getting to AQ35, I figure, she can get to AQ35 on a double move with tumbling.

DM Sanity Info

NOTE -4 Dex not logged anywhere in header or PC sheet. I intend to simply apply a -2 on all dex-based checks. Partly Mitigated by the +2 Dex of the Reduce Person spell. Reduce also brings Str14 to 12.

NOTE: Mookie = -2 Con

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 29 min)
Extended Heroism (6 hrs, 29 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) (7 hrs, 49 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (189 minutes)
Expeditious Retreat (11 minutes)
Jump (11 minutes)
Fluid Form (10 minutes)
Barkskin (1 hr, 54 min)
False Life (20 hrs)
Deathward from Mal (Duration ??)
Reduce Person (12 minutes)
Taur's Try (6 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 9 min)
Permanent Telepathy
Fluid Form (11 minutes left of 20)
Barkskin (1 hr, 56 min)
Mage Armor (54 min)
False Life (20 hrs)

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 14 min)
Barkskin on Mal, Vorelle, Aztyr, Brahmah, and Jass. (1 hour 49 min)
Reduce Person on Mal (12 minutes)

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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos - Lockjaw used 2 of 2.
Hero Points: used 3 of 5.
Dex Points Lost: 4, but currently +2 dex, -2 str due to reduce.

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

Brahmah 175/202hps, AC 29 +5 DEFENDER TOUCH AC 18 
Monday February 20th, 2012 3:57:44 AM

"Friends, lets retreat for the time being and regain our composure." The minotaur hold his ground until all of his friends are in withdrawal and then draws back, retrieving the lance as they go. He will not make attempts to attack the undead unless they push into the hall after him or his companions. (He is basically READIED to defend, will take half move on the retreat and his DEFENDER ABILITY is active from his blades.)
--------------------------------------------------------------------------------
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

What You Don't Know Can Hurt You /DMAl 
Monday February 20th, 2012 8:51:24 AM


OoC to Brahmah: Here are a series of corrections that are all interrelated.

1) You cannnot use the Defending ability of your blades if you are not attacking. It's in a note in the Fax/Erata on the Defending ability of weapons.

2) You can pick up the lance even though you have two weapons in your hands. But you can't attack dual wielding while holding three weapons. You'll have to sheath one of your current weapons or drop one in order to pick up the lance and attack.

3) We're still in round to round combat mode. A lot of what you suggest in your post adds to too many actions. But, I gather that it may be something of a general guide to the next few rounds.

You may alter your post to reflect these issues. Feel free to change or specify until post time tonight. Otherwise, I will have Brahmah sheath his Kukuri and pick up the lance this round. He will ready an attack, using his falchion alone, applying the defending to AC if attacked.

Vorelle [AC 32; Touch AC 20; HP 110/159] [Greater Magic Weapon; Barkskin] 
Monday February 20th, 2012 12:42:59 PM

"Are we regrouping?" Vorelle asks. She puts away her bow, slips past Vauhwyt into the hallway, and hesitates, uncertain. "If they're going to hide behind that wall of stone, I'm not going to be able to get to them."

[Sheathe bow and move to AR-34]

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 167/159  d20+18=19 ;
Monday February 20th, 2012 3:55:25 PM

"Smell ya later". Hearing Vauhwyt's thoughts through the Telepathic Link, Jass realizes the wraiths are all otherwise occupied. "An opportunity to leave" he also thinks through the same Link, and the sorcerer beats feet down the stairs back to the corridor outside the Witches place.

Jass looks around with his Darkvision, not used to being the lead scout, but knowing that the others are occupied and that he has to do SOMETHING to feel like he is pulling his weight!

As the sorcerer observes, another thought comes to him... when did he start caring about pulling his weight? When did these people turn from companions to friends? It is all quite confusing for the once happy-go-lucky mage.

