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Infernal Soul


Nihil the Ashbringer - COMBAT ROUNDS /DMAl  d20+16=32 ; d20+14=22 ; d20+14=31 ; d20+14=26 ; d20+14=30 ; d20+14=17 ; d20+14=18 ;
Wednesday March 21st, 2012 8:19:31 PM


Brahmah informs the others before heading up the slant of the roof in the direction in which the tiny creature had gone. As he does, he uses his extraordinary ranger ability to blend in with his surroundings, and vanishes to all but the most sharp eyed of his fellow heroes. The point at which the roof joins the first of two round towers is higher than the point at which he was standing below. He's climbed 10 feet and is now on level with the others. Peering around the curve of the tower, Brahmah sees the third floor of Scarwall. There is, however, no visual sign of the tiny bat-winged creature. Brahmah can hear it, or, rather, them, as there are multiple voices. They are to the east up beyond the roof of the 3rd floor section. Either they are hidden by the roof line, they are outside of the range of Darkvision, or both.

Aztyr misses the flower, comments on the hole made by Vauhwyt, and awaits further information that might provide clear direction.

Sir Joshua works magic with flowers again. He puts up the lance, and takes out a javelin in stead. (I've mentioned this to the others several times already, so you should know as well. I generally won't move you if you do not move yourself. Try to specify map coordinates as much as possible. What you've done is fine. But, if no one else moves in the way that I think you're assuming, you won't either. Just so that you are aware.)

Malgant, on Brahmah's word, takes off after the creature. As he nears the third floor section of Scarwall, Malgant is slowed by the need to rise to the second roof level. Once risen, though, he forges on toward the voices. As he moves across the roof, they enter the range of his enhanced vision. There are not one of them, but four of them - tiny, with red skin and bat-like wings. At the same time Malgant sees them, they see him too. (Actually, you would not have seen the creature. It would have been beyond the 60ft limit of your enhanced vision before turning tail. Also, I've limited one rounds worth of movement, as things ... well, lets just say they start happening fast.)

Vauhwyt, undeterred by the seeming emptiness of the room, climbs through the hole she has made. The room, from the inside, looks as empty as it was from outside. She reports this. (We'll say you are still medium sized. But, yes, you need that sanity info. And soon.)

Only Malgant can see this

The tiny red creature nearest to Malgant raises a fist into the air. From its mouth comes ... nothing at all. The battle cry is completely silent. Equally silent, save for the flapping of large wings, the figures being to appear out of the darkness, visible as they enter the range of Malgant's enchanted sight.

A large dark angel with skeletal features rises with ease and on near silent wings. At its side also rise two roughly female forms, also large with twin tentacles stretching from the crowns of their heads. Their lower bodies bloom in a gown of writhing tendrils. Three others rise on the flanks, cold insectile monstrosities, they take in Malgant with multifaceted eyes. They too are large. At the periphery fly four maidens with black-stained wings. They each wield bows and are poised to shoot. They are all wreathed in a malevolent darkness.

The dark angle and her handmaidens point at Malgant, and he feels his magic begin to unravel. He feels the spell fire in his ring, immediately countering for him and he knows that Greater Dispelling magics have been used against him. One is countered but the second rip away some of Malgant's magic. Malgant's Barkskin is scoured from his body. Fortunately that is all.

Fire arrows fly through the air. But even without the Barkskin, the Hand is able to avoid all of them.

Only Brahmah and Malgant can see this

Across the line of the roof a wall of ice forms. It rises from the roof and extends up into the swirling darkness above. Anyone wishing to come to Malgant's aid will have to either go around, or venture into the darkness above.

The Walls of Ice reach from the roofs up into the dark swirly stuff above. It is 13 inches thick. To the South it extends down to Row 39.

Also keep in mind that there is only 10 feet between the highest roof where Malgant currently is and the dark swirly stuff. All large creatures who wish to rise in this area will be entering the dark swirly stuff.

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

We are in ... COMBAT ROUNDS!

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

Reference Map Floor Three

Clock: 22 minutes +6 since Entry

Heights (ground to foot not ground to head.)
=======
Malgant: 75ft
Aztyr: 60ft
Jass: 60ft
Sir Joshua: 60ft
Vauhwyt: 60ft
Vorelle: 60ft
Brahmah: 60ft (On the Roof)

Nihil: 75ft
HM1: 75ft
HM2: 75ft
G1: 75ft
G2: 75ft
G3: 75ft
I1: 75ft
I2: 75ft
I3: 75ft
I4: 75ft

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159  d20+10=13 ; d20+10=11 ;
Wednesday March 21st, 2012 9:49:08 PM

"Brahmah, Joshua see if you can make holes in that ice wall, I really want to save what spells I have to take out targets." Aztyr shouts out loud and repeats it over the mind link. She then moves up to the level just below the swirly stuff (30' I think) and then take a second move to U,V/19,20 (should be 30 feet up and 57 feet towards the wall)

(good thing Aztyr's not trying to turn in complicated formations.fly 13 and 11)

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- 3--- 4- 0- 0- 1- 4- 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

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
True Seeing , Duration 12 minutes
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 3:14 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 (HP124 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch) 
Wednesday March 21st, 2012 11:55:20 PM

Vauhwyt comes to the realization that Mal is nowhere even close and is beset by enemies.

"Mal!" she thinks, "Stop goofing around all by yourself and come back here! I'm the only one in this party allowed to go off alone and get in trouble."

She pauses a second, and then suggests, "I don't know how the roofs lay, but maybe you can use an AntiMagic Field! Go through the Wall of Ice without damaging it or taking damage. Cling to the roof or drop and take some falling damage. Either way, let them bust down their own wall and we can all fight together!"

Mookie mentally caws, "Yeah, don't be a cowboy! Come back! You can't fight them all by yourself!"

OOC: Mal, please. Don't be a martyr. Get back here! You can change your post anytime up to the DM post.

Vorelle [AC 32; Touch AC 20; ACP 0] [HP 144/159] [Greater Magic Weapon; Barkskin; True Seeing]  d20+16=34 ;
Thursday March 22nd, 2012 12:37:53 AM

This time, Vorelle catches the flower from Sir Joshua. She holds it, puzzled, wondering what to do with it in combat. Finally, she tucks it into a buttonhole. "Umm...thanks."

[OOC: Vorelle's eyes are gray, so good luck with that. :) ]

At Malgant's warning, she flies toward the wall of ice. I have an adamantine weapon, she sends through the line. It's only a handaxe, but I'll do what I can with it.

[Double move to AD-19. I don't think a Fly check is required for that, but here's one anyway: 34]

Brahmah 191/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18  d20+5=12 ;
Thursday March 22nd, 2012 5:29:16 AM

"I've got this ring that allows a flame burst of some power. There might be a chance to use it." He thinks through the link. "This flying is different than I remember. I used to like it, but now! Damn" The ranger takes off toward the wall of ice. (Fly check? 12) His target will be going over or through the wall, whichever is easiest (depends on the height of the wall).
If over is easier, then he'll take a full round of standard speed, since his roll sucked, and go over. If he can go through, he might use the ring next round. In either case, I suspect a round or two of going through or over. (Spider Climb might help, but since it's ice, I doubt it.)
[direction depends on where he last saw Malgant... tahat is the area of interest for Brahmah. That is where he moves too.]
--------------------------------------------------------------------------------
Conditions: NA

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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)
Mass Fly (Jass, +8 + penalties)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Nihil the Ashbringer - COMBAT ROUNDS /DMAl 
Thursday March 22nd, 2012 12:04:16 PM


OoC: Hmmm. Looks as though I used Greater Dispel Magic incorrectly. Should have taken more spells down. Won't make that mistake again.

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 129/159 
Thursday March 22nd, 2012 3:28:58 PM

Jass looks at Atzyr like she has grown a second head. "Why do we need to break through the Ice Wall? We just fly over it, eh? And with Malgant's telepathic call, he will need us soon!"

Again, the sorcerer puts thought into motion by flying eastward, angling to end his rapid flight to where he is peeking over the Ice Wall south of Malgant.

Actions....
Hustle while Flying; DC 15 auto success , able to move 120' in a round.
End movement at AD,24
Intent is to get partial cover/concealment from the Ice Wall while looking over.

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 15/34 minutes; +4 AC
Prot v Evil (From Malgant) 151/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 31 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 153/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 165/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 12/17minutes (14 minutes in)
True Seeing on Jass: 14/17 minutes (16 minutes in)

Active Effects:Highlight to display 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 6 2 1
}

Nihil the Ashbringer - COMBAT ROUNDS /DMAl 
Thursday March 22nd, 2012 4:05:06 PM


OoC to Jass: You must rise up 35 ft to get high enough to peek over the top of the Wall of Ice. Rising up is done at half speed. You can either get to AD24 and then rise up 10ft, putting you not quite to the level of the 3rd story roof. Or, you can rise up to 95 feet in height putting you into the dark swirly mass, and a height appropriate to cross over the wall, and only get as far as U20. Or, you could execute some variation thereof.

If you do not chose by Post Time tonight, I will go with the first option as it represents the most conservative choice.

BTW, to Everyone: I will provide something of a chart describing the various heights. This might make things less confusing.

AC 39,Touch 34, CMD 48/38 when flying,211/211 hp Malgant Winterborn  d20+7=21 ; d20+17=37 ;
Thursday March 22nd, 2012 5:15:49 PM

Malgant feels the frigid wall drop behind him and looks at the enemies with growing realization that he has been baited into a trap. Mentally calling out the Hand of Imod alerts his friends."Contact above. They look extra planar, definitely evil possibly devils of some kind. That wall seals me in and channels you all right into that swirling cloud above. DO NOT go into the cloud. I cannot envision any scene where that ends well. Come around the wall. Imod's priests trained me for this kind of fighting. Divide and conquer. Come around and I will meet you once you arrive."
Knowledge planes 21
Malgant flies to AH,AI/15,16 (fly 37)and loses destruction to spontaneously cast a wall of force along the line between 17 and 18 from the wall of ice to the right. The wall is 170 feet long and 10feet high meaning the devils will need to go into the swirl to cross it or around the far end.

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
-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
-Heroism +2 morale to hit, skills and saves duration 184 minutes
-Darkvision duration 164 minutes
-Shield +4 shield bonus to AC duration 2 minutes
-Shield of Faith +4 deflection AC duration 10 minutes
-Wrathful Mantle +4 to saving throws Duration 10 minutes
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 269 minutes (4:50max)
-True seeing 120' duration 10 Minutes
-All channel energy uses expended
---------------------------------------------------------------------------------
Al please use this as my post, I'll delete the other one


Vauhwyt (HP124 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch)  d20+37=42 ;
Thursday March 22nd, 2012 5:38:57 PM


Vauhwyt tells Mookie to go sit on Sir Joshua's shoulder and keep him up to date.

Then she takes a double move flying to AA13, where she uses the edge of the wall of ice for cover and stealths it up. Her stealth check is a 42. She peeks around the corner from her hiding spot and scouts out what is what.

Mookie flies to the paladin and says to him, "See, I got telepathy with the rest of those bums, so I can tell you what mental conversations they're having and fill them in on what you think. Or say, I mean. For example, right now the big cowboy is on the other side of that ice wall up there, towards the left. He's facing a hoard of devilish goons. He used a Wall of Force to divide them in half. Looks like the Boss there is getting ready to join him around the side of the ice wall on the left, as you face it there."

Mookie continues to keep the newcomer informed as the battle progresses.

He adds, "By the way, you got a backpack or pouch I can hide myself in? This place gives me the creepies, and all the baddies are drooling for blackbird pie!"

DM Sanity Info (updated 6 more minutes)

NOTE: Mookie = -2 Con

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 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, 42 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (182 minutes)
Expeditious Retreat (4 minutes)
Jump (4 minutes)
Fluid Form (3 minutes)
Barkskin (1 hr, 47 min)
False Life (20 hrs)
Reduce Person (5 minutes)

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Fluid Form (4 minutes left of 20)
Barkskin (1 hr, 49 min)
Mage Armor (47 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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 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 5 of 5.

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

Sir Joshua the Virtuous (Ken)  d20+15=33 ;
Thursday March 22nd, 2012 5:42:15 PM

Sir Joshua hears the call to combat, and removes his sword from his scabbard, calling up its fire, electricity and acid... two of which should help eat away the ice....

He smiles at his new friend and says, "Yes, stay in my pack here and I'll watch over you... I appreciate you filling me in on what the group says and I pledge that no harm will come to you... (deciding to banter a bit while flying at what seems a slow pace, he asks,) So, tell me about yourself... Where do you come from originally?"

He's excited about the chance to smash something, though he'd prefer something animate rather than a chunk of ice... But at least it'll get him some good exercise...

He moves 40' to T16 and then another 40' to AB 16...

(OOC - Thanks for the info about extra-d spaces... luckily I don't have much in my backpack, but I do have javelins, so assume that wasn't able to get them out...)

Fly Check (don't need it since I don't think I turned.. but here it is anyway...) = 33

(Q for DM - Does "haste" make you fly faster if you're flying via a spell or MI? I didn't think so but thought I'd check...)

____________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Resist Energy, Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1): Holy Sword

Magic Items with Uses
Pearl of Power (1/day, 4th level)
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day)

Other Powers
Lay on Hands - 16/16 per day
Smite Evil - 7/7 per day
Channel Energy- 9/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
AC 35, 203/203 hps, Touch AC 14
DR 5/evil

Fly skill = +15

Nihil the Ashbringer - COMBAT ROUNDS /DMAl 
Thursday March 22nd, 2012 6:40:51 PM


OoC to Sir Joshua: Yes, Haste will make you fly faster. Haste affects all forms of movement.

BTW, I count an 80ft move putting you at Z16.

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 129/159 
Thursday March 22nd, 2012 8:09:27 PM

Jass decides Malgant is correct and doesn't want to go near the swirling clouds; they remind him too much of the same types of clouds that surrounded the Floating Castle of the Dread Liches.

Instead, he rises 10' and flies to one edge at Y,13 right behind Vauhwyt.

Under the Black Miasma - COMBAT ROUNDS /DMAl  d20+16=23 ; d20+14=23 ; d20+14=18 ; d20+14=29 ; d20+9=16 ; 13d6=45 ; 3d6=7 ; 2d6=9 ; d4=4 ;
Thursday March 22nd, 2012 8:24:30 PM


Aztyr calls for holes to be made. Then she rises slowly, at a 45 degree angle to the height of the third story roof, the height at which Malgant will be. Before her, she sees the white wall of ice that rises up into the dark swirly matter. (I'll call this the Black Miasma from now on for convenience sake.)

Vauhwyt calls for Malgant to retreat, and provides several suggestions. She remains in the tower, unheeding of the fact that her Shrink Person spell may end at any time, trapping her within.

Vorelle wastes no time rising to higher elevations. She flies straight and direct, winding up at the juncture at which the roof to the second story meets the wall to the third story. Above her rises the wall of the third story, 15 feet from her position to the roof upon which Malgant must be standing. From the roof and up further into the Black Miasma, the wall of ice blocks the way.

Brahmah heads directly for Malgant's last known position. His quickest route is up and over the Wall of Ice. Like Aztyr, he seems unused to flight. He rises slowly at a 45 degree angle. For every five feet forward he rises five feet as well. After 20 feet of movement his horns are just below the level of the Black Miasma. He travels ten more feet straight east and level before he decides that he must rise again in order to crest the top of the Wall of Ice. The ranger begins to rise again, five feet up for every five feet forward. But, he finds that as his head and torso enter the Black Miasma, things begin to change. His movement is slowed to a quarter of what it had been. (1/2 speed for rising and then 1/4 of that again means 40ft of movement required to gain 5 actual feet of progress.) He begins to force his way through. His body his half way into the Black Miasma before he begins to feel the effect. The Black Miasma begins to drain Brahmah's life and experience. He feels the essence of himself being sucked dry. And, at this rate, there is so much further to go. (Brahmah, you are Energy Drained and take 4 Negative Levels. See OoC section for link to relevant info on Energy Drain and Negative Levels. If you're interested, I estimate two more rounds to get you over the wall to the other side.)

If there is danger in the Black Miasma, Brahmah has now bought incontrovertible proof. But, at what cost?

Jass can't see the need for breaking through the wall when they can simply pass over it either ... then he changes his mind. The sorcerer heads to the north and winds up near Vauhwyt.

Malgant warns the others away and makes plans to meet up with them. He correctly identifies his opponents as devils. The black winged woman his knowledge names as Erinyes, vulnerable to Good aligned weapons. The tiny red creatures he knows are Imps. They are also vulnerable to Good aligned weapons or silver. And they are immune to fire. Malgant flies off the roof to the north. There he creates a Wall of Force that confines most of the devils south of his position. The magic works fine. In fact, now that the thinks back, he heard the jabbering of the tiny red creatures right up until the time he spotted them. The only possible answer is that the creature chose deliberately not to cry out. Perhaps the call to arms had been purely visual. Or, perhaps, something else.

Vauhwyt sends Mookie to Sir Joshua. Mookie tells the Shining Knight that he is there to keep him informed. Then he asks for a pouch or bag to hide in. Then Vauhwyt herself exits the tower and flies to a place where the Wall of Ice is attached to the second story roof. From around the corner she can see Malgant fifteen feet above her level off edge of the roof of the third floor. Beyond Malgant is a cold insectile monstrosity with multifaceted eyes and a maiden with black-stained wings. This is all that she can see from below. The edge of the roof blocks her view of what might lie beyond. (BTW, Telepathy is not Clairvoyance. Malgant has mentioned nothing of a Wall of Force. Nor has Vauhwyt likely seen it cast.)

Sir Joshua moves in on the Wall of Ice. As he flies, the Shining Knight draws a sword that runs with fire, lightning, and acid.

Malgant watches as the devils begin to abandon the roof en masse. They draw back to the edge of his darkvision and then drop out of sight. The far edge of the roof. That must be where it is. Then they begin appearing again, rising up and coming around the curve of the far tower.

The single Insect Eyed devil and the lone Erynes that remain on Malgant's side of the Wall of Force wait in silent discipline as the others gather. It is the Dark Angel who acts first, again pointing a skeletal finger at Malgant. One of her Handmaidens follows suit. Malgant feels his magic being tested again, but it holds firm.

The second Handmaiden refrains, but keeps her concentration on Malgant, as though waiting for him to act.

The Erynes fires a volley of three, but all go astray.

Then the world goes white as Malgant is enveloped in a Cone of Cold that comes from the fingers of the Insect Eyed devil. (Malgant: Take 45hp Cold Damage. Reflex vs DC20 for No Damage)

From the other side of the Wall of Force another Insect Eyed devil points at Malgant and an Ice Storm rains giant hailstones down on him. (Malgant: Take 7hp Bludgeoning damage and 9hp Cold Damage. No Save.) The storm continues even after that, making perception difficult and movement tricky. (-4 to Perception and Difficult terrain, even flying. The White Circle is the Ice Storm.)