Actions....
Perception: 19

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: 20/34 minutes; +4 AC
Prot v Evil (From Malgant) 156/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 36 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 156/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 170/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
[b]True Seeing on Vorelle; 17/17minutes (14 minutes 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...... * 6 2 0 1 1 4 0 0
}

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 
Monday February 20th, 2012 5:25:58 PM

Hearing Vauhwyt over the link, Aztyr decides it's time to really go faster, she double moves, squeezing herself around the corner and down the stairs.
*It's time to go, Vauhwyt, stop playing around and get gone.*

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 3- 2--- 3- 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 20 minutes (extended with Rod)
Barkskin, Duration 112 minutes (Vauhwyt cast)
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 3:20 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 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn 
Monday February 20th, 2012 6:59:16 PM

Everyone having their own interpretation of "Leave now" was nice but at this rate several people, large people would die before getting out of the room.
" Aztyr, Jass, get downstairs. If it isn't one of us or it come through a solid object hit it with force or an ectoplasmic spell and make it leave you alone. I'll see what I can do to get the stragglers down alive. Many of those things are hurt thanks to your spells and Vorelle being able to melee them, so even a small amount of damage should discourage them."
Malgant, small enough to move freely will move back to AR/33 this round to support the retreat next round.

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 3 minutes
-Death Ward on Malgant Duration 3 minutes
-Protection From Evil on Jass Duration 2 minutes
-Weapon of Awe +2 damage Duration 2 minutes
-Barkskin +5 natural armor duration 111 minutes
-Heroism +2 morale to hit, skills and saves duration 191 minutes
-Darkvision duration 171 minutes
-Shield +4 shield AC Duration 9 minutes
-Reduce Person Duration 11 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-Shield of Faith +4 deflection AC duration 17 minutes
-Wrathful Mantle +4 to saving throws Duration 17 minutes
-All channel energy uses expended
-2 hero points used

OOC
Sorry to post late. My mom broke her arm and my sister and I are splitting all of the things she does around the house, which is almost everything.


What You Don't Know Can Hurt You /DMAl 
Monday February 20th, 2012 7:55:08 PM


OoC: No problem Malgant/David. You aren't late. Hope your mom gets well soon.

Evil Is /DMAl  d20+18=23 ; 2d6=4 ; d6=2 ;
Monday February 20th, 2012 9:02:34 PM


Vauhwyt is no fool. She leaves, tumbling out beyond the reach of Mithrodar's chains and then exiting through the door.

Brahmah drops back five feet toward the doorway. He grabs the lance with the hand holding the Kukuri. (An awkward thing at best.) With the hand holding his falchion, he readies to attack any undead that follows, putting the Defending from that weapon into his personal protection.

Vorelle puts up her bow and exits the great hall behind Vauhwyt.

Jass, takes his cue from Vauhwyt's play by play. He leads the way back down the stairs. He plays scout. Jass detects nothing threatening within range. He hears no movement. Everything is as he remembers them leaving it. Through the door to the northeast, the body of Malatrothe lies where she died. The door to the hall where they had encountered the two jester ghosts is open as they had left it.

Azytr follows Jass down the stairs. It's tough going squeezing through. At half speed she makes it just a little past half way down the stairs.

Malgant, with consideration for the greater mobility of his size, returns to help cover the retreat. Also, perhaps, to retrieve his bag of soul jars.

"You pathetic living worms." Mithrodar spits the words from behind the wall. "You only know evil from auras. I'll show the color of true evil. I'll make you eat your bird Cat Creature!"

Then he comes shooting out of the wall. He stops with Brahmah just within the outer edge of the range of his chains (AR44) and strikes at the minotaur, who, in his attempt to protect the others, presents himself as the most likely target. (Brahmah, take 4hp Negative Energy Damage. Will save vs DC25 or suffer 2 CHA Drain.) Brahmah's readied attack has nothing to strike, as Mithrodar is too far away. As with the other times, as soon as the act is complete, Mithrodar vanishes, to snap back, presumably, to his spot behind the Wall of Stone.

Aside from that, nothing else follows from behind the Wall of Stone.

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

Reference Map Floor One
Reference Map Floor Two

S5 is the stairs that return back down. S18 goes up further into the unknown.

Please list your Touch AC's.