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

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

HEIGHT MAP
==========
95ft - Top edge of Wall of Ice
85ft - Black Miasma (Speed reduced to 1/4. 1d4 Energy Drain each round exposed.)
75ft - 3rd floor roof
60ft - 2nd floor roof peak
50ft - 2nd floor roof edge
20ft - 1st floor roof
00ft - Courtyard Floor


Reference Map Floor Three

Clock: 22 minutes +7 since Entry

Heights (ground to foot not ground to head.)
=======
Brahmah: 80ft (half in and half out of the Black Miasma)
Aztyr: 75ft
Malgant: 75ft

Jass: 60ft
Sir Joshua: 60ft
Vauhwyt: 60ft
Vorelle: 60ft

Nihil: 75ft
HM1: 65ft
HM2: 65ft
G1: 75ft
G2: 65ft
G3: 65ft
E1: 80ft
E2: 80ft
E3: 80ft
E4: 80ft
I1: 75ft
I2: 75ft
I3: 75ft
I4: 75ft

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Energy Drain and Negative Levels Explained

Brahmah 191/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Thursday March 22nd, 2012 9:55:26 PM

OOC: At this point, I'm wondering if there was any kind of save involved.

Its a round to move out and retreat the miasma and by the time Brahmah escapes, he's down 8 levels.
Working on the assumption that, if he continues to Malgant, whatever he encounters, Brahmah will be at a significant level deficit, down 12 (bunch of minuses and down at least 60hps)

Basically, if he's able to make it to Malgant, by getting OVER the wall, he will be fighting whatever, down 12 levels.

I need to know how much hope Brahmah might actually have in helping Malgant if he continues through? Suggestions are welcome!

I suspect this module has been designed, if not for TPK, at least losing 50%. This isn't paranoia or whatnot but just calculating evidence. The only thing that has gone in our favor, so far, is Joshua. We've been in the place for less than one half hour and it has already made us face mortality numerous times.
What I'm saying, or trying to say, is that I suspect one or more of will have to sacrifice for the party good. That's not even taking into account what might be required in the final battle, which we're nowhere near yet. Not all of us will make it out of this realm alive... and if Brahmah makes it out, he might very well retire.

Under the Black Miasma - COMBAT ROUNDS /DMAl 
Friday March 23rd, 2012 7:35:13 AM


OoC to Brahmah: I'm sorry, no. It's the way it is for a reason. If it's any consolation, you've been the true martyr here. You've tested the Black Miasma.

BTW, it's not 4 levels per round. It's 1d4 levels per round. You just happen to be unlucky enough to be the recipient of a max roll. Sorry. Dice roller = Bad.

Also, the module could have been easier. But you guys shot yourselves in the foot in a big way.

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 129/159  d20+12=32 ; 17d6=39 ;
Friday March 23rd, 2012 10:02:30 AM

ooc: please adjust Jass to 70' above the ground per last post where he rises 10'

ooc: no shooting involved, we choked the life out of our 'easier' way. :-) And where would the challenge be if it were a cakewalk? I'm enjoying the tension!
.......................

Jass makes a 'follow me' motion with his hand at his friends on this side of the Ice Wall and telepathically calls out. "Cavalry on the way Malgant!". The sorcerer then flies around the Ice Wall, giving space for the others to come around as well.

What he sees is the ice and the obvious outsiders, but something tickles his mind, and Jass uses the recent obsession of religion to ferret out that these are "Devils!", he shouts.

Realizing they are living creatures, although outsiders, Jass casts a circle of Horrid Wilting in the middle of the creatures to suck the very water from thier bodies!
..............

Actions....
Fly to AB,8
Know Religion: 32 identify strength, weakness of devils
Cast Horrid Wilting: Target AT,AU 10,11 all living creatures w/in 60 feet: 39 damage Fort DC 26 for half

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 15/34 minutes; +4 AC
Prot v Evil (From Malgant) 151/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 31 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 153/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 165/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 12/17minutes (14 minutes in)
True Seeing on Jass: 14/17 minutes (16 minutes in)

Active Effects:Highlight to display 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 6 2 1
}

Under the Black Miasma - COMBAT ROUNDS /DMAl 
Friday March 23rd, 2012 10:20:40 AM


OoC to Jass: Please give me a Caster Level check against Spell Resistance. If you do not do so before Post Time, I'll do it for you.

Also, you can only see 60 feet in any direction. That is the limit of both your Darkvision and your True Seeing. You cannot target the group of devils from where you wind up, as you cannot see them from there. Horrid Wilting is not a Burst. You must choose your targets. (No two of which can be more than 60ft apart.) In order to chose your targets, you have to get close enough to see all of them, even those furthest away from you. You need to get in close. No guts no glory. Please choose a location closer to them or choose a different action.

If you do not respond to this by Post Time tonight, I will choose a different location for you and go with your Horrid Wilting.

Also, sorry about the height. Forgot to change it in the post.

Under the Black Miasma - COMBAT ROUNDS /DMAl 
Friday March 23rd, 2012 10:47:42 AM


OoC to Everyone: Please be aware of the limitations of your Vision. As far as I know, everyone is limited to 60 feet of vision around them.

I am imposing the same limitations on your opponents as well. In case you were interested.

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159  d20+10=27 ;
Friday March 23rd, 2012 11:28:53 AM

Aztyr moves to 10,11/Y,Z and gets ready to disintegrate a target if it becomes visible (within 60')

Fly skill roll 27

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- 3--- 4- 0- 0- 1- 4- 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

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
True Seeing , Duration 12 minutes
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 3:14 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)

Under the Black Miasma - COMBAT ROUNDS /DMAl  d20+23=31
Friday March 23rd, 2012 11:59:15 AM


OoC to Aztyr: Please give me a Caster Level check against Spell Resistance. If you do not do so before Post Time, I'll do it for you

OOC from Aztyr:
SP roll 31



Sir Joshua the Virtuous (Ken)  d20+15=27 ;
Friday March 23rd, 2012 2:11:41 PM

Sir Joshua sees the other's change direction to get around the wall, and he joins them as well... "Yes... the cavalry's coming, but into what I wonder?" he asks no one in particular, since his vision is limited for most of his move by the wall and the long distances...

He also checks to ensure that Mookie is safe and assures it that he'll protect it...

Free Action - Activate armor of speed, thus enabling him to act as if he's had haste cast upon him...

(Haste Affect - +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, + 30 movement; Note that this armor lets me use haste for 10 rounds, though these do not have to be consecutive rounds...) - new movement speed for this round - 60'

Move Action - (Fly Check = 27) - He'll turn 90 degrees to go North, (costs 5' of movement) and then fly 20' to Z12... (total 25' cost) He'll turn another 90 degrees to the West, (another 5' cost) and fly another 30' to AF12 (Total 60' cost)

As a standard action, he'll cast Resist Energy (Cold) 30, to help him avoid any other cold damage that might come his way...

___________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1): Holy Sword

Cast:
Resist Energy 30 (Cold) - 170/170 minutes

Magic Items with Uses
Pearl of Power (1/day, 4th level)
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 9/10 remaining

Other Powers
Lay on Hands - 16/16 per day
Smite Evil - 7/7 per day
Channel Energy- 9/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
(this round only - haste caused +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, + 30 movement)

AC (36* this round)/35, 203/203 hps, Touch AC 15 (this round)/14
DR 5/evil,
Resist 30 Cold

Fly skill = +15

Vauhwyt (HP124 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch)  d20+37=43 ;
Friday March 23rd, 2012 3:07:23 PM

OOC: Trivial point, but I think the wall of force was cast between 17 and 18, not 18 and 19?

Vauhwyt casts a greater invisibility on herself, using a 5th level slot to do so. She moves 20 ft to 10AD, and then 30 more feet forward and 10 ft up to AJ10. She uses the storm as concealment/cover for stealth (at least for those enemies close on a line of sight of the two). Her Stealth is a 43 plus her invisibility.

Mookie stays put.

DM Sanity Info

NOTE: Mookie = -2 Con

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 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, 42 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (182 minutes)
Expeditious Retreat (4 minutes)
Jump (4 minutes)
Fluid Form (3 minutes)
Barkskin (1 hr, 47 min)
False Life (20 hrs)
Reduce Person (5 minutes)
Greater Invis (16 rounds)

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Fluid Form (4 minutes left of 20)
Barkskin (1 hr, 49 min)
Mage Armor (47 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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 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 5 of 5.

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

Under the Black Miasma - COMBAT ROUNDS /DMAl 
Friday March 23rd, 2012 3:11:49 PM


OoC to Vauhwyt: Thanks. Wall of Force is Moved.

Also, a question: Mookie stays put where? Back at Sir Joshua's last position? Or with Sir Joshua?

AC 39,Touch 34, CMD 48/38 when flying,195/211 hp Malgant Winterborn  d20+18=27 ; d20+22=32 ; 2d6+19=21 ; d6=4 ; d6=6 ;
Friday March 23rd, 2012 4:46:19 PM

OOC
Exactly Stephen. I find it refreshing that a DM is actually trying to kill us this time instead of just making things look hard and then handing us a pile of goodies. Other DM's have tried but the turtle adventure was just silly it was so easy.
----------------------------------------------------------------------------
IC
" Well the wall of force didn't help much. Ok the 3 Ice Devils can actually hurt us with their spells, the 4 Erinyes are preety feeble as far as their bow attacks, they haven't come close yet. The red things we saw before are imps, and are probaly pretty helpless against us. The other stuff though seems to have an endless supply of Greater Dispel Magic spells and they are trying to burn down my wards Worse, one of them is sitting in overwatch waiting to counter whatever I cast. So if you are gonna cast anything, do it from hidden so they can't see you to stop you. All this snow and ice is pretty annoying. I think I will go make their acquaintance now. Hurry up or there won't be any left for you guys."
DC 20 vs cone of cold made with 27 ( shouldn't that be a save for half not save for none? Holding off taking damage until you say )
Malgant flies to AM,AN/11,12 staying below the swirly badness(double move 60'). He will strike whomever enters his threatened area first.
AoO Hits AC 32 for 21 damage+10 Holy. This damage is blunt, magical, ghost touch and Holy(thus good aligned)
He also tries his best to keep the throng of Devils focused on him using the Draw fire ability. Will save vs DC29
" Really, is that all you can do? there are so MANY of you and just one of me. A little frost, some snow and your feeble attempts to strip me of my spells? Winter where I come from is harsher than what you are doing. Clearly you are outmatched and should just go home. But alas you cannot, so I will just need to kill you all and let this foul place absorb your souls. Your loss for leaving Hell in the first place I suppose. "

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
-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
-Heroism +2 morale to hit, skills and saves duration 184 minutes
-Darkvision duration 164 minutes
-Shield +4 shield bonus to AC duration 2 minutes
-Shield of Faith +4 deflection AC duration 10 minutes
-Wrathful Mantle +4 to saving throws Duration 10 minutes
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 269 minutes (4:50max)
-True seeing 120' duration 10 Minutes
-All channel energy uses expended

Under the Black Miasma - COMBAT ROUNDS /DMAl 
Friday March 23rd, 2012 4:58:40 PM


OoC to Malgant: My assumption was that you had Evasion. If you do not, then it is Half. Yes.

Vauhwyt (HP124 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch) 
Friday March 23rd, 2012 5:09:35 PM

Sorry, Al! I meant that Mookie stays put with Sir Josh, in whatever nook or cranny the paladin can spare. Or failing that, on a shoulder as a default. Hopefully in a pocket or backpack.

Under the Black Miasma - COMBAT ROUNDS /DMAl 
Friday March 23rd, 2012 9:52:01 PM


OoC: I'll wait a day or so for Brahmah and Vorelle. It's the weekend, after all.

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 129/159 
Friday March 23rd, 2012 10:33:16 PM

sorry, forgot about the sight thing.

Jass curses silently about not being able to see squat as he flies around the wall of ice. He ducks back to the same position and digs out one of his scrolls of Daylight when he is safely behind the wall again.

(Jass flies out 30 feet, then flies back reversing direction, auto success fly skill. Then standard action to dig out the scroll.)

AC 39,Touch 34, CMD 48/38 when flying,172/211 hp Malgant Winterborn 
Friday March 23rd, 2012 10:49:33 PM

Nope, no evasion. It is on my to do list though.

Brahmah 191/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Saturday March 24th, 2012 5:44:39 AM

OOC: I'm posting this morning just to make things easier on Al.

IC:
The ranger groans as his life force is peeled from him. In his head, he thinks, ["Friends, the blackness is truly evil. Do not touch it. As he retreats out of, and moving forward, the minotaur retrieves the glowing potion bottle of Daylight, hoping it may do something in the darkness as he escapes.
(I seem to remember Brahmah making a full move toward Malgant, so the fact that retrieving the bottle is a move action, doesn't escape me... its worth experimenting while someone is inside the cloud of mess.)
--------------------------------------------------------------------------------
Conditions: 4 negative levels so far

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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Vorelle [AC 32; Touch AC 20; ACP 0] [HP 144/159] [Greater Magic Weapon; Barkskin; True Seeing]  d20+16=33 ; d20+31=40 ; 2d6+10=17 ;
Sunday March 25th, 2012 12:11:39 AM

Vorelle flies up to where the Wall of Ice blocks her from Malgant [fly 33]. She yanks her adamantine axe out of its sheath and applies a single, powerful chop to the wall.

[OOC: Vorelle's player is pretty hopeless when it comes to spatial logic, especially in three dimensions. I'm hoping those actions are possible. If not, let me know and I'll try to make my brain follow what's going on.]

[Use Vital Strike for more damage. Hit AC 40 for 17 points of adamantine goodness.]

Brahmah 191/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Monday March 26th, 2012 3:11:59 AM

"So, anyone able to restore my life?" Asks the disgruntled minotaur the boundary of black.

(I'd attempt a perception check, but really, what's the point? ;))

--------------------------------------------------------------------------------
Conditions: 4 negative levels so far

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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Casualties - COMBAT ROUNDS /DMAl  d20+17=18 ; d20+20=25 ; d20+20=29 ; d20+14=20 ; d20+14=18 ; d20+16=30 ; d20+16=34 ; d20+16=22 ; d20+11=15 ; d20+11=22 ; d20+11=25 ; d20+11=15 ; d20+24=37 ; d4=1 ; d20+24=38 ; d20+16=35 ; d20+16=29 ; d20+14=20 ; d20+14=24 ; d20+14=30 ; d20+14=30 ; d20+14=20 ; d20+14=32 ; d20+14=16 ; d20+9=12 ; 2d6=6 ; 3d6=12 ; 13d6=45 ; 13d6=49 ;
Monday March 26th, 2012 7:50:26 AM


Jass moves in, coming near enough to deliver a Horrid Wilting spell. But he finds that he can only see the nearest of the devils. To target the others he would have to approach dangerously near. He flies back and retrieves a scroll instead.

Aztyr moves cautiously around the northern end of the Wall of Ice, ready to Disintegrate the first foe she sees.

Sir Joshua changes course. He comes around the Wall of Ice. But not without preparing protection against the Cold. He assures Vauhwyt's little black raven familiar that he will protect it. But, aside from words, provides nothing else. (Mookie is still exposed on Sir Joshua's shoulder.)

Vauhwyt casts Greater Invisibility on herself and moves in with stealth.

Malgant informs the others of his assessment of the devils' tactics. Then he takes the fight to them. He issues a challenge that he hopes will have teeth. Many of the devils do, indeed, appear to turn their attention to the Hand. The Dark Angel, however, keeps her skeletal head. She, however, is watching Malgant very closely and with suspicious eyes.

Vorelle shoots straight up into the air to the level at which the ice meets the roof. With her Adamantine Axe she gives the white stuff a good chop. Ice chips fly, but it looks as though she still has half the walls thickness to go. Vorelle can feel the frigid air from the ice wall begin to coalesce.

Brahmah remains in place despite the draining effect of the Black Miasma. He attempts a perception check. Over the top of the Wall of Ice, he can see that Malgant is no longer where he expected the Hand to be. Things have moved. Below is Vorelle attempting to break through the ice. To the north are Jass and Aztyr. Remaining in the Black Miasma may be a mistake. The dark stuff draws more of Brahmah's life (Brahmah Take 1 more Negative Level in addition to previous 4 making the total 5.)

A decision comes to the face of the Dark Angel. She speaks not a word, but the small flock of Imps darts forward as though by command. At just under the level of the Black Miasma, they make their way through the lines of our heroes. As soon as one comes within range of Aztyr, it becomes the recipient of a green Disintegration ray. It disappears in a bloody cloud, but the others fly on. They stop within sight of the others and point excitedly at our Heroes (not oddly, leaving out Vauhwyt), but they say not a word. The nearest visible Erynes, however, points silently at Vauhwyt and the Dark Angel also looks in that direction.

The Dark Angel and her Handmaidens again use their powers to Dispel Magic. The Handmaidens direct their will towards Malgant (Malgant, lose all spells below CL24, there can't be many. Essentially, all spells from items.) The Dark Angel's usage of the dispelling covers three of the nearest heroes, and her dispelling is just powerful enough. One of the imps looses it's dark corona as well. (Sir Joshua lose Resist Cold, Vauhwyt lose Fluid Form, Malgant lose Mind Blank.)

The Erynes all attack Malgant. Three firing as they come within sight, the nearest firing a full attack. None of the attacks make it through the Hand's defenses. But the number of arrows in the air is daunting. Sooner or later, fate will have its way.

Then the three Insect Eyed devils unleash a barrage of cold. The one on the far side of the Wall of Force drops another Ice Storm, this time on top of Malgant and Vauhwyt. (Malgant: Take 12hp Bludgeoning damage and 6hp Cold Damage. No Save. -4 to Perception and Difficult terrain, even flying. The White Circle is the Ice Storm.)

Then the two unleash cones of cold that engulf Malgant, Vauhwyt, and Sir Joshua. (And yes, Mookie too. Take: 45hp Cold Damage. Reflex vs DC20 for half Damage. Take: 49hp Cold Damage. Reflex vs DC20 for half Damage)

The Imps are obliterated by their own friendly fire. But, that's evil for you.

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

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

HEIGHT MAP
==========
95ft - Top edge of Wall of Ice
85ft - Black Miasma (Speed reduced to 1/4. 1d4 Energy Drain each round exposed.)
75ft - 3rd floor roof
60ft - 2nd floor roof peak
50ft - 2nd floor roof edge
20ft - 1st floor roof
00ft - Courtyard Floor


Reference Map Floor Three

Clock: 22 minutes +8 since Entry

Heights (ground to foot not ground to head.)
=======
Brahmah: 80ft (half in and half out of the Black Miasma)
Aztyr: 75ft
Malgant: 75ft
Vorelle: 75ft
Jass: 70ft
Vauhwyt: 70ft
Sir Joshua: 60ft

Nihil: 75ft / SR27
HM1: 65ft / SR27
HM2: 65ft / SR27
G1: 75ft / SR27
G2: 65ft / SR27
G3: 65ft / SR27
Erynes1: 80ft / SR27
Erynes2: 80ft / SR27
Erynes3: 80ft / SR27
Erynes4: 80ft / SR27
All Imps Dead

Ice Wall at AD19 1/2 breeched

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Energy Drain and Negative Levels Explained

Casualties - COMBAT ROUNDS /DMAl 
Monday March 26th, 2012 7:50:53 AM


OoC to All: Apologies for not getting Friday's post out earlier.

Vauhwyt (HP124 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch) 
Monday March 26th, 2012 9:06:59 AM

Al, did you make SR rolls? Mookie has SR 23.

How does SR work on area effects? I gotta look that up too soon. Speaking of gotta do asap, I also gotta make a non-gnomish PC sheet for Mookie. ASAP.

Casualties - COMBAT ROUNDS /DMAl  d20+13=15 ; d20+13=31 ; d20+13=28 ;
Monday March 26th, 2012 9:12:39 AM


OoC to Vauhwyt: I didn't. Thanks. CL15 vs Mookie's SR23 for first Cone of Cold. CL31 vs SR23 for second Cone of Cold. CL28 for Ice Storm.

This applies to anyone who has SR within these effects.

Also, Mookie lost Fluid Form too from the area Dispel. I forgot.

Vauhwyt (HP124 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch) 
Monday March 26th, 2012 10:02:40 AM

SR vs the dispel?

Casualties - COMBAT ROUNDS /DMAl 
Monday March 26th, 2012 10:08:00 AM


OoC to Vauhwyt: Dispel Magic is not subject to Spell Resistance.

Vauhwyt (HP124 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch) 
Monday March 26th, 2012 10:48:06 AM

Thanks, Al!

Casualties - COMBAT ROUNDS /DMAl 
Monday March 26th, 2012 12:29:44 PM


OoC to All: BTW, I'm Dispelling against a DC of 28. That's your CL of 17 plus 11. If anyone is higher due to extenuating circumstances, please speak up.

Sir Joshua the Virtuous (Ken)  d20+21=37 ; d20+15=22 ; d20+15=20 ; d20+13=23
Monday March 26th, 2012 12:52:29 PM

Sir Joshua feels his spell drain away but does try to avoid the cone of cold aimed in his direction... (Reflex - 37)... He deftly avoids it's affect (his ring of evasion allows him to avoid any of the damage) and both he and Mookie should be unscathed. Taking his new friend, he says, "Hey, I though you were going to hide in my pocket. Here, let's try this one," as he puts Mookie into a pocket of his backpack, leaving it slightly open for air and so that he can hear Mookie's comments and directions...

Roaring in derision at the insects, he taunts, "You've got to do better than that you idiots. Why don't you come closer and let me teach you a few things about how to fight..." (Intimidate 23)

As a standard action, he casts "Holy Weapon" upon his bastard sword, upping it to a +5 Holy Weapon that ALSO puts out a Magic Circle vs. Evil around both he and Mookie...

He's still hasted and so he moves turns 45 degrees (Fly Check = 22) to the SE (no cost in movement), moving 25' to AK 17, and then turning 45 degrees again to the East and around 25-30 degrees upward (Fly Check = 20, no move cost) then 15 more feet East and 10 feet up to AN17 , ending height around 68-70' (my feet) (total move so far is 40'([i]putting my head and weapons at 75', which is where the feet of the insect G1 is at (75'), just enough to let me bash at him but he has to drop down to hit me? DM - If I messed up my geometry, I apologize but I'm trying to keep it simple here ;) My goal is to get beneath him but close enough to bash him and stop myself from getting flanked. I've got the ice wall to my South, guarding me somewhat and then I hit them in the flank... )...

___________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - 17/17 rounds - The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).

Magic Items with Uses
Pearl of Power (1/day, 4th level)
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 16/16 per day
Smite Evil - 7/7 per day
Channel Energy- 9/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
Hasted - +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, + 30 movement
MCvsEvil - (None of bonuses stack however - +2 Resistance Bonus to Saves, +2 Deflection Bonus to AC)

AC (36* this round)/35, 203/203 hps, Touch AC 15 (this round)/14
DR 5/evil,
Magic Circle vs. Evil (from Weapon)

Fly skill = +15



Casualties - COMBAT ROUNDS /DMAl 
Monday March 26th, 2012 1:25:03 PM


OoC to Sir Joshua and Vauhwyt: Sorry to say that the Ring of Evasion would not cover Mookie. Also, Sir Joshua, please roll a Reflex Save vs both Cones of Cold. You'll need another roll, please. If you do not respond by post time tonight, I'll roll it for you.

This goes for Vauhwyt and Malgant as well. One Reflex Save for each Cone of Cold.

I'll declare that stowing Mookie in a pouch will be a Standard Action on the part of Sir Joshua. This doesn't seem to be inconsistent with anything in his current post.

On your movement, Sir Joshua.

1) To AK17 is not 25ft. Moving diagonally is +5 every other square. So, movement to AK17 is 35ft.

2) To AN17 is not 15ft. Moving upward is double the cost. So, movement upward from AK17 to AN17 and up to 70ft (Your feet at 70, your head at 75) from 60ft should be 30ft of movement.

3) Your Fly movement with Medium Armor is 40ft. Your Haste adds another 30ft to that for a total of 70ft of potential movement.

4) The movement you outlined takes up 75ft. That's 5ft over.

You may reconsider at any time before post time. If you do not reply to this by then, I will move you to AN16 at 70ft. That would have a similar effect to the one you outlined. The only difference would be that you would be 5ft north.

I'll point out that either way, you're opening yourself up for an AoO. This creature is Large sized. And, it does not have to drop down to strike. If you can strike up and hit it, why can't it strike down and hit you?

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159  d20+23=31 ; d20+13=30 ; 34d6=121 ; 6d6=28 ; d20+10=21 ;
Monday March 26th, 2012 1:53:21 PM

Aztyr decides to move to AG,AH/10,11 and then start firing spells at the Angel thingy.

Cast Disintegrate
Ranged Touch Attack 30
Spell Penetration 31
Damage 121 or 28 if makes DC 24 Fort save

Fly Roll 21

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- 3--- 4- 0- 0- 2- 4- 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

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
True Seeing , Duration 12 minutes
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 3:14 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)

Casualties - COMBAT ROUNDS /DMAl 
Monday March 26th, 2012 2:06:12 PM


OoC to Aztyr: You are too far away to see. You must move within the 60ft range of your True Seeing in order to target the Dark Angel. You may revise your move at any time between now and post time. If you do not respond before post time, I will move you to the 60ft range and proceed with your spell as outlined.

Ignore this. With Jass' move, you're fine.

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 129/159  d20+21=30 ;
Monday March 26th, 2012 2:45:21 PM

Jass casts Daylight on the scroll itself and then flies around the Ice Wall, gliding through the air up until he is just behind where Sir Joshua used to be. "No pussyfooting around, gents", he thinks to his friends, "get around the Ice Wall and start reducing the number of enemy!"

His Daylight glows, making it easy to see 60 feet away and even target enemy 120 feet away in the dim shadows. Seeing the ice-encrusted rooftop, Jass gives a rictus grin and thinks at his friends again; "No worries for me, the cursed magic inside me makes me immune to cold spells"/[i] He sees the Ice Devil behind the wall of force and casts a [i]Quickened Hideous Laughter to remove the devil from the battle.

Actions....
Cast Daylight on scroll from scroll (CL 5)
Fly to AG,12
Cast Quickened Hideous Laughter on Ice Devil #2 Will DC 21 or 17 rounds helpless Spell Penetration: 30

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 12/34 minutes; +4 AC
Prot v Evil (From Malgant) 151/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 28 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 150/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 9/17minutes (14 minutes in)
True Seeing on Jass: 11/17 minutes (16 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll

Active Effects:Highlight to display 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 7 2 1
}

Sir Joshua the Virtuous (Ken)  d20+21=33 ;
Monday March 26th, 2012 3:02:43 PM

(OOC - DM - Thanks for the patient correction... let's revise my move and actions somewhat...

1. I don't want to burn up a standard action putting Mookie in the backpack, since he should be able to climb in himself... I need that action for my holy sword spell... So I'll say to Mookie, "Why don't you crawl in this little pocket here and watch the fun begin..."
2. 2nd Reflex Save - 33, made it...
3. Thanks for the info on diagonal movement... Got 4.0 and 3.5 rules confused...
4. Referring to going upwards, I saw on the website that an errata says we don't have movement halved for going upwards, and instead pay the 5' penalty? I'm a bit confused and can you help clarify this? (http://www.d20pfsrd.com/skills/fly#FAQ1 - Source was http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9o76)
5. How am I opening myself for an AoO? I'm ending up next to him, but I'm not leaving a threatened square? I'm casting before moving, I'm moving into the threatened square, not out of it... Or does he have 10' reach, and is that why I'm getting an AoO? My goal either way is to get within 5' of him, so I can get a full attack next round, combined with a 5' step... I don't want to give him a free shot though...
6. AN16 is fine for my ending spot, unless that's an AoO spot...
7. I was hoping that he'd have to drop down some to get in solid attacks, thus blocking the LOS between him and the other bad guys to the North...

Thanks



Casualties - COMBAT ROUNDS /DMAl 
Monday March 26th, 2012 3:32:11 PM


OoC to Sir Joshua:

... The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. ...

That's the line from the Fly spell. The question in the Errata was if an additional speed penalty was to be added for both ascending *and* rising diagonally (as would happen if ascending at a 45 degree angle). The opinion in the Errata is No. There is no 5ft penalty every two squares for ascending in a 3 dimensional diagonal. The half speed is all that is required.

And yes, the AoO that would be taken is because the creature you are approaching is Large sized and has a 10ft reach. I'll make modifications per your instructions.

Also, Mookie cannot access your equipment without you opening it for him. That will require, at the very least, a move equivalent action. Without such a stipulation as this, stealing from anyone with a pack would become much easier.

Sir Joshua the Virtuous (Ken) 
Monday March 26th, 2012 3:44:50 PM

(Thanks for the feedback... On 2nd thought, I'll eat the AoO in order to get up close to him (AN16) so I can get a full attack next round... I've got to hit this guy and do it hard and thoroughly next round, with all 4 attacks with my weapon on a full attack... Hope I don't regret this... )

Vauhwyt (HP124 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch) 
Monday March 26th, 2012 3:52:15 PM

OOC: Al, my caster level is 16, so you are treating my spells as one harder to dispel than you should. Except for anything cast under the Bead of Karma ... for those spells, the CL is 20.

AC 39,Touch 34, CMD 48/38 when flying,172/211 hp Malgant Winterborn 
Monday March 26th, 2012 4:53:30 PM

OOC
Al, does the dispel cancel constant items like the Ribbons of Minor Displacement, Wings of Flying, Amulet of Mighty Fists and the Monk's robe?
If not ( which I don't think because they were not specifically targeted by the dispel) Then the Dark Angel got my Mind Blank and that's it.

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 184 minutes CL 20
-Darkvision duration 164 minutes CL17
-Shield +4 shield bonus to AC duration 2 minutes CL 17
-Shield of Faith +4 deflection AC duration 10 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 10 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 269 minutes (4:50max) CL 17
-True seeing 120' duration 10 Minutes CL 17
-All channel energy uses expended

AC 39,Touch 34, CMD 48/38 when flying,124/211 hp Malgant Winterborn  d20+18=38 ; d20+18=29 ;
Monday March 26th, 2012 5:05:47 PM

OOC
Al If I move only 5' even in difficult terrain am I still allowed to make a full round action?

IC
Reflex save 38 for 23 damage
Reflex save 29 for 25 damage



Casualties - COMBAT ROUNDS /DMAl 
Monday March 26th, 2012 5:29:40 PM


OoC to Malgant: No, the Dispel does not affect any of your magic items. In order to affect a Magic Item, they must be specifically and individually targeted. You are correct in this. It got your Highest Level existing spell, which, I believe, was Mind Blank at Level 8.

No, you may not take a 5-foot step in the classical sense. You may move five feet through difficult terrain. But that is considered a Move Action and consequently disallows a Full Attack.

Here's the Description of the 5-foot step. It says: "You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness." The description in the Ice Storm spell simply says, "difficult terrain".

AC 39,Touch 34, CMD 48/38 when flying,124/211 hp Malgant Winterborn  d20+22=23 ; d20+22=42 ; d20+22=34 ; d20+15=33 ; d20+10=25 ;
Monday March 26th, 2012 5:44:27 PM

I understand why you are doing it, but under difficult terrain it also says Flying and incorporeal creatures are unaffected by difficult terrain.

Casualties - COMBAT ROUNDS /DMAl 
Monday March 26th, 2012 5:49:55 PM


OoC to Malgant: That's a good point. I revisited the Ice Storm spell. It says: "For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain."

I'd have to consider a continuing rain of heavy snow and ice to be difficult terrain even for flying creatures caught within. Maybe even for incorporeal creatures with the hampered vision. Sorry.

AC 39,Touch 34, CMD 48/38 when flying,124/211 hp Malgant Winterborn 
Monday March 26th, 2012 5:59:41 PM

Nope, I get that, that's why I said I understand why you did it. So long as I asked and know whats going on I'll take advantage of the no dispellers on overwatch and heal myself.

AC 39,Touch 34, CMD 48/38 when flying,211+17/211 hp Malgant Winterborn  d20+22=23 ; d20+22=42 ; d20+22=34 ; d20+15=33 ; d20+10=25 ;
Monday March 26th, 2012 6:12:54 PM

OOC
Disregard the rolls. A completely different course of action was taking place until I goit the answers to the Questions I posed.
IC
Malgant uses the link to answer Brahmah" Very busy keeping the attention of nearly a dozen foes here. GET OUT OF THAT CRAP!! If you don't you will be weak enough for Mookie to talk you to death when you do emerge from it. The snow is really hampering my ability to close on them so I will be healing and then getting in among them. Keep that in mind for AoE spells. Also ignore the archers. They have had ample opportunity to hit me and failed every try. Kill the dispellers as fast as you can. They will eventually get Lucky and strip a spell I need or go back into overwatch and counter all you cast."
With that said, Malgant takes the opportunity to ready himself for the fray.
Cast Quickened Divine Power
Cast Heal healing up to 150 hp damage on Malgant
He then moves to Ao,AP/8,9

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 184 minutes CL 20
-Darkvision duration 164 minutes CL17
-Shield +4 shield bonus to AC duration 2 minutes CL 17
-Shield of Faith +4 deflection AC duration 10 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 10 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 269 minutes (4:50max) CL 17
-True seeing 120' duration 10 Minutes CL 17
-Divine Power duration 17 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-All channel energy uses expended

Vauhwyt (HP124 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch)  d20+14=28 ; d20+23=30 ; d20+23=38 ; d20+19=23 ;
Monday March 26th, 2012 6:23:14 PM

Al, you wrote: "The one on the far side of the Wall of Force drops another Ice Storm, this time on top of Malgant and Vauhwyt. (Malgant: Take 12hp Bludgeoning damage and 6hp Cold Damage. No Save. -4 to Perception and Difficult terrain, even flying. The White Circle is the Ice Storm.)"

I'm assuming Vauhwyt also takes that 12 bludgeoning and 6 hp cold?

Mookie has to save vs 1 cone of cold, 49 hp.

Vauhwyt has to save vs two cones of cold, Reflex DC20, 45 and 49 hp

I hope I got that right.

Saves: Mookie has a base +9 reflex +3 dex +2 heroism = +14. He rolls a 28 and saves for no damage.

Vauhwyt has a reflex save of base 9 +9 dex +3 enh +2 hero = +23. She rolls a 30 and a 38, and also takes no damage.

More to come. In case I miss deadline ...

Mookie takes cover in Sir J's pouch. Why does SJ have to take an action for that? Can't Mookie take a full round action to hide? Or at the least, Mookie's full round and SJ's move action should suffice?

V tries to fly 30 ft to AP8. Fly check +8 +9 dex +2 hero = 23. It that's good enough, she attacks once invisibly to sneak attack ... is that a bug thing? UGH! Gotta catcha train!

DM Sanity Info

NOTE: Mookie = -2 Con

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 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, 42 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (182 minutes)
Expeditious Retreat (4 minutes)
Jump (4 minutes)
Barkskin (1 hr, 47 min)
False Life (20 hrs)
Reduce Person (5 minutes)
Greater Invis (16 rounds)

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Barkskin (1 hr, 49 min)
Mage Armor (47 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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos
- Lockjaw used 2 of 2.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

Casualties - COMBAT ROUNDS /DMAl  d20+21=26 ; d20+17=29 ; d20+16=33 ; d20+11=21 ;
Monday March 26th, 2012 7:10:53 PM


OoC to Vauhwyt: Yes, all of your assumptions are correct. And I have already indicated to Sir Joshua that a Move Equivalent action on his part, accompanied by a Move by Mookie will be sufficient. Essentially, the difference will be equivalent to Sir Joshua opening the flap and letting Mookie dive in vs Sir Joshua placing Mookie within.

Vauhwyt (HP124 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch)  d3=3 ; d20+29=37 ; d4=2 ; d6=4 ; d6=5 ; d6=1 ; d6=4 ;
Monday March 26th, 2012 7:45:56 PM

OOC: healed up and reduced, V's dex is 30, not 28.

Spikes are lucky to the tune of +3.

V's attack, invis, on a bug is base +9 +10 dex, +5 enhance, +2 hero, +3 luck = +29. rolls a 37 to hit. inflicts 1d4+9+4d6 SA = 25 damage. Oh, add +2 to hit for being invis = hits AC39.

Before Mookie dives, he casts feather step on Sir Josh via his Brahmah's Tattoo. "I wish I were hitting the Boss with that." he thinks. He tells Sir Josh that this will let him fly through the storm with no problem, he thinks.

Edit sanity info above to note tattoo use and remove fluid forms.

Casualties - COMBAT ROUNDS /DMAl 
Monday March 26th, 2012 7:57:18 PM


OoC to Vauhwyt: Could you clarify your target? What square(s) is it in?

Vauhwyt (HP124 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch) 
Monday March 26th, 2012 8:05:31 PM

Moving to AP8, attacking the one in AQ8. if that's a bug thing ... moving to AN15 if that's a bug thing. I think I can make it to either square? V would rather not fight the chickie babes because she does not want to get level drained/kissed.

OOC: I actually think it's the demon chickie babes who kiss to drain levels, but V has very poor Know Relig.


Casualties - COMBAT ROUNDS /DMAl 
Monday March 26th, 2012 8:36:35 PM


OoC to Vauhwyt: Good enough. AN15 it is. BTW, the Chickie Babes are also the one's that spotted you.

Tactical - COMBAT ROUNDS /DMAl  d4=2 ; d20+23=37 ; d20+23=41 ; d20+14=17 ; d20+14=24 ; 3d6=5 ; 2d6=7 ; 5d8=21 ; d4=1 ; 5d8=23 ; d4=1 ; 5d8=20 ; d4=3 ;
Monday March 26th, 2012 9:29:31 PM


Sir Joshua calls magic to his sword. It glows with holy vengeance. With righteous wrath now on his side, the Shining Knight now rises to meet one of the devils. As he approaches, Sir Joshua can see that the reach on the thing will make getting close an difficult proposition. He grits his teeth and forges forward. The Insect Eyed devil swings a frosty spear at Sir Joshua, but the point is easily deflected by the paladin's shining armor.