Clock: Fifteen minutes Almost 16 minutes Entry

Mithrodar: Uninjured / CMD37
DW1: Near Undeath /Elevation Floor Level
DW2: Injured /Elevation Floor Level
DW3: Uninjured /Elevation Floor Level
DW4: Slightly Injured/Elevation 15ft up
DW5: Slightly Injured /Floor Level

Dread Wraiths are AC26

Brahmah 175//202hps, AC 29 +5 DEFENDER TOUCH AC 18  d20+16=24 ;
Tuesday February 21st, 2012 8:07:41 AM

(OOC: Oops, I thought the undead were in taunt mode and decided we were no longer of importance so I slipped into non-combat mode. SO! Yes, I'll continue to 'cover retreat' for the group, intending to hand of the lance at the first opportunity. I'm quite nearly ready to abandon it, to be frank.)
[How do you want me to record the energy drain in what does that ACTUALLY mean?]
(Will Save 24, failed, CHA drain is perm?)

"Soulless turd." Says the ranger. For a brief moment, the minotaur examines the lance for markings which might indicate what good it MIGHT actually be against undead, if any. Engravings? What not.
--------------------------------------------------------------------------------
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

Evil Is /DMAl 
Tuesday February 21st, 2012 8:43:15 AM


OoC to Brahmah: BTW, this is Ability Drain and not Energy Drain. They are two different things. And yes, Ability Drain is permanent in that it does not heal over time as Ability *Damage* does. It can only be healed by spells such as Restoration or spells more powerful. (Lesser Restoration won't do it.)

Loss of CHA reduces CHA based skills, DC for spells for some casters, and affects Channeling for classes who channel energy. But, lest you feel that this does not affect your character because your character does not use, CHA, when you drop to Zero, you become unconscious.

You can read about Ability Damage and Drain by going to this link.

This won't affect you in normal play as much, as Brahmah doesn't use CHA much. So no need to alter your skill numbers or anything. You can record this in either your Header in the same way you would your HP. (For Example: 5/7 CHA.) Or, you could record this in the details below your post.

Evil Is /DMAl 
Tuesday February 21st, 2012 8:47:19 AM


WARNING TO BRAHMAH: If you do not specifically indicate movement in your post, I will not move you. You are currently within range of Mithrodar's attacks. You are also one good hit away from unconsciousness.

Currently, I interpret your post as meaning that you stand in one place and inspect the lance. Is that what you wish to do? You may change or add to your move any time before post time tonight.

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 167/159  d20+18=38 ; d20+14=31 ; 34d6=126 ; 5d6=15 ;
Tuesday February 21st, 2012 1:27:19 PM

Realizing he will only be in the way of a retreat for the others, Jass stays in the room below waiting for Atzyr and the rest to get down the stair. He moves to a corner and continues scanning, ready to blow up the first undead that comes through a wall, floor, or ceiling of this place.

Actions....
Perception: 38
Move to AP,29
Ready Disintegrate spell Touch AC 31 Dam 126 Fort DC 25 for 15 (further half off for incorporal)

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: 20/34 minutes; +4 AC
Prot v Evil (From Malgant) 156/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 36 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 156/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 170/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
[b]True Seeing on Vorelle; 17/17minutes (14 minutes 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...... * 6 2 0 1 1 4 0 0
}

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 
Tuesday February 21st, 2012 2:44:56 PM

Aztyr finishes making her way down the stairs, she will also take up covering the rest, being ready to magic missile a wraith. (will double move if needed, and quicken a mm to cast if needed)

*Don't play with that up there, get your asses out of the room, we obviously need the sword to handle that thing.*

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 3- 2--- 3- 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 20 minutes (extended with Rod)
Barkskin, Duration 112 minutes (Vauhwyt cast)
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 3:20 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 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn 
Tuesday February 21st, 2012 4:29:00 PM

Resorting to bluntness because Brahmah isn't getting it and will soon be unconscious Malgant says, out loud," BRAHMAH, HAUL ASS DOWNSTAIRS. YOU ARE BIG AND HAVE TO SQUEEZE SO GET GOING. GO NOW. DO IT NOW. The rest of you too. I lost our source of intel on this. Its on me, I'll cover the back. go, go, go."
Malgant does as he says and prepares a spell for the undead dogging the retreat. He prepares a RANGED heal spell( close range rather than touch, prepared at 7th level with the Reach spell metamagic feat.) He will use it on any undead other than Mithrodar that comes out after the heroes.

Malgant's Spell List

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 3 minutes
-Death Ward on Malgant Duration 3 minutes
-Protection From Evil on Jass Duration 2 minutes
-Weapon of Awe +2 damage Duration 2 minutes
-Barkskin +5 natural armor duration 111 minutes
-Heroism +2 morale to hit, skills and saves duration 191 minutes
-Darkvision duration 171 minutes
-Shield +4 shield AC Duration 9 minutes
-Reduce Person Duration 11 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-Shield of Faith +4 deflection AC duration 17 minutes
-Wrathful Mantle +4 to saving throws Duration 17 minutes
-All channel energy uses expended
-2 hero points used

The Price of Self Sacrifice /DMAl  d20+18=23 ; 2d6=9 ; d6=2 ;
Tuesday February 21st, 2012 9:07:36 PM


Brahmah intends to continue covering the retreat. For now, however, he turns his attention to the lance, examining it for markings that might make it special. He finds none. He remains in a dangerous spot.

Jass continues to watch and to wait with burning Magic Missiles. He moves into a corner to make room for the incoming Taurs.

Aztyr easily clears the rest of the stairs in a few steps and is free of the confining walls. She also prepares an attack for any undead who might show.

Malgant urges Brahmah to go and readies a spell. Malgant knows that it will be a squeeze. His fellow minotaur will have difficulty getting through. He'll be at a severe disadvantage in last place. In addition to the reduced dexterity, he would be providing fleshy cover to his attackers through which is friends would be forced to fight to defend him. Brahmah would be alone.

With an evil laugh Mithrodar bursts from out of the Wall of Stone again. Again he strikes at the most readily available target ... Brahmah. (Brahmah, take hp Negative Energy Damage. Will save vs DC25 or suffer 2 CHA Drain.) Brahmah can feel something essential pulled from him, draining away.

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

Reference Map Floor One
Reference Map Floor Two

S5 is the stairs that return back down. S18 goes up further into the unknown.

Please list your Touch AC's.

Clock: 16 minutes since Entry

Mithrodar: Uninjured / CMD37
DW1: Near Undeath /Elevation Floor Level
DW2: Injured /Elevation Floor Level
DW3: Uninjured /Elevation Floor Level
DW4: Slightly Injured/Elevation 15ft up
DW5: Slightly Injured /Floor Level

Dread Wraiths are AC26

Vauhwyt (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch)  d20+18=36 ; 2d4=3 ;
Tuesday February 21st, 2012 9:48:24 PM

Vauhwyt moves 70 ft to AT31 on the lower map and readies an Acid Arrow spell to cast if any undead should appear.

Acid Arrow ranged touch attack: hits AC36 for 3 damage.

Al, what's the icon at AY29 on the lower map for?

Brahmah 166/202hps, AC 29 +5 DEFENDER TOUCH AC 18 (down 2 CHARISMA, 5 left....)  d20+16=27 ;
Wednesday February 22nd, 2012 6:14:30 AM

(OOC: I hope it is realized that I only post once a day, as is standard in the Wold, though, I've been known to post more, as have others. Sorry if my schedule doesn't jive with you all. I work at a casino and could post on breaks, but choose not to.
Al, you either forgot or otherwise omitted the damage (I'm assuming 9, from the 2d6 you rolled is correct?) in your post. I receive another -2 on CHA, which is of course BAD!
And by the way, oops about the defender ability. I knew it only was used in combat and not as a defensive increase at anytime. Seriously, how OP would that be?!)

(Will save 27, SAVED! No CHA drain, but 9 damage... ouch!)

Looking very worn and wasted now, Brahmah looks at his friends, Jass and Malgant with an apologetic look and moves out and down stairs (As fast as corridors and his size will allow.). He thinks out loud to his friends that this lance has to go. "Have I mentioned that I hate this place yet?!"
--------------------------------------------------------------------------------
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

Brahmah 166/202hps, AC 29 +5 DEFENDER TOUCH AC 18 (down 2 CHARISMA, 5 left....) 
Wednesday February 22nd, 2012 6:18:44 AM

(OOC: I supposed that I could have cast Call Lightning one of these last few rounds, but meh!)

The Price of Self Sacrifice /DMAl 
Wednesday February 22nd, 2012 8:57:12 AM


OoC to Vauywyt: The icon in AY29 is Malatrothe (the Hag)'s dead body. No real reason to keep it there. I'll remove it in the next map.