Aztyr stays safely to the rear, intent, somehow, to target this Dark Angel with a Disintegrate spell. The only difficult part would be hitting what she cannot see. This is a problem ... until Jass lights the area up. The green beam of Disintegration lances from Aztyr's palm, and the Dark Angel is unable to avoid it. It's fortitude, however, shakes off the spell, and it appears little harmed.

Jass brings light to the area, drawing special attention to himself in the process. He tells a particularly dark joke to the Insect Eyed devil on the far side of the Wall of Force. The joke draws a cruel smile from the face of the Insect Eyed devil, though. A cruel smile and that is all.

Malgant makes a stern appeal to Brahmah and then prepares to go on the attack. His wounds heal and he draws power from his god before flying in to close with the Dark Angel, forgetting (possibly) that the Angel has a reach equal to his own. The Angel, looks at Malgant with suspicion, and does not rise to the bait.

Vauhwyt and Mookie manage to weather the storm without catastrophic injury. Mookie confers Featherstep spell on Sir Joshua, but is still stuck out in the open, clinging to Sir Joshua's shoulder. Fortunately, the Insect Eyed devil hasn't paid much attention to the little bird. Without Sir Joshua's help, there will be no access to the secure pouches. Vauhwyt herself flies to attack the same Insect Eyed devils that Sir Joshua has lined himself up against. Vauhwyt hits the devil, but doesn't do as much damage as she thinks she should. Damage reduction is decidedly in play.

Brahmah suffers for not having moved out of the Black Miasma. It drains him again. (Brahmah Take 2 more Negative Level in addition to the previous 5 making the total 7.)

Without a word and almost as one, the devils withdraw.

The Dark Angel simply pulls away from Malgant with perfect flying grace. She leads the way back under Malgant's Wall of Force, placing it between herself and our heroes.

The Handmaidens both seem to know exactly where Vauhwyt is. Vauhwyt feels the dispelling attacks, but none are able to tear away her spells. Then the Handmaidens too go under the Wall of Force.

The Insect Eyed devils withdraw, except for the one on the far side of the Wall of Force. It waits for its cadre to clear the area. Then it drops an Ice Storm on top of Vauhwyt and Sir Joshua. Only then does it too retreat. (Sir Joshua, Vauhwyt and Mookie: Take 5hp Bludgeoning damage and 7hp Cold Damage. No Save. -4 to Perception and Difficult terrain, even flying. The White Circle is the Ice Storm.)

Three of the Erynes leave a nasty surprise behind. In unison, they raise their arms to high, and a three black Unholy Blights bursts from the air about Malgant, Vauhwyt and Sir Joshua. (Sir Joshua, Vauhwyt and Mookie: Take 21hp and be Sickened for 1 round. Beat a Fortitude vs DC19 negates the Sickened and takes half damage. Malgant and Vauhwyt : Take 23hp and be Sickened for 1 round. Beat a Fortitude vs DC19 negates the Sickened and takes half damage. Malgant and Vauhwyt : Take 20hp and be Sickened for 3 rounds. Beat a Fortitude vs DC19 negates the Sickened and takes half damage.)

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

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

HEIGHT MAP
==========
95ft - Top edge of Wall of Ice
85ft - Black Miasma (Speed reduced to 1/4. 1d4 Energy Drain each round exposed.)
75ft - 3rd floor roof
60ft - 2nd floor roof peak
50ft - 2nd floor roof edge
20ft - 1st floor roof
00ft - Courtyard Floor


Reference Map Floor Three

Clock: 22 minutes +9 since Entry

Heights (ground to foot not ground to head.)
=======
Brahmah: 80ft (half in and half out of the Black Miasma)
Aztyr: 75ft
Malgant: 75ft
Sir Joshua: 75ft
Vorelle: 75ft
Jass: 70ft
Vauhwyt: 70ft

Nihil: 75ft / SR27 / AC??, Touch AC28 / Slightly Injured
HM1: 75ft / SR27
HM2: 75ft / SR27
G1: 75ft / SR27 / AC32 / DR10-?? / Slightly Injured
G2: 75ft / SR27 / AC32 / DR10-??
G3: 75ft / SR27 / AC32 / DR10-??
Erynes1: 65ft / SR27
Erynes2: 80ft / SR27
Erynes3: 75ft / SR27
Erynes4: 80ft / SR27

All Imps Dead

Ice Wall at AD19 1/2 breeched

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Energy Drain and Negative Levels Explained

Vorelle [AC 32; Touch AC 20; ACP 0] [HP 144/159] [Greater Magic Weapon; Barkskin; True Seeing]  d20+31=50 ; d20+26=46 ; d20+21=36 ; d20+16=25 ; d6+14=20 ; d6+14=20 ; d6+14=18 ; d6+14=16 ;
Monday March 26th, 2012 10:04:25 PM

[OOC: Okay, I have to protest a little bit. The previous DM post was at 7:50 this morning. This DM post is at 9:30 pm on the same day. That's less than 14 hours. I know I'm not the most consistent poster, but today is NOT MY FAULT!]

Vorelle continues chopping at the wall. [Hit AC 50 for 20 damage; hit AC 46 for 20 damage; hit AC 36 for 18 damage; hit AC 25 for 16 damage.]

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 
Monday March 26th, 2012 10:16:56 PM

OOC: I adjusted my post, and Aztyr moved forward, long before you posted.

AC 39,Touch 34, CMD 48/38 when flying,211+17/211 hp Malgant Winterborn  d20+22=37 ; 2d6+24=33 ; d6=5 ; d6=4 ;
Monday March 26th, 2012 10:28:58 PM

AoO on the Angel hits AC 42(forgot the divine power) for 33 damage + 9 holy damage this damage is good aligned, blunt and ghost touch....something has to pass her DR

OOC
follow up? I don't want her toddling off and sneaking up on us again

Tactical - COMBAT ROUNDS /DMAl 
Tuesday March 27th, 2012 7:11:32 AM


OoO to Vorelle: Sorry. I was ready to post on Friday. But was missing two players at Post Time. Then the weekend got in the way.

Tactical - COMBAT ROUNDS /DMAl 
Tuesday March 27th, 2012 7:12:26 AM


OoO to Azytr: Ahh. Sorry.

Tactical - COMBAT ROUNDS /DMAl 
Tuesday March 27th, 2012 7:13:05 AM


OoO to Malgant: No AoO. The Dark Angel took a double move withdraw. No other action.
Malgant- Nuts, I figured that, but I was hoping...


Brahmah 191/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Tuesday March 27th, 2012 7:27:30 AM

OOC: I believe my Saturday post was missed by nearly everybody. Brahmah attempted to leave the Miasma and also use the potion bottle of daylight, but I thought his intent was clear. Leave the bloody stuff. I'm only recording the 1 additional neg level until it get resolved. No post from me until Brahmah is out, moving away from and not towards Malgant.
On my Monday post, I toyed with perception, but didn't. It was only a fast post before bed. I was assuming he would be out of the stuff this last round, only having taken a second and final hit to his levels. Frustration is nearly setting in...

--------------------------------------------------------------------------------
Conditions: 4+1 negative levels so far

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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Tactical - COMBAT ROUNDS /DMAl 
Tuesday March 27th, 2012 7:44:03 AM


OoC to Brahmah: Blast. Yes, I missed that post entirely. Give me a minute to think about what to do about it. I don't know that you necessarily have enough movement to get over the wall at 1/4 speed. (Plus a further speed hit for ascending five feet.) But, if the goal is simply to get out of the Black Miasma, that should be doable.

Tactical - COMBAT ROUNDS /DMAl 
Tuesday March 27th, 2012 8:05:40 AM


OoC for Brahmah: First, ignore the last 3 negative levels. Didn't happen. The total negative levels is only 4. Second, IC:

Brahmah takes out the potion bottle blessed with Daylight. He finds that it doesn't have much more effect than his Darkvision does. Seeing in the Black Miasma is very similar to seeing through an Obscuring Mist. Then Brahmah descends, pulling out of the horrid life draining stuff.

OoC Again: After dropping below the level of the Black Miasma, you have 50ft of Fly Movement remaining. You may begin your move anywhere on the map that is within that range and that is on your side of the Wall of Ice.


Vauhwyt (HP124 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+13) of 63, AC21, in pouch) 
Tuesday March 27th, 2012 8:33:20 AM


V and M are affected by the Ice Storm. M is affected by one Unholy Blight. V is affected by all three.

Mookie's Cold Resistance 15 negates the cold damage so he only takes 5 hp bludgeoning from the ice storm ... I'm assuming neither Mookie's SR23 nor his damage reduction 10/evil prevents that bludgeoning damage? Also, did the chickie babe roll vs Mookie's SR? Just checking. A Fort save for Mookie, who is at -1 on Fort saves due to Con loss. His rolls are thus at +7. But before rolling, just to check ... Kindly DM Al, are these special or something? The stock 4th level Unholy Blight spells require a WIll save, not a Fort save.

Note that Sir Josh's Feather Step should negate the difficult terrain aspect of the storm?

Sir Joshua, Vauhwyt and Mookie: Take 21hp and be Sickened for 1 round. Beat a Fortitude vs DC19 negates the Sickened and takes half damage.
Malgant and Vauhwyt : Take 23hp and be Sickened for 1 round. Beat a Fortitude vs DC19 negates the Sickened and takes half damage.
Malgant and Vauhwyt : Take 20hp and be Sickened for 3 rounds. Beat a Fortitude vs DC19 negates the Sickened and takes half damage.)


(Waiting to find out of those UB saves are fort or will saves before proceeding.)

Tactical - COMBAT ROUNDS /DMAl  d20+13=29 ; d20+12=15 ;
Tuesday March 27th, 2012 9:33:38 AM


OoC to Vauhwyt: Dang, did I forget those SR's again?

Mookie is affected by the Ice Storm. It beat his SR. Mookie is NOT affected by the Unholy Blight. Did not beat his SR. Damage Reduction is effective against weapons damage only. So, no. DR does not protect against the Ice Storm. Cold resistance, however, prevents the damage.

Unholy Blight is a Will Save. That's what I get for copying and pasting.

Vauhwyt (HP71 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+8) of 63, AC21)  d20=16 ; d20=15 ; d20=1 ;
Tuesday March 27th, 2012 9:55:27 AM

Mookie takes 5 bludgeoning, which comes off his False Life. Otherwise he is unaffected.

Vauhwyt takes 12 hp damage from the storm and has to make three will saves vs DC19. Her base Will is a +11, and then she adds +3 enh +2 iron will +2 heroism = +18. She only fails on a natural 1. Her raw rolls are 16, 15, and 1. She takes 41 and is sickened for 3 rounds. She takes a --2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for those 3 rounds.

DM Al, am I right in thinking that you cannot go under the Wall of Force bwtween AE-AS, 17-18? But you can do so between AT and AY? Also, what's off the map beyond AY? And how much of a gap is there between the bottom of the wall of force between AT and AY and whatever is below it?

Tactical - COMBAT ROUNDS /DMAl 
Tuesday March 27th, 2012 10:09:02 AM


OoC to Vauhwyt: You are correct. You cannot go under the Wall of Force between columns AE-AS. My understanding was that Malgant created it to go from the roof up to the Black Miasma.

From AT eastward, the Wall of Force extends out to the limits of your visual range. It meets the Black Miasma at the top, so you would have to enter the Black Miasma if you wish to go over. But, I think you knew this.

Beneath the Wall of Force, and for as far east as you can see, there is a gap between the Wall of Force above and the 1st story roof of Scarwall of some 55 feet of clear air space. The 3rd story roof is at 75ft. That is where the devils are now. The area in which Vauhwyt is currently is over the 1st story roof. That is at 20ft from the courtyard level. This is all that you can see at the moment.

Vauhwyt (HP71 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+8) of 63, AC21) 
Tuesday March 27th, 2012 10:17:50 AM

DM Al, these Ice Storms are not lasting for more than a round each? Or am I missing something? The stock duration is 1 rd per level for the terrain and perception effects (not recurring damage).

If prior storms cover the area they started in, could we use them for concealment if we were to move back?

Vauhwyt thinks to her friends (and Mookie relays to Sir Josh), Friends, maybe we should fall back for a few rounds to heal and regroup.

Tactical - COMBAT ROUNDS /DMAl 
Tuesday March 27th, 2012 10:31:57 AM


OoC to Vauhwyt: No, they are not lasting more than one round a piece. They vanish at the start of your opponents' turn. However, I believe that there has been at least one cast in each of the last three rounds. This may give the impression that they are lasting more than one round, but they are each separate and distinct Ice Storms.

If you pull back, why would you need concealment? Regardless, I'd think that would be pretty futile. Especially considering the bright glowing daylight you have with you.

BTW, while you heal and regroup, what do you think they'll be doing?

Vauhwyt (HP71 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+8) of 63, AC21) 
Tuesday March 27th, 2012 11:13:51 AM

Thanks Al!

Vauhwyt (HP71 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+8) of 63, AC21)  d20+17=35 ; d20+40=55 ;
Tuesday March 27th, 2012 12:17:02 PM

Vauwhyt casts Resist Energy (Cold) on herself, using her last 2nd level slot.

Vauhwyt moves to AO17, and down so that she is pressed to the roof there. She's hoping that that will be enough cover to hide. As she moves through Mookie and Sir Josh's space, Mookie casts a Feather Step on his mistress with his Tattoo.

V's fly skill is a +17 with the Sick mods ... she gets a 35.

Her stealth is 17 ranks +10 dex +10 ring +2 hero +2 race -2 armor -2 sick +3 class = +40. She rolls a 55. That's a 75 vs those who cannot see invisible creatures.

DM Sanity Info

NOTE: Mookie = -2 Con
NOTE: V's rounds of Sick: used 1 of 3

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 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, 42 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (182 minutes)
Expeditious Retreat (4 minutes)
Jump (4 minutes)
Barkskin (1 hr, 47 min)
False Life (20 hrs)
Reduce Person (5 minutes)
Greater Invis (13 rounds)
Resist Energy Cold (30) 160 minutes
Feather Step 10 minutes

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Barkskin (1 hr, 49 min)
Mage Armor (47 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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos
- Lockjaw used 2 of 2.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 129/159 
Tuesday March 27th, 2012 12:20:51 PM

Jass thinks through the Telepathic Link: "Malgant, the devils are linked telepathically too. That's the only explanation for no orders and moving like a military troop. We are spread across the rooftop and not coordinating attacks. I really think that we need to regroup."

"I can throw up a Tiny Hut and we can fly into it and then down to break visual contact then come up with a plan that may work."

Jass hasn't been hurt much, but that is only because no one has targeted him yet. The sorcerer knows that with him holding the Daylight scroll, his immunity can be measured in seconds!

(ooc: will check this afternoon to post actions)

Sir Joshua the Virtuous (Ken)  d20+25=26 ;
Tuesday March 27th, 2012 12:51:56 PM

Sir Joshua shivers as the ice chunks hit him (5 hp bludgeoning/7 hp cold), and then throws up as the unholy blight hits him (Will 26... - Good enough, but a 1 is auto fail.... Take 21hp and be Sickened for 1 round.)....

He's not fond of allowing this evil to escape for the time being, but says in between fits of vomiting, "Yes, if we must retreat, now is a good time as any... Charging under this wall without a plan will only result in more trouble for us... "

"However, while we're waiting, what do you think they'll do? Will they come back and try to hit us from a distance again? This hut... will it be sufficient to withstand their magic? If we're going to rest, then we need somewhere out of this big open area, at least one where we can limit how they can hit us and that allows me and our other fighting types to block their attacks while the magicky types blast away... I haven't worked with you all before so I'm not familiar with your usual tactics..."


(Will also check later in day to see responses and post my further actions...)
________________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - 16/17 rounds - The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).

Magic Items with Uses
Pearl of Power (1/day, 4th level)
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 16/16 per day
Smite Evil - 7/7 per day
Channel Energy- 9/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
MCvsEvil - (None of bonuses stack however - +2 Resistance Bonus to Saves, +2 Deflection Bonus to AC)
Sickened (this round only, --2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks)

AC (33* this round)/35, 170/203 hps, Touch AC 14
DR 5/evil,
Magic Circle vs. Evil (from Weapon)

Fly skill = (+13 this round) +15



Tactical - COMBAT ROUNDS /DMAl 
Tuesday March 27th, 2012 1:18:11 PM


OoC to Vauhwyt: You don't have Hide in Plain Sight do you? If you don't, once you're spotted by an opponent, hiding isn't going to do much good unless you first find total cover. You know this, right?

Vauhwyt (HP71 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+8) of 63, AC21) 
Tuesday March 27th, 2012 3:16:29 PM

I was hoping the roofline would give me that? I posted "pressed to the roof there" with that in mind. It is hard to know where line of sight goes vertically. Plus I was hoping the Ice Storm (still raging as V moves) might also give a chance for this to work.

Even if not, maybe the roofline gives cover? Cover is sweet even if you are not hiding.

Tactical - COMBAT ROUNDS /DMAl 
Tuesday March 27th, 2012 3:36:26 PM


OoC to Vauhwyt: Ahh. Right. You're at 70ft. That should give you the cover that you need. Of course, they saw you move in that direction.

BTW, I just noticed that thing you did with Mookie. Sorry, I can't allow that. You have to stop their to receive the spell. Either that, or you need to have Mookie come to you.

Vauhwyt (HP71 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+8) of 63, AC21)  d20+31=48 ;
Tuesday March 27th, 2012 4:49:14 PM

This won't work? Mookie: Readies an action to activate the Tattoo when V is in his square. V takes her move. Mookie's readied action activates. V continues with her move.

If not, Mookie moves to V's square, flying down as needed. He triggers his tattoo and hides too. M stealth 48.

Tactical - COMBAT ROUNDS /DMAl 
Tuesday March 27th, 2012 5:01:36 PM


OoC to Vauhwyt: No, on second thought, I don't see why that would be a problem. But, I'd say the sequence would be more like. Mookie activates Tattoo. Mookie holds charge. Mookie makes touch attack as Vauhwyt goes by. Vauhwyt allows touch.

...

Wait, I just looked up the Feather Step spell. The range is 25ft +5ft/2Lvls. That makes this whole discussion moot.

Vauhwyt (HP71 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+8) of 63, AC21) 
Tuesday March 27th, 2012 5:08:22 PM

LOL! Thanks Al! D'uh, I should have known that!

Vauhwyt (HP71 of 126, AC44 (not inc. defending weapon) and Mookie in Gnome Form (HP63 (+8) of 63, AC21) 
Tuesday March 27th, 2012 5:10:01 PM

Vauhwyt thinks to her friends, "If you do back off, I'll stay here and hide to be a spy ... and maybe take an attack if a good opportunity presents itself. They were relying on those imps as spies, but those are gone now."