The Price of Self Sacrifice /DMAl 
Wednesday February 22nd, 2012 9:00:45 AM


OoC to Brahmah: Yes, the hp on that last touch was 9 negative energy damage. Sorry. Could have sworn I put that in.

Vorelle [AC 32; Touch AC 20; HP 110/159] [Greater Magic Weapon; Barkskin] 
Wednesday February 22nd, 2012 11:39:56 AM

Since a general retreat seems to be underway, Vorelle moves to the top of the stairs.

[Double move to AW-34]

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 167/159 
Wednesday February 22nd, 2012 1:46:46 PM

ooc: Jay, yeah, it's not the damage but the Ability Drain. Any Ability score that goes to zero means the PC is unconscious. Even a Charisma of 0. THAT is the real danger here!

.....................

Jass maintains his vigilance in the downstairs, half afraid that while ChainGuy is bound to the throne room, his Dread Wraith minions are not!

Actions....
Perception: 38
Move to AP,29
Ready Disintegrate spell Touch AC 31 Dam 126 Fort DC 25 for 15 (further half off for incorporal)

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: 20/34 minutes; +4 AC
Prot v Evil (From Malgant) 156/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 36 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 156/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 170/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
[b]True Seeing on Vorelle; 17/17minutes (14 minutes 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...... * 6 2 0 1 1 4 0 0
}

AC 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn 
Wednesday February 22nd, 2012 5:46:01 PM

OOC
Short post, I am already late for a wake.

IC
Malgant lets the others past him and follows them down the stairs.
(too far to move to ready a spell so I hope they stay put)

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 3 minutes
-Death Ward on Malgant Duration 3 minutes
-Protection From Evil on Jass Duration 2 minutes
-Weapon of Awe +2 damage Duration 2 minutes
-Barkskin +5 natural armor duration 111 minutes
-Heroism +2 morale to hit, skills and saves duration 191 minutes
-Darkvision duration 171 minutes
-Shield +4 shield AC Duration 9 minutes
-Reduce Person Duration 11 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-Shield of Faith +4 deflection AC duration 17 minutes
-Wrathful Mantle +4 to saving throws Duration 17 minutes
-All channel energy uses expended
-2 hero points used


Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 
Wednesday February 22nd, 2012 6:30:46 PM

Aztyr again prepares a spell to cast if one of the wraiths should appear, this time it'll be a scorching ray, with ectoplasmic metamagic attached to it (making it 3rd level)

*Stop playing and get out of there, you're hurt enough already.*

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 3- 2--- 3- 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 20 minutes (extended with Rod)
Barkskin, Duration 112 minutes (Vauhwyt cast)
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 3:20 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)

Back Downstairs /DMAl 
Wednesday February 22nd, 2012 7:11:45 PM


Vauhwyt moves quickly, not stopping until she reaches the bottom of the stairs. (Vauhwyt, please be aware of when you're flying and when you're using ground movement. Last I recall, you were flying. I don't think you have 70ft of Movement while flying.)

Brahmah manages to hang onto the good humor that he has left, and he presses through the doorway to put as much distance as he can between himself and another attack.

Vorelle follows the general withdraw.

Both Jass and Aztyr maintain their vigilance, holding the room for the return of their friends while Malgant follows the rest down the stairs.

There is no pursuit. After the encounter above, Scarwall settles into an eerie silence. A silence of the tomb. A silence of the dead. Back on the first floor again, the heroes from Blackbird Lake are once again faced with a choice of directions. There are two unexplored doors in the room in which they now stand. To the west, through the double doors and into the long north/south hall in which they had faced the ghostly jesters, there are also two unexplored doors to the east. And there are the double doors in the western wall that must necessarily, if the normal rules of engineering and architecture apply here, lead to the courtyard.

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

Reference Map Floor One

Clock: 16 minutes and some since Entry

Brahmah 166/202hps, AC 29 +5 DEFENDER (in combat) TOUCH AC 18 (down 2 CHARISMA, 5 left....) 
Thursday February 23rd, 2012 3:47:32 AM

Throwing the lance to, rather than at, someone else, the minotaur slumps to the wall and looks at his friends. "Undead. Love em or hate em, their nasty things! But at least it wasn't a lich. The magic is disgusting. And mummies hit like a summoned runaway bulette! Haven't dealt with wraiths much. I'm exhausted!" His dark, more sunken features, twist into a smile. "I suppose we'll eventually have to return this way." It was more a statement than a question. "By the way, I'm NOT carrying that anymore today. It's bringing me bad luck." He points to the discarded lance.
--------------------------------------------------------------------------------
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

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 167/159 
Thursday February 23rd, 2012 11:05:53 AM

Jass sighs with relief as ALL of his friends come down the stairs alive. Well, Brahmah's personality is even more caustic than usual, but that's just because of the close-run fight, right?

"Let's look on the bright side", he speaks hollowly into the silence, "once we gain the sword, we know where to go to break the chains." His small attempt at humor doesn't even make the sorcerer smile, but it does give him an idea.

"Look, there are four guardians, right? And we killed one, one is in the courtyard, one in the tower, and one probably in the crypt of this place. The courtyard has to be right through those doors where the jesters were standing. Then, I cast a Mass Fly spell for all of us to bypass the stronghold monsters and break into the top of the tower. That is 3 of 4 guardians done right there!"

As usual, though Jass is rather free with advice, he lets people with more of a sense of responsibility to make the actual decisions.

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: 18/34 minutes; +4 AC
Prot v Evil (From Malgant) 154/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 34 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 154/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 168/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
[b]True Seeing on Vorelle; 15/17minutes (14 minutes 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...... * 6 2 0 1 1 4 0 0
}

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 
Thursday February 23rd, 2012 11:39:27 AM

*Mal, save your strength and your spells, I'll take care of Brahmah, that is if he trusts me to.....
Since I'm not really a holy person, but I do believe in Alemi, and I'm sure I'll be offered guidance to fix up one of my friends.*

With that said, Aztyr heads over to Brahmah and after a short prayer to Alemi she begins to cast a spell.....
(cast limited wish and emulating Restoration)
With the power accumulated in her hands, she touches Brahmah and uses her belief in Alemi and lets the spell flow from her, into Brahmah and then fill him with her belief and positive energy, pushing the effects of the wraiths out of his weakened form.

Aztyr's Spell Information

Level ----- 0- 1- 2--- 3- 4- 5- 6- 7- 8
Available-- *- 8- 8- 16- 8- 7- 7- 5- 4
Used ----- *- 3- 2--- 3- 0- 0- 0- 2- 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 19 minutes (extended with Rod)
Barkskin, Duration 111 minutes (Vauhwyt cast)
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 3:19 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 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn 
Thursday February 23rd, 2012 4:37:10 PM

" I wish they had been Liches. Liches are too full of themselves to see danger coming until it stands on their chest and beats them to death. Besides, liches aren't martially trained enough in most cases to fight like the disciplined team of opportunists those those Dread Wraiths were fighting as. Gods, how I wish Val were here." Malgant stops short, not meaning to have said the last bit out loud. It had been weeks since he thought of the elven woman, almost like he had forgotten her, but the pain is still right there apparently." She knew more about undead and how to kill them. Speaking of which, nice work Vorelle. If both your weapons had been ghost touch you would have killed one of them yourself, no questions asked. As for our future, I think Jass is mostly right. Lets hit the courtyard now and finish off that guardian. Then I think the dungeons. Then the tower and from that last guardian we sever the chains. Catch your breath and then into the courtyard. Alright?"

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 2 minutes
-Death Ward on Malgant Duration 2 minutes
-Protection From Evil on Jass Duration 1 minute
-Weapon of Awe +2 damage Duration 1 minute
-Barkskin +5 natural armor duration 119 minutes
-Heroism +2 morale to hit, skills and saves duration 190 minutes
-Darkvision duration 170 minutes
-Shield +4 shield AC Duration 8 minutes
-Reduce Person Duration 10 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-Shield of Faith +4 deflection AC duration 16 minutes
-Wrathful Mantle +4 to saving throws Duration 16 minutes
-All channel energy uses expended
-2 hero points used

Vauhwyt (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch) 
Thursday February 23rd, 2012 6:14:59 PM

Vauhwyt lands and agrees that the courtyard is next. She uses her sense spirit ability to maybe get some advance idea of the lay of the land (and its occupants).