AC 39,Touch 34, CMD 48/38 when flying,206/211 hp Malgant Winterborn  d20+26=45 ; d20+26=28 ;
Tuesday March 27th, 2012 5:23:10 PM

Malgant shrugs off the unholy magic ( made fort saves but only need to not roll a 1 for will saves as well both made 19 and you guessed it 2)
Malgant agrees with Jass, but does not want to lose momentum. He flies to the gaunt sorcerer and asks jass to slip the scroll into Malgant's belt, thus relieving the caster of the bullseye on his head. The Minotaur priest then concentrates for a second and the wall of force is gone. " My wall is removed. Burn who you can from back here, They have no counters ready by my count. Next round I will fly in among them and illuminate them for you. Sir Joshua It would be my honor to have you beside me when that charge happens next round."
Malgant moves to AH,AI/13,14 as a move action and then dismisses his wall as a standard action. Since the wall is invisible, do the devils know it is gone before our casters ruin their day?
Malgant designates Jass as his interpose target for this round.

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 184 minutes CL 20
-Darkvision duration 164 minutes CL17
-Shield +4 shield bonus to AC duration 2 minutes CL 17
-Shield of Faith +4 deflection AC duration 10 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 10 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 269 minutes (4:50max) CL 17
-True seeing 120' duration 10 Minutes CL 17
-Divine Power duration 16 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-All channel energy uses expended


Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159  d20+10=30 ; d20+13=26 ; d20+23=26 ; 34d6=126 ; 6d6=21 ;
Tuesday March 27th, 2012 5:44:31 PM

Assuming Aztyr starts at AG,AH/10,11 (location she moved to last round). She moves to AE,AF/12,15. (nat 20 fly)
She targets G2 with a Disintegrate spell.
*I'm doing what I can, I'm just trying to not get too close to too many at once....*

Roll to hit Touch AC 26
Spell Penetration 26
Damage 126 or 21 if makes DC 24 Fort save

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

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
True Seeing , Duration 12 minutes
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 3:14 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 (HP83 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 (+8) of 69, AC21) 
Tuesday March 27th, 2012 6:55:31 PM

Updating header with Mookie's non-gnomic PC sheet.

Also, very oddly, Vauhwyt's and Mookie's HP totals are two levels out of date! So strange! I've updated them in the header now.



Sir Joshua the Virtuous (Ken)  9d6=25 ; d20+13=25
Tuesday March 27th, 2012 7:34:00 PM

Sir Joshua nods at Malgant and says, "Yes, I'll join you friend... There's nothing like leading a valiant charge... For now, let me see if I can take care of some of your injuries..."

He'll move over near to Malgant (fly check = 25)(say to appx. AJ14 - I want to get within 30' of Vauhwyht at least... Not sure where she's at precisely AND I want to make sure I'm further than that from any bad guys), give a quick prayer and a standard action channels energy... EVERYONE within 30' radius is healed of 25 pts of dmg

________________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - 16/17 rounds - The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).

Magic Items with Uses
Pearl of Power (1/day, 4th level)
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 16/16 per day
Smite Evil - 7/7 per day
Channel Energy- 8/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
MCvsEvil - (None of bonuses stack however - +2 Resistance Bonus to Saves, +2 Deflection Bonus to AC)
Sickened (this round only, --2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks)

AC (33* this round)/35, 195/203 hps, Touch AC 14
DR 5/evil,
Magic Circle vs. Evil (from Weapon)

Fly skill = (+13 this round) +15



Brahmah 191/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18  d20+25=44 ;
Tuesday March 27th, 2012 8:22:36 PM

"Where is everyone located? I feel like hell. We should relocate to the courtyard."

Perception 44 + 2 terrain and favored enemy


Regroup and Counter Attack - COMBAT ROUNDS /DMAl  d20+16=26 ; d20+14=34 ; d20+14=18 ; 5d6=16 ; 5d6=25 ; 5d6=16 ; 5d6=23 ; d4=1 ; d4=2 ; d4=4 ; d4=1 ; 13d6=38 ;
Tuesday March 27th, 2012 9:13:34 PM


Vorelle hits the Wall of Ice again and again. The first chop almost breaks through. The second chop breaks through and a 10 x 10 foot hole is smashed through the wall. A wave of super cold air, though, washes over Vorelle, freezing her flesh and bones. (Vorelle: Take 1d6+13 Cold Damage from the Wall of Ice. Anyone attempting to pass through this hole will face 1d6+13 Cold Damage.)

Vauhwyt, despite her thoughts on falling back and regrouping, sneaks up to the of the Wall of Force. Not, though, until casting a spell upon herself. Below the level of the roof, she cannot be seen. Mookie, from Sir Joshua's shoulder, lends his mistress a spell from one of Brahmah's tattoos.

Jass recognizes the telepathy behind the devils' silent coordination. He advocates regrouping too. He suggests a plan, and waits for word on its acceptance.

Sir Joshua adds his thoughts on regrouping. He also waits for other opinions.

Malgant moves to Jass' side and urges the sorcerer to place the spent scroll containing the Daylight on it into his belt. Then he dismisses the Wall of Force. The wall is down.

Aztyr flies in next to Jass. She directs another Disintegration ray, this time at one of the Insect Eyed devils. This time, however, her spell fizzles as it strikes the dark corona that surrounds the creature.

Sir Joshua flies near Malgant's side, regrouping for a charge. (AK15 is the only way to include Vauhwyt too.) But first, he calls on a burst of divine energy, healing Malgant and Vauhwyt.

Brahmah has been taken through the ringer by the Black Miasma. He looks about himself, but sees nothing changed from before. He suggests pulling back to the courtyard.

The devils take immediate advantage as the Wall of Force comes down.

The Dark Angel and her Handmaidens again point, and Aztyr, Jass, Malgant and Sir Joshua, and Mookie feel blanketed in multiple Dispellings. Two fail, but the third is strong. (Aztyr lose True Seeing. Jass lose True Seeing. Malgant lose True Seeing. Sir Joshua lose Holy Weapon. Mookie lose the Permanent Telepathic Bond.)

The Erynes unleash Unholy Blight again. Four dark clouds envelop Aztyr, Jass, Malgant, Sir Joshua, and Mookie. (Aztyr, Jass, Malgant, Sir Joshua, and Mookie: Take 16hp, 25hp, 16hp, and 23hp. Be Sickened for 1 round, 2 rounds, 4 rounds and 1 round. Roll Will Saves 4 times vs respective DC19's to negate the Sickened and take half damage. Rounds of Sickness are Cumulative.)

One Insect Eyed devil turns a Cone of Cold on Vorelle, newly broken through the Wall of Ice. The Cone encompasses Aztyr, Jass, and Malgant as well. (Vorelle, Aztyr, Jass, Malgant: Take 38hp Cold damage. Beat a Reflex Save of DC20 for half damage.)

Then the two remaining Insect Eyed devils throw up more Walls of Ice. Ice runs from west to east starting just before the hole created by Vorelle and running the length of the roof.

The devils sealed away again. And they are now out of sight.

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

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

HEIGHT MAP
==========
95ft - Top edge of Wall of Ice
85ft - Black Miasma (Speed reduced to 1/4. 1d4 Energy Drain each round exposed.)
75ft - 3rd floor roof
60ft - 2nd floor roof peak
50ft - 2nd floor roof edge
20ft - 1st floor roof
00ft - Courtyard Floor


Reference Map Floor Three

Clock: 23 minutes +0 since Entry

Heights (ground to foot not ground to head.)
=======
Aztyr: 75ft
Brahmah: 75ft
Malgant: 75ft
Sir Joshua: 75ft
Vorelle: 75ft
Jass: 70ft
Vauhwyt: 70ft

Nihil: 75ft / SR27 / AC??, Touch AC28 / Slightly Injured
HM1: 75ft / SR27
HM2: 75ft / SR27
G1: 75ft / SR27 / AC32, Touch AC14 / DR10-?? / Slightly Injured
G2: 75ft / SR27 / AC32, Touch AC14 / DR10-??
G3: 75ft / SR27 / AC32, Touch AC14 / DR10-??
Erynes1: 65ft / SR27
Erynes2: 80ft / SR27
Erynes3: 75ft / SR27
Erynes4: 80ft / SR27

All Imps Dead

Ice Wall at AD19 breeched 10ft hole from 75 to 85ft

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Energy Drain and Negative Levels Explained

Vauhwyt (HP108 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 (+8) of 69, AC21) 
Tuesday March 27th, 2012 9:23:40 PM

Al, note that with Permanency, "This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell." So does Mookie's Telep go?

Edit: Healed 25 hp, thanks!

AC 39,Touch 34, CMD 48/38 when flying,172/211 hp Malgant Winterborn  d20=17 ; d20=12 ; d20=13 ; d20=2 ; d20=3 ;
Tuesday March 27th, 2012 9:43:39 PM

OOC
Yup, she( the Devil) is CL 16 I believe. Aztyr was lower than that when she cast the Permanency CL 14 or 15 I think.
will saves, I need not a 1...17,12,13,2 all good for half damage and no sickness
Reflex save I need not a 1...3 so the cone of cold is halved

Healed 25-40 for the blights -19 Cone of cold= -34 Its the thought that counts though Sir Joshua.
Tactically, I am at a loss

Vorelle [AC 32; Touch AC 20; ACP 0] [HP 110/159] [Greater Magic Weapon; Barkskin; True Seeing]  2d6+26=34 ; d20+16=21 ;
Tuesday March 27th, 2012 11:01:33 PM

Vorelle braces herself, then flies through the opening she just made and joins her friends. "Are we regrouping?" she asks.

[Taking 34 points of damage, and moving to AJ-13. Fly 21]

Regroup and Counter Attack - COMBAT ROUNDS /DMAl 
Wednesday March 28th, 2012 7:17:16 AM


OoC to Vauhwyt: How high was Aztyr when the spell was cast? If not, then we proceed to the next spell in level down the list. I believe that would be losing Heroism.

Aztyr?

From Aztyr it was 2 levels ago.... so 15

Brahmah 191/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Wednesday March 28th, 2012 8:06:30 AM

"I'm regrouping at the courtyard. See you all there."
--------------------------------------------------------------------------------
Conditions: 4 negative levels so far

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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Vauhwyt (HP108 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 (+8) of 69, AC21) 
Wednesday March 28th, 2012 1:35:18 PM

Aztyr, Jass, Malgant, Sir Joshua, and Mookie: Take 16hp, 25hp, 16hp, and 23hp. Be Sickened for 1 round, 2 rounds, 4 rounds and 1 round. Roll Will Saves 4 times vs respective DC19's to negate the Sickened and take half damage. Rounds of Sickness are Cumulative.

Al, LOL? SR rolls for Mookie? He has SR23.

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 115/159  d20+18=34 ; d20+18=27 ; d20+18=30 ; d20+18=30 ;
Wednesday March 28th, 2012 1:46:22 PM

ooc: Sorry! Didn't get back to the computer! DM, can Jass assume he did put his scroll in Malgant's belt with his action last round?
.............

Jass feels the dark magic strip his True Seeing, and shrugs off most of the magical Blight. The cold the sorcerer completely ignores, the Undead magic coursing through his blood making him immune to any cold damage.

He also feels the blessed effects of Sir Joshua, and becomes glad of the paladin's presense.

Still, it is evident that the devils can continue to whittle away at the group until they are weak enough to be finished off.

After tucking the scroll into Malgant's waistband, Jass takes off after Brahmah. "Let's meet back at the Stables!", he thinks on the link and speaks to his companions.

The nimble sorcerer flies around the Ice Walls to avoid further damage.

Actions....
Unholy Blight: Four Will Saves: 34,27,30,30 all save 1/2 damage not Sickened
Cone of Cold: immune
Paladin Heal: within 30 feet of Sir Joshua; heal 25 points

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 12/34 minutes; +4 AC
Prot v Evil (From Malgant) 151/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 28 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 150/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 9/17minutes (14 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll

Active Effects:Highlight to display 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 7 2 1
}

Regroup and Counter Attack - COMBAT ROUNDS /DMAl  d20+12=28 ; d20+12=24 ; d20+12=15 ; d20+12=28 ; d20+13=29 ;
Wednesday March 28th, 2012 1:47:15 PM


OoC to Vauhwyt: Dang and blast it. So many details.

CL checks for Unholy Blight: CL28, CL24, CL15, and CL28 for the respective spells.

CL checks for Cone of Cold: CL29.

Regroup and Counter Attack - COMBAT ROUNDS /DMAl 
Wednesday March 28th, 2012 1:47:55 PM


OoC to Jass: Sure. No problem with that.

Vauhwyt (HP108 of 138, AC44 (not inc. defending weapon) and Mookie (HP42 of 69, AC21)  d20+15=16 d20+15=26 d20+15=22
Wednesday March 28th, 2012 1:52:44 PM

Aztyr, Jass, Malgant, Sir Joshua, and Mookie: Take 16hp, 25hp, 16hp, and 23hp. Be Sickened for 1 round, 2 rounds, 4 rounds and 1 round. Roll Will Saves 4 times vs respective DC19's to negate the Sickened and take half damage. Rounds of Sickness are Cumulative.

Mookie's SR stops No. 3 of the four UBs. He still has to save vs 3 of them. In order, rolling at +15, he rolls one failure on the first and two saves on the second and fourth. He takes 16+8+11 = 35 damage and is sick for 1 round. After blowing away the False Life, that puts poor Mookie at 42 hp of 69 max.

Getting ready to post.

DM Sanity Info

NOTE: Mookie = -2 Con
NOTE: V's rounds of Sick: used 2 of 3

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 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, 42 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (182 minutes)
Expeditious Retreat (4 minutes)
Jump (4 minutes)
Barkskin (1 hr, 47 min)
False Life (20 hrs)
Reduce Person (5 minutes)
Greater Invis (13 rounds)
Resist Energy Cold (30) 160 minutes
Feather Step 10 minutes

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Barkskin (1 hr, 49 min)
Mage Armor (47 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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos
- Lockjaw used 2 of 2.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

AC 39,Touch 34, CMD 48/38 when flying,172/211 hp Malgant Winterborn 
Wednesday March 28th, 2012 5:19:36 PM

Out loud, so Sir Joshua can clearly hear the plan. " Follow Jass. He is completely correct. Go inside the Stables. If they want to play keep away it will be much harder in there. Go now, I will hold the line while you retreat."
Malgant waits for the others to go, then follows to the stables.
Mentally, because some of his friends are already out of earshot, Malgant says " All fall back into the stables. Jass, that eyes spell you have takes alot of casting time doesn't it? Do any of us have any kind of detection spell we can cast just outside the stables?"

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 183 minutes CL 20
-Darkvision duration 163 minutes CL17
-Shield of Faith +4 deflection AC duration 9 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 9 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 268 minutes (4:50max) CL 17
-True seeing 120' duration 9 Minutes CL 17
-Divine Power duration 15 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-Shield +4 shield bonus to AC duration 10 rounds CL 17
-All channel energy uses expended


Sir Joshua the Virtuous (Ken)  d20+25=43 ; d20+25=45 ; d20+25=42 ; d20+25=33 ; d20+15=32 ; 8d6=28 ;
Wednesday March 28th, 2012 5:32:09 PM

Sir Joshua shivers even worse now, hit from multiple sides by this barrage of unholiness... He tries to focus on the themes of goodness, truth and holiness that have kept him strong and resolute his whole life... (Saves - My modifier is +25, so only need to roll > 1. Rolled 43, 45, 42 and 33 so all OK...).. This focus helps him avoid most of the damage and keep the contents of his last meal inside his stomach... (takes total of 40 pts dmg and no sickness)...

He also loses his holy weapon spell, but he's got his pearl of power to give him another one... But he'll wait for close in fighting to commence before doing so...

He hates to retreat without getting a shot in, but going to the stables sounds like the best idea for now...

Move - First 30' to AG11 (diagonal)

Then, based on if:
A. The group keeps retreating to stable - 2nd move action - Another 15' to AE 9 (diagonal), turn 45 (Fly Check = 32), and another 15' to AB 9.
B. The group gathers to go and fight... Lay on Hands for 28 pts of healing on myself (Swift Action) and follow Vauhwhyt's signal to move to "the front" (wherever he points to)...

(See my email for more information)

(OOC - Cayzle - Did you take my healing burst into account for Mookie too?)

____________
________________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - Dispelled (The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).)

Magic Items with Uses
Pearl of Power (1/day, 4th level)
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 14/16 per day
Smite Evil - 7/7 per day
Channel Energy- 8/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
AC 35, 155***/203 hps, Touch AC 14
DR 5/evil,

Fly skill = +15

Sir Joshua the Virtuous (Ken) 
Wednesday March 28th, 2012 5:33:27 PM

(Oops... I was writing my post at the same time Malguant was posting his... So it seems we're retreating...)

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 109/159  d20+16=23 ; d20+16=25 ; d20+16=28 ; d20+13=30 ;
Wednesday March 28th, 2012 5:44:04 PM

Aztyr, Jass, Malgant, Sir Joshua, and Mookie: Take 16hp, 25hp, 16hp, and 23hp. Be Sickened for 1 round, 2 rounds, 4 rounds and 1 round. Roll Will Saves 4 times vs respective DC19's to negate the Sickened and take half damage. Rounds of Sickness are Cumulative.
CL checks for Unholy Blight: CL28, CL24, CL15, and CL28 for the respective spells.

CL checks for Cone of Cold: CL29.


Aztyr's SR also stops UB #3, she makes all 3 saves so she takes 31 damage.

Vorelle, Aztyr, Jass, Malgant: Take 38hp Cold damage. Beat a Reflex Save of DC20 for half damage.

Aztyr also passes the Reflex save so takes 19 additional damage.

Taking the damage makes her shake her head and then Malgant's comment comes at her. She makes a decision. She casts Haste on everyone close enough to aid in moving away. With that cast she drops to the courtyard and then runs for the Stable.

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

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Haste, Duration 17 rounds
Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
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 3:14 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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 (HP108 of 138, AC44 (not inc. defending weapon) and Mookie (HP42 of 69, AC21)  d20+40=48 ;
Wednesday March 28th, 2012 7:50:20 PM

OOC: Sir Josh, Mookie was not actually injured when you channeled your energy. The subsequent UBs were the first damage he's taken. this battle.

With his Telepathy gone, his usefulness to Sir John is at an end. "So long, and thanks for all the fish!" the bird tells the paladin. Then he flies to Vauhwyt, snuggles into his pouch, and hides.

Vauhwyt mentally tells her friends, "You need someone to keep an eye out. That's me. I'll make a place to hide, and I'll stay hidden so that no one can see me."

She has in mind to use a stone shape spell and her skill at stonecrafting to carve out a niche in the side of the tower here. She wants to pick a spot that is within a move action of her current location, but with a great view, and in a place where a niche will be unnoticed.

She decides on 18AG, where the sloping roof meets that protrusion. Right in that angle, in the shadows, she'll cast her spell and shape out a niche. The opening will be very small -- just a crack -- so that she will need her Fluid Form spell to enter and leave. Next round she'll cast it and enter.

For now, she continues to hide in the shadows. Stealth 48, 68 with invis.

This is round 2 of 3 for V's sick. Mookie's round 1 of 1.