She wonders what use insane souls might be to them. They have a few in jars. Could they be weapons? Could they be worn somehow to mask the living -- that is, us? Vauhwyt ponders whether her ghost touch ability would suffice to let her reach into a jar, pick up a soul, and physically tie it to herself with a length of rope say (since her rope becomes "ghost touch" rope by the fact that she is using it).

Or is it just too nuts to think about wearing crazed souls strapped to one's body? They might serve as armor of sorts against dread wight touch attacks?

She thinks all this to her friends and wonders if "outside the box" thinking like this is just too insane.

Any other ideas for how to use a crazed soul?

The Courtyard /DMAl  d20+27=45 ;
Thursday February 23rd, 2012 9:05:03 PM


Aztyr makes use of some precious magic to restore Brahmah. When they return to deal with Mithrodar, the minotaur will now not face the prospect of being driven to unconsciousness with a single lucky blow.

Jass and Malgant both had ideas as to how to proceed. Both ideas, however, involve entering the courtyard first.

Vauhwyt agrees with Jass and Malgant. After crossing the room in which they had fought the jester ghosts and opening the double doors into the courtyard, she extends her senses forward. The floor and walls, as with the rest of Scarwall, seem to contain the spirits of the undead. As such, it is normal, and beyond that, Vauhwyt detects nothing unusual.

Vauhwyt also contemplates using the souls in Malatrothe's jars. With a look around at her companions, however, she realizes that no one has brought it down with them. Despite Malgant's request that someone grab the net bag, no one did. It is still just inside the threshold of the great hall, well within striking distance of Mithrodar. Besides, one would have to be a little mad one's self to bind one's self to a mad spirit.

The courtyard runs north-south. The opposite wall looks to be some 40 feet away. A wide, stone-rimmed well stands at the western end, though the stone lip is crumbling and has collapsed in places. To the west, across the courtyard, double stairs rise to a platform fifteen feet above the courtyard. Atop it, a black double door provides entry to another section of Scarwall. From inside the courtyard the heroes from Blackbird Lake can see that a third floor rises above the second, though the third floor seems much smaller and composed of what might be islands of turrets connected by open battlements. Hanging low above the highest tower an angry darkness swirls where the sky would otherwise be.

Bent, rusted, and in some cases partially broken spikes protrude from the walls of the courtyard, and here and there, holes in the hard-packed soil hint at long-missing structures or poles that once stood within. Double doors to the north stand open, creaking on their hinges, as if left open by someone leaving in a hurry.

All is quiet, deep and dark.

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

Reference Map Floor One

Clock: 16 minutes and some since Entry

The Courtyard /DMAl 
Friday February 24th, 2012 8:21:12 AM


OoC: BTW, I took the liberty of assuming that you'd want to open the door to the courtyard. If you have any objections, please state them. We will then go under the assumption that you did not for now.

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 167/159  d20+18=19 ;
Friday February 24th, 2012 1:12:55 PM

Jass casts a small spell, preparing for the battle he is certain will happen in the courtyard. "When you first flush out the big guy, I've got a Polar Ray I'd like to try on him", Jass communicates through the Telepathic Bond.

The sorcerer keeps his eyes and ears alert, but allows at least one other person to precede him through the door before stepping out and taking a defensive position off to one side.

Actions....
Cast: True Strike: +20 to hit on next attack
Move to AI,38
Perception: 19

Active Spells:
Telepathic Bond (from Aztyr)
Contingency: Greater Dispel Magic targeted against an incoming unwilling spell
False Life: 17 hours: +16 Temp Hit Points
Shield Extended: 18/34 minutes; +4 AC
Prot v Evil (From Malgant) 154/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 34 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 154/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 168/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 15/17minutes (14 minutes in)

Active Effects:[/spoiler]
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...... * 6 2 0 1 1 4 0 0 [/spoiler]

Vorelle [AC 32; Touch AC 20; HP 110/159] [Greater Magic Weapon; Barkskin]  d20+26=45 ;
Friday February 24th, 2012 3:57:01 PM

Vorelle blushes at Malgant's praise. "Thanks," she murmurs. Then, more audibly, she adds, "I wish Val were here, too."