To the Stables. Almost. - COMBAT ROUNDS /DMAl 
Wednesday March 28th, 2012 8:49:12 PM


Vorelle joins the others.

Brahmah does not. Descending is much faster than ascending. He makes it to the courtyard floor quite easily, even switching back and forth to descend at a 45 degree angle.

Jass leaves the Daylight scroll in the care of Malgant and makes his way around the northern end of the original Walls of Ice in order to meet up with Brahmah.

Malgant agrees on a tactical withdraw. He suggest moving even further back than the Courtyard. Into the stables.

Sir Joshua is loathed to retreat, but follows the others.

Aztyr adds fleetness to the tactical regrouping. (All characters have Haste except for Brahmah who is too far away.)

Vauhwyt decides to remain behind. She casts a Stone Shape spell and fashions a portion of the wall into a hiding place. The hiding place contains a narrow slit for her to slide into with her Fluid Form. It's not obtrusive. But, the question is, would it pass the scrutiny of creatures who've very possibly lived here for hundreds of years? The only thing that Vauhwyt can do is to take the risk and find out. (Vauhwyt, you are currently outside of your niche. You will need a move action next round to get inside.)

Vorelle and Vauhwyt remain up above for now. The rest of our heroes have found that the combination of Aztyr's Haste spell and the speed at which descending through the air can lend place them easily within the Courtyard with Brahmah.

"You are weak without your magic." The voice that rings in the heads of Vauhwyt and Vorelle is beautiful, and yet, at the same time drips with evil. The voice is cool and matter of fact. "I am Nihil the Ashbringer. We will strip you of your magic. Then we will dismember you slowly, and feed your souls to Scarwall. And one day, many hundreds of years from now, when our contract to Fidelia is complete. We will remember you, and we will tell tales of your downfall."

"We are forever. We are patient."


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

OoC (Please Read This): We are STILL in combat rounds. Depending on what you do next, however, we could possibly leave combat rounds at the end of tomorrows turn. For now, though, only one round of action, please.

HEIGHT MAP
==========
95ft - Top edge of Wall of Ice
85ft - Black Miasma (Speed reduced to 1/4. 1d4 Energy Drain each round exposed.)
75ft - 3rd floor roof
60ft - 2nd floor roof peak
50ft - 2nd floor roof edge
20ft - 1st floor roof
00ft - Courtyard Floor


Reference Map Floor Three and More

Clock: 23 minutes +1 since Entry

Heights (ground to foot not ground to head.)
=======
Vauhwyt: 70ft
Vorelle: 75ft
Aztyr: 00ft
Brahmah: 00ft
Jass: 00ft
Malgant: 00ft
Sir Joshua: 00ft

Nihil: 75ft / SR27 / AC??, Touch AC28 / Slightly Injured
HM1: 75ft / SR27
HM2: 75ft / SR27
G1: 75ft / SR27 / AC32, Touch AC14 / DR10-?? / Slightly Injured
G2: 75ft / SR27 / AC32, Touch AC14 / DR10-??
G3: 75ft / SR27 / AC32, Touch AC14 / DR10-??
Erynes1: 65ft / SR27
Erynes2: 80ft / SR27
Erynes3: 75ft / SR27
Erynes4: 80ft / SR27

All Imps Dead

Ice Wall at AD19 breeched 10ft hole from 75 to 85ft

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Energy Drain and Negative Levels Explained

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

Vauhwyt (HP108 of 138, AC44 (not inc. defending weapon) and Mookie (HP42 of 69, AC21)  d20+50=68 ; d20+11=27 d20+8=27
Wednesday March 28th, 2012 10:02:28 PM

Vauhwyt casts Fluid Form on herself and enters the tiny shadowy crack that marks the entrance to her hidey hole.

Stealth with improved cover is now at +50. This is the last round of Sick. Stealth 68. 88 to those who cannot see invis.

If needed, escape artist check for Mookie to enter ... a 27.

Oh, and a Perception check peeking out ... a 27 woo hoo!

DM Sanity Info

NOTE: Mookie = -2 Con
NOTE: V's rounds of Sick: used 2 of 3

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 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, 42 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (182 minutes)
Expeditious Retreat (4 minutes)
Jump (4 minutes)
Barkskin (1 hr, 47 min)
False Life (20 hrs)
Reduce Person (5 minutes)
Greater Invis (10 rounds)
Resist Energy Cold (30) 160 minutes
Feather Step 10 minutes
Fluid Form - 16 minutes

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Barkskin (1 hr, 49 min)
Mage Armor (47 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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos
- Lockjaw used 2 of 2.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

AC 39,Touch 34, CMD 48/38 when flying,172/211 hp Malgant Winterborn 
Wednesday March 28th, 2012 10:12:21 PM

OOC
Malgant won't leave Vorelle alone on the roof. Vauhwyt wants to be the lookout, thats cool ( and well played too) but Vorelle is just out of movement until next round. Malgant stays with her until she too can withdraw. Sorry if my post wasn't clear enough on that.

Vorelle [AC 32; Touch AC 20; ACP 0] [HP 110/159] [Greater Magic Weapon; Barkskin; True Seeing]  d20+30=43 ;
Wednesday March 28th, 2012 11:12:25 PM

OOC: I had enough movement; I just didn't know where we were going.

Vorelle hears the voice echoing in her head, but tries not to let it worry her. After all, Vorelle without her magic is still pretty much Vorelle.

On the other hand, if that Fly spell gets dismissed, things could get messy. Quickly, Vorelle moves down to alight on the roof. Then she Hides in Plain Sight. [Stealth 43]

Brahmah 191/202hps -20hps from neg levels, AC 34 +5 DEFENDER (in combat) TOUCH AC 18  d20+31=46 ; d20+21=35 ;
Thursday March 29th, 2012 1:27:41 AM

OOC: With the 4 negative levels, I won't say Brahmah is useless, but is very limited now.

He lost 20Hps, is at -4 on everything (which will make Flying more difficult) and his spells are going to take hits once he starts casting. I'm not sure about his class features or his feats but I hope those are safe. I couldn't find anything that says those are gone.

IC: The ranger is not leaving much to chance. He moves to a nearby corner and hides. (HiPS 46, Perception 35, + favored, dark vision and see invis) He stows the Day Light potion bottle.
"I'm in the courtyard. I'm not hurt, but I'm notfeeling right after that blackness touched me."
--------------------------------------------------------------------------------
Conditions: 4 negative levels so far

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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

To the Stables. Almost. - COMBAT ROUNDS /DMAl 
Thursday March 29th, 2012 7:01:19 AM


OoC to Vauhwyt: Please describe the dimensions of your hideaway. Give me thickness of the stone. Give me the dimensions of the hole that you leave to enter and see through. Also give me the placement of the hole in relation to the corner of the square that you occupy. Remember that thickness of the stone and size and position of the hole will dictate your range of visibility. (And Mookie's ability to enter with you without Fluid Form.

To the Stables. Almost. - COMBAT ROUNDS /DMAl 
Thursday March 29th, 2012 7:03:53 AM


OoC to Malgant: Sorry, I can't go back and adjust what is already posted. If you find Vorelle missing, you'll have to use your move to return to the roof and join her. From her post, it looks as though she's not coming.

Vauhwyt (HP108 of 138, AC44 (not inc. defending weapon) and Mookie (HP42 of 69, AC21) 
Thursday March 29th, 2012 7:36:38 AM

Vauhwyt's crack is nestled in the shadows where the sloping rook meets that protrusion. It is just big enough to fit Mookie's head (that's why he needed the Escape Artist check to enter).

The space behind is enough for Mookie and fluid form Vauhwyt to fit using the squeezing rules. Her allowed volume is 26 cubic feet. Figure that's equivalent to almost a 3x3x3 ft space.

Now, the spell is Stone Shape, not Stone Destruction, so where does the stone go that is displaced to make the space? Vauhywt's priority is that there should be zero sign from the outside, so she imagines that the stone inside bubbles inward. If there is a wall in there, she is imagining that someone in the inside room will see the wall bubble out slightly.

If this is impossible, then Vauhwyt's next priority would be for the crack to go through the wall and into the room within.

If neither of these works out as she casts her spell, she would not have cast the fluid form and entered.

Hope that helps?

To the Stables. Almost. - COMBAT ROUNDS /DMAl 
Thursday March 29th, 2012 9:45:36 AM


OoC to Vauhwyt: It is not possible to create a modification with zero sign from the outside. It is not possible for the Stone Shape spell to achieve that sort of detail. Crafting will not help in this case, unless you wish to spend more time here with hammer and chisel.

You have pushed the stone of the roof in to create space for yourself and Mookie, while tearing a layer of that stone away from another part of the roof to create a cover for your indentation. Within that cover, you leave a small round hole just big enough for Mookie's head. The thickness of this cover is 1 inch.

To your keener than usual perceptions, the handiwork is not beyond detection, though. A keen eye might spot the changes.

You cannot know how this would turn out until you did it. So, what is done is done. If the results are not satisfactory to you, you may expend a second Stone Shape spell to create something that goes through the roof or wall and into the room within. The first spell, however, is cast and gone.

These are details that would be know by Vauhwyt and may affect her decisions. *Before* moving. You may choose not to cast Fluid Form, and do something else based upon this. But the Stone Shape spell is, as I've said, cast and gone.

I also suggest that you review the description of the Escape Artist skill before settling on a final move. As usual, you may change your mind any time before post time.

To the Stables. Almost. - COMBAT ROUNDS /DMAl 
Thursday March 29th, 2012 10:20:38 AM


OoC to Vauhwyt and Malgant: For all intents and purposes, Vauhwyt, you are alone. Vorelle was just here, but now she's gone.

Malgant, you too, should you go back up to the roof for Vorelle, you will not see her unless you can beat her Stealth 43 with a Perception check.

Vauhwyt (HP108 of 138, AC44 (not inc. defending weapon) and Mookie (HP42 of 69, AC21) 
Thursday March 29th, 2012 10:24:50 AM


Vauhwyt looks over her handiwork, and decides to take a chance. Will the enemy pick out her hidey hole? Well, she did her best to conceal it, so she figures she'll give it a try.

OOC: I'll stick with my plan as posted. Except she will send Mookie to the Stables. He flies as fast as he can to join Aztyr.

Vauwhyt checks in mentally with every member of the team (except Mookie, to whom she beams happy feelings through her enpathic link, and Sir Josh, who is out of the loop). She asks where each of her friends is, and she relays her own location. She of course also repeats to her friends any and all info she picks up via sight and sound.

She also peeks into the Realm of Shadows as a free action. Maybe she'll see some Imp spirits floating around out there? Likely not, but she'll peek. It's a free action, after all.

Sir Joshua the Virtuous (Ken) 
Thursday March 29th, 2012 11:28:30 AM

Sir Joshua joins the rest of the group in the courtyard and growls as his anger boils inside of him... He hates to away from a fight, especially when such a grand battle is upon them. There's nothing like gaining honor and glory by destroying these evil denizens... But it will do him no good if he and the rest of his party are killed in the fight...

He tries to find the nearest cover, and stays close to those who are hiding... He's not the quietest person, but if he can get under a roof or behind a wall or some protrusion from the building, then he can avoid being seen...

Quietly, he asks, "So... what's next? Do we find somewhere to rest for a few hours and regain our strength or do we wait for them to come down in the next few minutes?"

(OOC - Next week is holy week and one of our busiest and most important weeks of the year with Good Friday and Easter services. I'll try to get my posts in but I apologize if miss one or two... Just wanted to give you some advance notice...)

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 115/159 
Thursday March 29th, 2012 12:26:03 PM

Jass, with the Haste is able to very quickly descend and get into the stables. He keeps watch at the blasted door until they are all inside, and casts a Tiny Hut to obscure the stable entrance.

ooc: I'm at an FTX from Thur-Sun and cannot post. See everyone Sunday night!

Actions....

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 12/34 minutes; +4 AC
Prot v Evil (From Malgant) 151/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 28 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 150/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 9/17minutes (14 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll

Active Effects:Highlight to display 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 1 1 1 7 2 1
}

AC 39,Touch 34, CMD 48/38 when flying,199/211 hp Malgant Winterborn  3d6+17=27 ;
Thursday March 29th, 2012 4:23:53 PM

Malgant assumed everyone except Vauhwyt headed for the stables. Using the haste spell and moving at top speed he is surprised to not see Vorelle or Brahmah present. Through the mind link he asks" Where are you two rangers? We are going to try and draw them into a space where we have an advantage. I will also use some of my dwindling prayers to heal us up. If you aren't here don't whine if you die. Good job on the door Jass."
Malgant will wait until the end of the round for a response or the appearance of the Rangers. Making sure all his friends are close enough to benefit he will cast Mass cure serious wounds at the end of the round, sacrificing the repulsion he prayed for this morning to power the healing.
Everyone in range heal 27 hp.

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 183 minutes CL 20
-Darkvision duration 163 minutes CL17
-Shield of Faith +4 deflection AC duration 9 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 9 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 268 minutes (4:50max) CL 17
-True seeing 120' duration 9 Minutes CL 17
-Divine Power duration 14 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-Shield +4 shield bonus to AC duration 9 rounds CL 17
-All channel energy uses expended

Vauhwyt (HP108 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 of 69, AC21) 
Thursday March 29th, 2012 4:31:59 PM

Mookie, who has flown down to join the crowd, perches on Mal's shoulder and grins in happiness as healing energy courses through him. "Thanks, cowboy!" he caws.

OOC: Updating header.

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 146/159  d8+5=10 ;
Thursday March 29th, 2012 6:48:33 PM

Aztyr, safely inside the stables triggers her CLW tattoo and heals some, then with Malgant's healing, heals even further.
"I think I can trap them, in other words keep them from retreating. It's just that they are in their element in the air. If you can get then down here, I can create a wall of force as a ceiling I think and then they can't escape away. I have only a limited amount of magical energy remaining though. So we need to do this carefully. Also, I don't know if the black mass that caps this place holds them back or not, but if a wall of force is created one way, I can cast another and box in their escape route. Then just keep making the space smaller and smaller. I can safely create about 4 walls, I like to keep a bit of power for a true emergency."

Cast Cure Light Wound via Tattoo, heals 10 hp

Aztyr's Spell Info:

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

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Haste, Duration 16 rounds
Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
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 3:14 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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)

Divide and Conquer - COMBAT ROUNDS /DMAl  d20+16=33 ; d20+24=29 ; d20+23=38 ; d20+23=29 ; d20+27=45 ; d20+27=47 ; d20+27=44 ; d20+16=22 ; d20+16=31 ; d20+16=28 ; d20+16=28 ; d20+14=27 ; d20+14=29 ; 5d6=23 ; 5d6=14 ; 5d6=18 ; d4=4 ; d4=3 ; d4=4 ;
Thursday March 29th, 2012 8:34:25 PM


Vauhwyt casts another Fluid Form spell and then slides into the tiny crack she has prepared in her stonework. She sends Mookie down to the courtyard to join the others. As Vauhwyt beams happy encouragement to her familiar, and communicates with her fellow heroes, she takes a peek into Gargul's land. It is as bleak and barren as it was before. Nothing moves. Wherever the spirits of the Imps might have gone, it was not to Gargul's land.

Vorelle lights on the edge of the roof and hides.

Brahmah, perfectly aware of his vulnerability, stows his Daylight spell and hides too.

Sir Joshua stews back down in the Courtyard. But he knows the value of teamwork. Then nearest real cover is within the kennels. He moves there. He asks what next. Such a simple question with such a difficult answer.

Jass joins Sir Joshua at the entrance of the kennels. He waits, expecting the others to join him before erecting a Tiny Hut for a little curtain of privacy.

Malgant calls to the missing and the wayward. (Those, at least, who appear to be missing.) Then after a suitable time period, he heals all within range. (That's everyone. Even Brahmah, even though Malgant cannot see him. Everyone except for Vauhwyt and Vorelle.)

Aztyr enters the kennels as well and tends to some healing. She discusses ways in which the devils might be trapped.

The voice of the Nihil the Ashbringer silent. It no longer plays within the minds of Vauhwyt or Vorelle. But, soon enough, Vorelle spies one of the Erynes come around the east end of the wall of ice. It does not seem to see her. But it does see something beyond her.

The walls of ice directly to Vorelle's south come down, revealing the entire force of devils just beyond. All three of the Insect Eyed devils look directly at her. Then, without a sound, the devils act again.

The Dark Angel and her Handmaidens point in her general direction. None of them seem to actually see her - and if they did, it might have been worse. Vorelle feels herself lose the Fly spell. She also loses the True Seeing. There is no source of light. It is pitch black. Vorelle is blind and standing on the edge of a 55 foot drop. (If you have Darkvision, ignore the blind bit. But I don't see it listed. If you don't have Darkvision, you have the Blinded condition.)

Three of the Erynes loose more clouds of Unholy Blight. Vauhwyt watches the *spread* of the noxious stuff seep into the hole that she has left and fill her little niche. (Vauhwyt and Vorelle: Take 23hp, 14hp, 18hp. Be Sickened for 4 round, 3 rounds, 4 rounds. Roll Will Saves 3 times vs respective DC19's to negate the Sickened and take half damage. Rounds of Sickness are Cumulative.)

Then, as if to show that they do, in fact, now that Vauhwyt - or someone - is in the niche on the roof, one of the Insect Eyed devils points a finger at Vauhwyt's hideaway. Ice begins to form around it, a wall of ice in a hemisphere about the niche. Vauhwyt is sealed in.

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

HEIGHT MAP
==========
95ft - Top edge of Wall of Ice
85ft - Black Miasma (Speed reduced to 1/4. 1d4 Energy Drain each round exposed.)
75ft - 3rd floor roof
60ft - 2nd floor roof peak
50ft - 2nd floor roof edge
20ft - 1st floor roof
00ft - Courtyard Floor


Reference Map Floor Three and More

Clock: 23 minutes +2 since Entry

Heights (ground to foot not ground to head.)
=======
Vauhwyt: 70ft
Vorelle: 75ft
Aztyr: 00ft
Brahmah: 00ft
Jass: 00ft
Malgant: 00ft
Sir Joshua: 00ft

Nihil: 75ft / SR27 / AC??, Touch AC28 / Slightly Injured
HM1: 75ft / SR27
HM2: 75ft / SR27
G1: 75ft / SR27 / AC32, Touch AC14 / DR10-?? / Slightly Injured
G2: 75ft / SR27 / AC32, Touch AC14 / DR10-??
G3: 75ft / SR27 / AC32, Touch AC14 / DR10-??
Erynes1: 75ft / SR27
Erynes2: 80ft / SR27
Erynes3: 75ft / SR27
Erynes4: 80ft / SR27

All Imps Dead

Ice Wall at AD19 breeched 10ft hole from 75 to 85ft

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Energy Drain and Negative Levels Explained

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

Vorelle [AC 22; Touch AC 10; ACP 0] [HP 83/159] [Greater Magic Weapon; Barkskin] [Blinded]  d20=12 ; d20+14=21 ; d20+14=29 ; d20+30=45 ; d8+12=20 ; d20+24=33 ;
Friday March 30th, 2012 12:37:54 AM

In a little trouble up here, Vorelle sends, trying to stay calm. Can't fly, and True Seeing is gone so I can't see a thing.

Luckily, she avoids the worst of the Blight [Will saves 26, 21, and 29].

She draws a silver arrow, nocks it, and sends it flying toward where she last saw one of the handmaidens, hoping her Seeking bow will do the rest.

[Hit AC 45, if Greater Magic Weapon did not get dispelled; otherwise hit AC 41. Damage is 20 if GMW is still in effect; 16 if it is not. The Seeking bow should negate the miss chance, provided Vorelle can aim at the correct square. Damage is silver and magic.]

The one shot will have to be enough. Vorelle takes a cautious step away from the edge and re-hides. [Stealth 33, including the -4 penalty for Blinded. Vorelle has the Hide in Plain Sight ability.]

Conditions: Blinded [AC has been adjusted in header]

Brahmah 191/202hps -20hps from neg levels, AC 34 +5 DEFENDER (in combat) TOUCH AC 18  d20+21=38 ;
Friday March 30th, 2012 3:16:56 AM

"Friends, I'm here. I'm technically uninjured from this combat, but my pride hurts a bit." He says to the link. He indicates his position to the group. "So what is the plan? Demons. Vorelle has weapons that might be able to do serious damage, but she's having issues right now." He remains still and vigilant. (Perception 38, HiPS requires movement, but does remaining still maintain the previous roll Al?)
--------------------------------------------------------------------------------
Conditions: 4 negative levels (-4 to all checks, saves and rolls, down 20hps (5 per neg level) and spells with be restricted once cast)

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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Divide and Conquer - COMBAT ROUNDS /DMAl 
Friday March 30th, 2012 8:20:00 AM


OoC to Brahmah: I would say, no to that Brahmah. Once you Hide, you can cruise on that roll until you're revealed or choose to come out of hiding by attacking or some such. You need not make a different roll as long as you remain hidden. You need not move to maintain being hidden either.

You may, however, if you wish, move again, and roll again if you chose. If the roll is better, great. If it's worse, you have to stay with that until at least your next turn.

Sir Joshua the Virtuous (Ken)  d8=6 ;
Friday March 30th, 2012 1:32:56 PM

Sir Joshua appreciates the healing, and now he's back to max strength. For now, there's nothing he can do except wait...

(oops, ignore roll... hit wrong button...)
_________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - Dispelled (The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).)

Magic Items with Uses
Pearl of Power (1/day, 4th level)
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 13/16 per day
Smite Evil - 7/7 per day
Channel Energy- 8/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
AC 35, 203/203 hps, Touch AC 14
DR 5/evil,

Fly skill = +15


AC 39,Touch 34, CMD 48/38 when flying,199/211 hp Malgant Winterborn  d20+17=18 ; d20+17=37 ; d20+17=24 ; d20+17=23 ; d20+17=31 ;
Friday March 30th, 2012 1:41:41 PM

"Damn it, Vorelle is trapped without her fly spell. No more time for heals. I am going in there, all the way and killing as many as I can. Try to keep up. If we are among them they shouldn't be able to stop us with walls." The Protector says out loud. Mentally he says, " The cavalry is coming Vorelle. Close with them if you can, I will be among them in seconds and bringing light to show you where they are. If we are among them they shouldn't be able to use walls to block us."
Malgant launches into the sky and flies straight through the hole Vorelle made in the Ice Wall, Turning he then arrows into the group of devils, ending in AJ,AK/28,29.( Malgant would like to land in that square if the rooftop is just below his feet. I mapped out the linear distance and have enough move to make it in a quad move(running), leaving 2 move actions for ascent which should be more than I need. My flight speed is 90' with the haste. Fly rolls are 18,37,24,23 and 31. I wasn't sure how many you would need so I made 5. Note wings of flying do not say that they do not allow running movement like the fly spell does) Yes I provoke attacks of opportunity from Ice devil 2, the Angel, and both Handmaidens. In case this is not enough, Malgant will also challenge the horde again with Draw Fire Will DC29 save.

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 183 minutes CL 20
-Darkvision duration 163 minutes CL17
-Shield of Faith +4 deflection AC duration 9 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 9 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 268 minutes (4:50max) CL 17
-True seeing 120' duration 9 Minutes CL 17
-Divine Power duration 13 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-Shield +4 shield bonus to AC duration 8 rounds CL 17
-All channel energy uses expended

AC 39,Touch 34, CMD 48/38 when flying,199/211 hp Malgant Winterborn 
Friday March 30th, 2012 1:42:28 PM

OOC
Wow, ken and I are good at posting at the same time. 8)

Divide and Conquer - COMBAT ROUNDS /DMAl 
Friday March 30th, 2012 3:45:46 PM


OoC to Malgant: Sorry, remember that going upwards is at half speed. By my count, it would take you 150 feet of movement in order to rise to the 75ft elevation needed to get on the roof. If you rise 5ft for every 5ft that you head east (expending 10ft of movement each time) you would get to WX/15&16 by the time you reach 75ft elevation. At this point you would have 30ft of normal movement left. Heading for the gap that Vorelle made would place you at AA&AB/19&20 at the end of your 180ft allotment.

That is 10ft short of the gap.

I'm dubious about the whole idea of running while flying. I'm still undecided on whether it is allowable or not with the Wings of Flying, but I will dodge that issue for now by simply saying that you must travel in a straight line in order to take the Run action. In order to arrive at the position mentioned in your post you must make course changes in two dimensions at least once. This is not even mentioning the turn you must make when you rise to the level of the Black Miasma and have to flatten out. I don't think Run will work.

If this is acceptable to you, I will place you there for tonight's post. Otherwise, feel free to change your post at any time between now and post time tonight.

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 146/159 
Friday March 30th, 2012 6:09:56 PM

Aztyr nods as Malgant speaks, and will follow along behind, she wants to be sure to be out of the AM field when it pops up, she does cast one more spell in preparation. She casts a Quickened Protection from Energy (cold) just so she can keep up with Malgant's movements, of course she moves faster than Malgant (if can make the move (within 20-30') without the Quicken feat would so instead of expending the spell levels)

Aztyr's Spell Info:

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

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Protection from Energy (cold), Duration 170, 120/120 left
Haste, Duration 15 rounds
Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
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 3:14 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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 (HP108 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 of 69, AC21)  d20=17 ;
Friday March 30th, 2012 6:36:47 PM


Vauhwyt takes stock of the situation, using her mental link to get an idea of where Vorelle is. She emerges from her crack and into the space next to (and within) the ice sphere. She casts a Fabricate spell on the Wall of Ice, right where AG-AH-17-18 meet.

Using her spell, she turns one tiny cylinder of ice, about an inch in diameter, into crushed ice, suitable for cooling a beverage. She peeks out and mentally calls to Vorelle, Vorelle! If you jump, I'll Feather Fall you!

She continues to survey the area through her peephole.

Mookie sticks with Aztyr.

Raw d20 craft check = 17. She has a +21 on Craft Stone checks.

Vauhwyt (HP81 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 of 69, AC21)  d20+18=27 ; d20+18=35 ; d20+18=20 ;
Friday March 30th, 2012 8:05:39 PM

Bookkeeping ... three saves vs UB.

23hp, 14hp, 18hp. Be Sickened for 4 round, 3 rounds, 4 rounds ... 27, 35, 20 ... three saves, 11+7+9 = 27 damage and no sickness.

DM Sanity Info

NOTE: Mookie = -2 Con
NOTE: V's rounds of Sick: used 2 of 3

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 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, 42 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (182 minutes)
Expeditious Retreat (4 minutes)
Jump (4 minutes)
Barkskin (1 hr, 47 min)
False Life (20 hrs)
Reduce Person (5 minutes)
Greater Invis (10 rounds)
Resist Energy Cold (30) 160 minutes
Feather Step 10 minutes
Fluid Form - 16 minutes
Haste, duration ??

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Barkskin (1 hr, 49 min)
Mage Armor (47 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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos
- Lockjaw used 2 of 2.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

AC 39,Touch 34, CMD 48/38 when flying,199/211 hp Malgant Winterborn 
Saturday March 31st, 2012 12:10:55 AM

OOC
No, that's really not acceptable. But if that's your ruling there's really only one thing I can do about it. Add the below to my actions this round.
IC
With a HEROIC EFFORT (use 1 hero point)Malgant takes another move action and moves from the AA, AB/ 19,20 spot to AJ,AK/28.29 as originally planned.

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 183 minutes CL 20
-Darkvision duration 163 minutes CL17
-Shield of Faith +4 deflection AC duration 9 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 9 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 268 minutes (4:50max) CL 17
-True seeing 120' duration 9 Minutes CL 17
-Divine Power duration 13 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-Shield +4 shield bonus to AC duration 8 rounds CL 17
-All channel energy uses expended


Trapped In the Dark - COMBAT ROUNDS /DMAl  d100=100 ; d20+16=23 ; d20+14=22 ; d20+14=20 ; d20+9=20 ; 5d6=15 ; 5d6=17 ; 5d6=19 ; 5d6=13 ; d4=4 ; d4=3 ; d4=4 ; d4=4 ; d6+13=18 ;
Sunday April 1st, 2012 12:43:01 PM


Vorelle, even blinded, is a dangerous foe. She fires an arrow and is rewarded with a grunt of pain. Then, Vorelle takes a few steps away from the edge, guided by both memory and her trained ability to determine the direction north. Away from the edge is toward the last known position of the devils. But that may be better than the prospect of a fall. She hides, hoping that will be enough.

Brahmah announces himself from hiding, describing his position in the Courtyard. The minotaur keeps his eyes peeled for threats. Thankfully he sees none.

Sir Joshua waits.

Malgant flies to the rescue, but the finds flying up is much slower going than coming down was. He won't make it. Or, normally would not. But heroes are heroes for a reason. The Hand manages an incredible burst of speed and charges among the devils. As he passes through the gap cut by Vorelle through the Wall of Ice, Malgant feels an intense chill. (Malgant: Take 18hp Cold damage. No save.) All of the devils that Malgant passes on his flight come close to reflexively attacking him. But some unspoken command holds them back.

Aztyr follows Malgant. She quickens a spell to protect her from the cold. Even with out the quickened spell, however, she cannot hope to match Malgant's heroic speed, but she is now at the right height to enter the gap in the Wall of Ice. Aztyr notices that Mookie flies along with her.

Vauhwyt slides out of her hole and into the space between the ice and her modified stone. Her Fabricate spell creates a cascade of ice that drops down into her space. Along with it comes a chill of cold, a precursor to things more dangerous. The resulting hole, little more than one inch in diameter, creates a small tunnel through the 13 inch thick ice. Vauhwyt can see nothing but a small one inch circle of blackness through her hole. By the most incredible of chances, Vorelle just happens to be there, dead center in view of the hole. Any movement to either side, and she will be gone. Vauhwyt's spellcraft tells her that should she attempt to go through this hole she will be subject to intense cold. The same will likely happen should she attempt to widen the hole to any greater dimension. (Vauhwyt, take 1d6+13 hp Cold damage should you try to pass through the hole or make it any bigger. N0 save.)

The Dark Angel moves five feet back and attacks Malgant's spells again. Again, to no effect.

The Handmaidens both fall back, but not before allowing Malgant the Opportunity of an Attack. (Take an AoO. Two if you have Combat Reflexes) Once a safe distance away, they too attack Malgant's spells. But, shaken by the Hand's sudden appearance, their magics fail to affect his.

The Erynes again unleash Unholy Blights. All four Unholy clouds cover Malgant. (Malgant: Take 15hp, 17hp, 19hp, 13hp. Be Sickened for 4 round, 3 rounds, 4 rounds, 4 rounds. Roll Will Saves 4 times vs respective DC19's to negate the Sickened and take half damage. Rounds of Sickness are Cumulative.)

Then the Insect Eyed devils throw up more walls. The first one is a dome that seals Malgant in with the Unholy Blight. It covers him exactly. The second wall seals the breech that Vorelle made, cutting off help from that direction. Vauhwyt's view of Vorelle is suddenly cut off as the third seals off the north side of the roof. (Each is 13 inches thick.)

Scattered and divided, there is now no one who even has a clear idea of where the devils are. Vorelle is alone and blind. A devil may be looking right above her, and she would be unaware.

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

HEIGHT MAP
==========
95ft - Top edge of Wall of Ice
85ft - Black Miasma (Speed reduced to 1/4. 1d4 Energy Drain each round exposed.)
75ft - 3rd floor roof
60ft - 2nd floor roof peak
50ft - 2nd floor roof edge
20ft - 1st floor roof
00ft - Courtyard Floor


Reference Map Floor Three and More

Clock: 23 minutes +3 since Entry

Heights (ground to foot not ground to head.)
=======
Aztyr: 75ft
Malgant: 75ft
Vauhwyt: 70ft
Vorelle: 75ft
Brahmah: 00ft
Jass: 00ft
Sir Joshua: 00ft

Nihil: 75ft / SR27 / AC??, Touch AC28 / Slightly Injured
HM1: 75ft / SR27 / AC31 / Scratched
HM2: 75ft / SR27
G1: 75ft / SR27 / AC32, Touch AC14 / DR10-?? / Slightly Injured
G2: 75ft / SR27 / AC32, Touch AC14 / DR10-??
G3: 75ft / SR27 / AC32, Touch AC14 / DR10-??
Erynes1: 75ft / SR27
Erynes2: 80ft / SR27
Erynes3: 75ft / SR27
Erynes4: 80ft / SR27

All Imps Dead

Ice Wall at AD19 breeched 10ft hole from 75 to 85ft

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Energy Drain and Negative Levels Explained

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

AC 39,Touch 34, CMD 48/38 when flying,147/211 hp Malgant Winterborn  d20=7 ; d20=15 ; d20=18 ; d20=13
Damage taken 18+34=52 d20+28=45 ; 2d6+24=27 ; d6=1 ; d6=3 ;
Sunday April 1st, 2012 6:47:55 PM

will saves... must not roll 1's...7, 15, 18, 13, all made
AoO Hit AC 45 for 27 damage + 4 holy damage Attack is blunt, magic, good and holy
OOC
Al, Is Malgant on the roof? His height suggests he is. Were the devils on the roof last Malgant saw them?

Trapped In the Dark - COMBAT ROUNDS /DMAl 
Sunday April 1st, 2012 7:50:42 PM


OoC to Malgant: Yes and yes. The height of the Black Miasma doesn't leave much room for a large creature to be anywhere else than on the roof if s/he wishes to stay out of the Black Miasma. There's only ten feet between the surface of the roof and the Black Miasma. You may, if you wish be a few inches above the surface of the roof, but not much more.

BTW, which Handmaiden did you hit? 1 or 2? 1 is already slightly wounded from an arrow from Vorelle. Malgant would have seen this.

AC 39,Touch 34, CMD 48/38 when flying,147/211 hp Malgant Winterborn 
Sunday April 1st, 2012 10:41:35 PM

Handmaiden 1 is my target, sorry I forgot to mention that.

Vorelle [AC 22; Touch AC 10; ACP 0] [HP 83/159] [Greater Magic Weapon; Barkskin] [Blinded]  d20+26=30 ; d20+30=46 ; d8+12=19 ; d20+28=31 ;
Monday April 2nd, 2012 1:45:44 AM

A few choice words, learned on the streets of Dirt City, float over the mental link, but Vorelle keeps her silence.

She strains her ears and her other senses, trying to find an opponent. If she thinks she has a location, she fires a single shot, then re-hides.

[Vorelle would like to use Perception to try to pinpoint a square with an opponent, preferably Handmaiden 1, although she's in no position to be picky. Perception check is 30. If that allows her to locate an opponent's square, she hits AC 46 for 19 damage. The Seeking bow negates the miss chance. New Stealth check is 31.]

Brahmah 191/202hps -20hps from neg levels, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Monday April 2nd, 2012 4:53:43 AM

"Might it help if I climbed the side where Vorelle is and tried to chip her out. I could make short work of the ice wall." He think to the link.
--------------------------------------------------------------------------------
Conditions: 4 negative levels (-4 to all checks, saves and rolls, down 20hps (5 per neg level) and spells with be restricted once cast)

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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Sir Joshua the Virtuous (Ken)  d20+9=21 ;
Monday April 2nd, 2012 10:17:36 AM

Sir Joshua hears sounds of fighting and combat, and decides if there's a battle brewing and his new companions are in trouble, he's better off involved than just sitting here...

He has no idea who is where, so he actives his shoes of flying and follows Brahmah up, ascending at a painfully slow pace...

(Fly check = 21 )
(Double move) Ascend at 45degrees to L17, then up rest of way to 25' high.

(DM - horizontal movement - 20' diagonal + 10' for diagonals = 30'; then 5' up over 4 squares + 5 straight up (costs 10) = 60' total. This gets me to 25' feet high)

_________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - Dispelled (The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).)
Boots of Flying 29/30 rounds left of 1st use

Magic Items with Uses
Pearl of Power (1/day, 4th level)
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 13/16 per day
Smite Evil - 7/7 per day
Channel Energy- 8/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
AC 35, 203/203 hps, Touch AC 14
DR 5/evil,

Fly skill = +9


Vauhwyt (HP81 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 of 69, AC21)  d20+38=45 ;
Monday April 2nd, 2012 10:25:02 AM

Vauhwyt moves to AP18. Her cold resist 30 lets her completely ignore the cold. At the edge of the ice wall, she peeks around the corner. If it is okay, Kindly DM Al, she would like to complete her move and take a standard move after she gets to the end of the wall and peeks around.

Since she is peeking, that is, using the edge of the wall for cover, she would also like to use her hide skill, albeit at -5 for moving as fast as she is.

Stealth 45.

More to come, both for V and M.

DM Sanity Info

NOTE: Mookie = -2 Con
NOTE: V's rounds of Sick: used 2 of 3

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 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, 42 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (182 minutes)
Expeditious Retreat (4 minutes)
Jump (4 minutes)
Barkskin (1 hr, 47 min)
False Life (20 hrs)
Reduce Person (5 minutes)
Greater Invis (10 rounds)
Resist Energy Cold (30) 160 minutes
Feather Step 10 minutes
Fluid Form - 16 minutes
Haste, duration ??

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Barkskin (1 hr, 49 min)
Mage Armor (47 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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos
- Lockjaw used 2 of 2.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

Trapped In the Dark - COMBAT ROUNDS /DMAl 
Monday April 2nd, 2012 10:48:22 AM


OoC to All: Now that Vauhwyt's come around and has the first full view of the rooftop area. Here is what it looks like.

Map with Enemies

Vauhwyt, given that you know what it looks like, can you give me the grid coordinate that you wish to move to? If you do not respond to this post by Post Time tonight, I will move you as I feel best fits your intent.