She moves to support her companions as they approach the courtyard, keeping an eye and ear out for trouble. [Perception 45]

AC 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn 
Friday February 24th, 2012 4:17:17 PM

" I plan to release those souls to Gargul's realm once we leave here. Perhaps they can find peace there after the torment they found here. We will need to face Mithrodar eventually, so I saw no reason to keep carrying them around. You probably could have left the lance there too Brahmah, since thet is where this will all culminate when we destroy those chains. Now, where in the courtyard would one find a kennel?"

Active spells(effects) on Malgant or cast by him
-Wings of Flying activated
-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 2 minutes
-Death Ward on Malgant Duration 2 minutes
-Protection From Evil on Jass Duration 1 minute
-Weapon of Awe +2 damage Duration 1 minute
-Barkskin +5 natural armor duration 119 minutes
-Heroism +2 morale to hit, skills and saves duration 190 minutes
-Darkvision duration 170 minutes
-Shield +4 shield AC Duration 8 minutes
-Reduce Person Duration 10 minutes ( +2 dex,-2 str,+1 attack,+1ac)
-Shield of Faith +4 deflection AC duration 16 minutes
-Wrathful Mantle +4 to saving throws Duration 16 minutes
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 274 minutes (4:50max)
-All channel energy uses expended
-2 hero points used


Vauhwyt (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch) 
Friday February 24th, 2012 5:33:35 PM

Is there a ceiling to the courtyard? Once out in it, Vauhwyt is inclined to fly up a good 100 ft at least just to be a looky-loo. In fact, count that for her action this turn. If we are round by round, then it's 60 feet straight up on a double move at 60 ft, right?

Gotta up[date my sanity info. That's tough because I'm INSANE!

The Courtyard /DMAl 
Friday February 24th, 2012 5:39:49 PM


OoC: Please note the Flying Rules, Vauhwyt. Flying Straight up is now a DC20 Fly check.

Extra Info: There is no ceiling within the 60ft range of your Darkvision. You do, however, as in the description of the DM post, see an angry swirling darkness above the tops of the 3rd floor towers. Does that give you a good enough description to inform your actions?

Vauhwyt (HP126 (+4) of 126, AC49 with defending weapon and barkskin) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch) 
Friday February 24th, 2012 7:06:54 PM

Thx! I'll fly zig-zaggy up to as high as the third floor but not to the clouds.

AC 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn 
Saturday February 25th, 2012 11:04:06 AM

OOC
Pssst Cayzle,
What I think he was driving at mostly was....
And your fly check is....

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 
Saturday February 25th, 2012 7:19:39 PM

OOC: fly check? mine's zipped... how about yours?

Brahmah 166/202hps, AC 29 +5 DEFENDER (in combat) TOUCH AC 18  d20+25=30 ; d20+36=51 ;
Sunday February 26th, 2012 4:39:54 AM

A pleasant feeling flows over Brahmah as what little charisma he had returns.

(I assume the courtyard is outdoors? What would the group think about Brahmah taking time to cast Commune with Nature? I really have no idea what might come of it, But is it worth the shot? If it is completely mutual among the party, Brahmah will cast it, otherwise) the Commune spell is not used,

Perception (if this is Urban or Underground, Al, please add +2 as appropriate for his Favored Terrain) (30 on general Perception, please +2 if dealing with undead,, centaurs, magical beasts or humans)

Survival (51 to track - see bonuses above versus favored enemies where appropriate)

And if time permits, he will take a move plus a free action to retrieve his Frost chain from a tunic pocket and will fasten it to his kukri. (will add a measly +1d6 to damage, but given the previous combat, I think it might do a bit of 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
Frost Chain (on Kukri)

AC 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn 
Sunday February 26th, 2012 12:38:47 PM

OOC
Last I checked, undead were partially or fully cold resistant...just saying.
Polar ray and the frost chain may not help. However, some of us speculated on a hell hound or some such in the kennel, so it might work out great.

AC 42(touch 35),CMD 48, 193/211 hp Malgant Winterborn 
Sunday February 26th, 2012 12:47:06 PM

OOC
I just rechecked.
Never mind what I said, cold affects them just like anyone else, though only half damage to the incorporeal undead since it is physical damage.
BTW, looking at the incorporeal header, to attack from the floor I believe it said the targets get cover unless the creature leaves the surface to attack.

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