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 146/159  5d4+5=20 ; d20+21=38 ; 10d6(3+1+4+4+2+4+1+1+3+5)=28 d20+21=25 d20+21=34 d20+21=30 d20+21=22
Monday April 2nd, 2012 11:44:21 AM

Aztyr sees the Ice Walls come up and reaches to her belt and grabs the Lesser Rod of Maximize, with that in hand she focus' a spell through it. She casts a Fireball spell through it and flicks the seed to the center the explosion at AD,AE/21,22. (Maximized damage 60 + 10 from Bloodline = 70 damage)
"Get amongst them to prevent these dam walls, move now. I can't keep dropping them, it takes too much time." Aztyr yells and thinks the thoughts across the mind link.

If the ice wall is breached:
Aztyr uses a Quickened Magic Missile spell on the Angel. Damage 20 penetration 38

Aztyr reaches deep within herself and calls forth a heroic action.... (using a Hero Point)
She uses her Heroic effort to cast a follow up spell, She begins to cast her malleable magic and calls forth a special type of explosion.... (cast Limited Wish: Effect a "Thunderball" but no fire and all of the explosion as focused Sound(sonic explosion)) Centered at AG,AH/24,25

Fireball centered AD,AE/21,22 Damage 70
Sonic Explosion Damage 28
Spell Pen: Angel 25, D1 34,D2 30,D3 22
Aztyr's Spell Info:

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

* = 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 2/3
Level 2 - Silence 2/2

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Protection from Energy (cold), Duration 170, 120/120 left
Haste, Duration 14 rounds
Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
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 3:14 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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 (HP81 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 of 69, AC21)  d20+21=23 ; d3=2 ; d20+27=34 ; d4+8=12 ; d6=3 ; d6=2 ; d6=6 ; d6=3 ;
Monday April 2nd, 2012 11:45:43 AM


OOC: I'm assuming that Vauhwyt is in AQ18. She'd have to be to see all that. She has as her target the chickie babe in AO21. If that wall of ice is in the way, she will complete her move by going to AR18. That way the chickie babe will still be in 15 ft reach.

Vauhwyt mentally shouts, "Vorelle, there's a big one adjacent to you to the south! There's a chickie babe 20 feet due east. The Big Bad Guy is due east of the ice cylinder that I think Mal is in. The others are all around!"

OOC: Al, if Vauhwyt has time to say more, she'll give locations for the others. But I do not want to abuse the ability to speak as a free action.

Vauhwyt uses her fluid form reach to make a touch attack on the chickie babe at AO21. Her touch attack is at +21 given her current size and dex. She hits a touch AC23, LOL! a nat 2! Hopefully enough to touch her. I did not include a +2 bonus for being unseen.

V's armor spikes are at +2 this round. Her grapple check is at +27. Her check beats a CMD 34. If that works, V's grapple damage is 1d4+8, or 12 damage. If the attack is a surprise at all, or if the devil does not see her (greater Invisibility), then the extra sneak attack damage is +14.

Moreover, per the grapple rules, Vauhwyt pulls the devil to AQ19. And she is grappled.

If it all works, Vauhwyt mentally tells her friends that she has grappled a chickie babe and that next round she intends to drag her down and out while raking her to shreds. It would be really helpful if others of her friends are either helping Mal and Vorelle or waiting to come attack!

ALSO! She mentally asks if ANYONE has any rope or chain or manacles! "AZTYR! If you have any rope, PLEASE give it to Mookie!"

Mookie cannot hear any of that, but he feels an urgent command from his mistress. He begs Aztyr, cawing out loud, "What's the Boss say!? Please! Tell me!"

Note that hasted bonuses are not included in post header.

Vauhwyt's CMD is a base 10 +9 BAB +10 dex +1 str +1 ioun stone +1 haste = 32

Jass of Downs (SteveK) AC 36(38v evil) Touch:27 (29 v Evil) CMD 22 HP 115/159 
Monday April 2nd, 2012 12:56:46 PM

ooc: holy... what the ... certainly a lot has happened in two posts to turn a careful plan into a mess of individuals! Selah!
..................................

Hearing the chaos of battle erupting through the telepathic link, Jass flies out of the stables and as fast as he can up to the roof once more while drawing his Wand of Darkvision. He is guided only by his small Light spell still applied.

He casts his telepathic voice to any of his friends who can hear him. "Cavalry coming, Vorelle! Malgant! They will know a battle before we are through!"

Actions....
Draw while move = free action
Double Move to Fly = 120' going up = 60' get to Q,17 at 60' up

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 12/34 minutes; +4 AC
Prot v Evil (From Malgant) 151/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 28 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 150/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 9/17minutes (14 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll

Active Effects:Highlight to display 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 1 1 1 7 2 1
}

Trapped In the Dark - COMBAT ROUNDS /DMAl 
Monday April 2nd, 2012 1:19:16 PM


OoC to Vauhwyt: I don't think it changes anything, but keep in mind that you're still sickened for this round.

Vauhwyt (HP81 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 of 69, AC21) 
Monday April 2nd, 2012 2:15:00 PM


Kindly DM Al, I just copied and pasted my Sanity Info in a couple prior posts, without bringing some really short duration things up to date, specifically the Greater Invis and the Sickness.

On a post dated Tuesday March 27th, 2012 9:55:27 AM, V rolled a nat 1 to be sickened for 3 rounds.

Tues, March 27 was V's 1st round of 3 sick.

Wednesday March 28th, 2012 1:52:44 PM was V's 2nd round of 3 sick.

Then, on Wed eve, after the DM posted, V posted that "This is the last round of Sick" but I did not update her PC sheet.

In her post dated Friday March 30th, 2012 8:05:39 PM, V made three saves and did not become sick.
So now she is not sick at all. Here is my correct and revised sanity info:

DM Sanity Info

NOTE: Mookie = -2 Con

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 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, 42 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (182 minutes)
Expeditious Retreat (4 minutes)
Jump (4 minutes)
Barkskin (1 hr, 47 min)
False Life (20 hrs)
Reduce Person (5 minutes)
Greater Invis (8 rounds)
Resist Energy Cold (30) 160 minutes
Feather Step 10 minutes
Fluid Form - 16 minutes
Haste, duration ??

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Barkskin (1 hr, 49 min)
Mage Armor (47 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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos
- Lockjaw used 2 of 2.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

Sir Joshua the Virtuous (Ken) 
Monday April 2nd, 2012 2:22:03 PM

OOC - Q to all .. Didn't someone cast haste that upon the group a few turns ago? With so much going on, I lost track... If so, he can move a lot faster and further and get in the fight sooner... I'll update my post if that's the case......

Trapped In the Dark - COMBAT ROUNDS /DMAl 
Monday April 2nd, 2012 2:53:41 PM


OoC to Sir Joshua: Yes, Aztyr cast Haste. The question really is: Were you close enough to receive the spell at the time? I, truthfully, don't recall. I know that some were and some were not. I remember mentioning who received the spell in my next DM post. But, I have since forgotten.

If you really want to know, I suggest you review my posts for the last two weeks or so. It will likely be in my recap of Aztyr's move.

Vauhwyt (HP81 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 of 69, AC21) 
Monday April 2nd, 2012 3:13:09 PM


OOC: Aztyr cast Haste on March 28. Duration 17 rounds, so like 2-3 rounds have elapsed? In his Wednesday March 28th, 2012 8:49:12 PM post, Kindly DM Al wrote, "Aztyr adds fleetness to the tactical regrouping. (All characters have Haste except for Brahmah who is too far away.)"

Trapped In the Dark - COMBAT ROUNDS /DMAl 
Monday April 2nd, 2012 4:46:30 PM


OoC to Sir Joshua (And Vauhwyt): Thanks Vauhwyt. Sir Joshua, if you'd like to change your location based upon this new information, please do so before post time tonight. You will not be able to do so retroactively once my post is made.

AC 40,Touch 35, CMD 48/38 when flying,147/211 hp Malgant Winterborn  d20+33=44 ; d20+33=47 ; d20+28=40 ; d20+23=31 ; 4d6(5+3+6+5)+24=43 4d6(5+1+3+3)+33=45 d20+33=41 2d6(5+3)+24=32 d6=1 d6=6 2d6(1+6)+24=31 d6=6 d6=4 2d6(6+5)+24=35 d6=2 d6=4 2d6(2+5)+24=31 d6=1 d6=4 2d6(6+5)+24=35 d6=4 d6=1
Monday April 2nd, 2012 5:39:45 PM

Malgant feels the tomblike cold of the ice dome and despairs. He has failed Vorelle. Instead of being close enough to stop the walls he was trapped by them. Then he heard the distinct sound of Aztyr dropping fireballs. He though, But devils are immune to fire aren't they? He heard a crash that rocked the dome but did not shatter it. Thinking quickly he smashed his fist into the dome ( power attack, Vital strike)for 43 damage. When the wall drops he takes a 5 foot step towards the angel and with a heroic effort launches a series of attacks against her ( hero point to take a standard action, combined with a move for a full attack.( Flurry of blows power attack)
Hit AC 44 for 32+7 holy
Hit AC 41 for 31+10 holy
Hit AC 47 for 35+6 holy
Hit AC 40 for 31+5 holy
Hit AC 31 for 35+5 holy
All attacks are blunt magic and good aligned

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 183 minutes CL 20
-Darkvision duration 163 minutes CL17
-Shield of Faith +4 deflection AC duration 9 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 9 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 268 minutes (4:50max) CL 17
-True seeing 120' duration 9 Minutes CL 17
-Divine Power duration 12 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-Shield +4 shield bonus to AC duration 7 rounds CL 17
-Haste Duration 14 rounds
-All channel energy uses expended
-All hero points expended


Sir Joshua the Virtuous (Ken) 
Monday April 2nd, 2012 6:06:30 PM

(Thanks all for the clarification and yes, it appears Sir Joshua still has the handy spell going... lets see how quick he can get into the fight...)

Added haste...

Starting from L17 (after double move) 25' high - Since he's hasted, he can pay another 30' of movement, thus go 20' diagonal and 10 up... But he needs to get over 60' high since 2nd floor roof... So stop at N17, go South to N18 (I think that's where roof edge is so I can clear it... 10' of cost left), go up 5' feet (only rise at half speed?)

Ending position = N18, 30' high

(going up at 45 angle and across diagonals- so every 10' diagonal costs 5' extra for diagonal and only moves me up 5'. So pay 15' to go 10 diagonal and 5' up)

_________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - Dispelled (The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).)
Boots of Flying 29/30 rounds left of 1st use

Magic Items with Uses
Pearl of Power (1/day, 4th level)
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 13/16 per day
Smite Evil - 7/7 per day
Channel Energy- 8/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
AC 35, 203/203 hps, Touch AC 14
DR 5/evil,

Fly skill = +9
Hasted (via Aztyr) - 14 rounds left

Trapped In the Dark - COMBAT ROUNDS /DMAl 
Monday April 2nd, 2012 6:28:57 PM


OoC to Aztyr and Malgant Critical Message: Magic Missile cannot damage an object.

"The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell."

The Sonic Explosion alone is not going to breech the domed Wall of Ice that surrounds Malgant.

This is a critical change. I'm sorry that I did not catch it sooner. Malgant, you, at the very least, may have to reconfigure your post with different expectations. Aztyr, I'll wait a bit longer tonight to see if you come up with something different. Otherwise, I will have to go with the Quickened Magic Missile. It will strike the dome, but do no damage.

If you edit your existing post, please put a notice below this one to inform me that you have edited. That way, I will not miss it.

Vauhwyt (HP81 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 of 69, AC21) 
Monday April 2nd, 2012 6:44:03 PM

Vauhwyt final: If anyone volunteers any rope, Mookie will make it his job to go and get it, then move toward Vauhwy, north and east. If no one says they have any, he will move to AA12 to see what he can see.

AC 40,Touch 35, CMD 48/38 when flying,147/211 hp Malgant Winterborn 
Monday April 2nd, 2012 9:54:41 PM

Aztyr's post will be changed in a moment.
My post will be edited right after.
All edits done, thanks for waiting


And Eye for an Eye - COMBAT ROUNDS /DMAl  d20+16=22 ; d20+14=20 ; d20+14=17 ; d20+21=41 ; d20+16=26 ; d20+11=26 ; d20+14=15 ; d20+14=33 ; d20+21=29 ; 2d6+10=16 ; 2d6+10=17 ; 2d6+10=13 ; d6=4 ; 2d6+10=20 ; d6=1 ; 2d6+10=19 ; d6=3 ; 3d6+3=15 ; d6+13=18 ; d6=5 ; d6=5 ; d6=6 ; d6=5 ; 5d6=23 ; 5d6=14 ; 5d6=20 ; 5d6=24 ; d4=2 ; d4=1 ; d4=1 ; d4=1 ; d3=1 ; d20+21=41 ; d20+21=36 ; d20+21=36 ; 2d6+10=13 ; 2d6+10=20 ; 2d6+10=18 ; 2d6+10=15 ; d6=1 ; d6=5 ;
Monday April 2nd, 2012 10:56:39 PM


Vorelle fires again. Normally, firing her bow with an armed attacker nearby would be inviting an attack. None, however, comes this time. Sounds whisper from all around the ranger. They shift and threaten. This time, unlike before, Vorelle is unable to pinpoint any of the devils. She hears her arrow sing off into the darkness. Then she moves. Moving carries its own dangers, especially when an enemy could be standing nearby. She takes the only path she can be sure of, continuing her southward movement. Attacks lash out at her from the darkness. (AoO's One Critical for 66hp + 6 Cold Damage. Fortitude vs DC23 or be affected as by a Slow spell for 1d6 rounds.) Vorelle is hit hard. Her Blindness makes her a particularly vulnerable target.

Brahmah asks whether he should climb the wall and break through.

Sir Joshua doesn't ask. He just goes. The armor costs the paladin, though. It's slow going.

Vauhwyt slides through the hole in the ice and speeds for the end of the wall. After a stealthy peep around the end of the Wall of Ice, she reaches out for a nearby Erinyes and catches it by surprise. She tries to wrap the Erinyes in her fluid arms, but something in the dark aura about the Erinyes allows it to shake off Vauhwyt's hold. By now, of course, Vauhwyt has the attention of several of the devils - all of the Erinyes and both Handmaidens, who can clearly see through her invisibility.

Aztyr works on bringing down the Wall of Ice. She casts a Maximized Fireball, and Fire meets Ice creating ... Steam. A great cloud of steamy fog rises in the place of the Fireball obscuring all from sight. (The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). Before the fog spreads she catches sight of the Dark Angel. She fires quickened Magic Missiles at in and is rewarded by sounds of pain coming out of the fog. Then Aztyr acts again, casting with heroic speed. She morphs a spell creating a Thunderball and drops it by judging the distance through the Fog. Aztyr hears three voices cry out in pain. One of those voices is Vorelle's. (Vorelle: Also take 28hp damage from Aztyr's Thunderball.)

Jass hears the call too. He flies to the rescue.

Malgant hears the Thunderball crack just outside the hemisphere of ice that surrounds him. The northeast corner is now cracked, but not quite breeched. Malgant gives the wall a massive punch, and the Wall of Ice explodes outward. Inward rushes a frigid cold. (Malgant: Take 18hp Cold damage. No Save.) Then, with a final heroic push, he launches a desperate attack at the Dark Angel. Holy light sparks off of the Dark Angel as each of Malgant's blows land, pummeling the devil with power. With the last punch the Dark Angel falls, knocked out of the air and to the roof. Nihil the Ashbringer is dead.

Again the heroes hear the sound. This time, Sir Joshua hears it too. It is a metallic *crack* of links shattering. It echoes in their heads and merges with the screams of the Devils as they witness the fall of their leader.

"You will pay," one of the Handmaidens hisses, staring baleful eyes at Malgant, Vorelle and Vauhwyt.

Vauhwyt feels two attacks against her magic. Neither seem to do anything.

Vorelle feels a series of viscous attacks that come at her from the northwest. The first is critical. Five attacks in all. Only one misses. Each blow is colder than the next. (Vorelle: Take 46+4+20+1+19+3+15 = 108hp. If, by some miracle, you survive this, I'll need 4 Fortitude Saves vs DC23 or you are Slowed for 5, 5, 6, 5 rounds respectively.)

Two more Walls of Ice go up. Vauhwyt is sealed out. The other lies within the fog waiting to be discovered.

Malgant is hit with four more Unholy Blights. (Malgant: Take 23hp, 14hp, 20hp, 24hp. Be Sickened for 2 round, 1 rounds, 1 rounds, 1 rounds. Roll Will Saves 4 times vs respective DC19's to negate the Sickened and take half damage. Rounds of Sickness are Cumulative.)

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

HEIGHT MAP
==========
95ft - Top edge of Wall of Ice
85ft - Black Miasma (Speed reduced to 1/4. 1d4 Energy Drain each round exposed.)
75ft - 3rd floor roof
60ft - 2nd floor roof peak
50ft - 2nd floor roof edge
20ft - 1st floor roof
00ft - Courtyard Floor


Reference Map Floor Three and More

Clock: 23 minutes +4 since Entry

Heights (ground to foot not ground to head.)
=======
Aztyr: 75ft
Malgant: 75ft
Vorelle: 75ft
Vauhwyt: 70ft
Jass: 60ft
Sir Joshua: 30ft
Brahmah: 00ft

Nihil: Dead
HM1: 75ft / SR27 / AC31 / Scratched
HM2: 75ft / SR27
G1: 75ft / SR27 / AC32, Touch AC14 / DR10-?? / Slightly Injured
G2: 75ft / SR27 / AC32, Touch AC14 / DR10-??
G3: 75ft / SR27 / AC32, Touch AC14 / DR10-??
Erynes1: 75ft / SR27 / CMD35
Erynes2: 80ft / SR27 / CMD35
Erynes3: 75ft / SR27 / CMD35
Erynes4: 80ft / SR27 / CMD35

All Imps Dead

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Energy Drain and Negative Levels Explained

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

AC 40,Touch 35, CMD 48/38 when flying,147/211 hp Malgant Winterborn  d20=5 ; d20=15 ; d20=10 ; d20=12 ;
Monday April 2nd, 2012 11:26:24 PM

OOC
Vorelle gets a save vs the thunderball no since it is based on a fireball?
Also if you drop Vorelle, don't throw in the towel... I might be able to fix some of that so reduce as much of it as you can.

IC
All saves made ( no 1's) 5,15,10,12

Vauhwyt (HP81 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 of 69, AC21) 
Monday April 2nd, 2012 11:40:33 PM

Kindly DM Al, when V tried to grapple and fail, did she have the sense that these things are just immune to grappling, and she should give up? Or was there a chance of success? How big? Or is Vauhwyt just in the dark?

Vorelle [HP -109] [Dead]  d20+18=34 ;
Tuesday April 3rd, 2012 12:04:22 AM

[When I said "re-hide", my intent was to re-hide in the same square, using Hide in Plain Sight, not to actually move. I will try to be clearer from now on.]

Vorelle cries out as multiple unseen weapons assault her. The cold chills her bones, but does not slow her.

Then she is hit with friendly fire, which knocks her unconscious.

She does not feel the remaining attacks as the demons hack at her unconscious body. It isn't clear whether the first blow or the second is the one that kills her, but in the end it doesn't matter.

AC 40,Touch 35, CMD 48/38 when flying,147/211 hp Malgant Winterborn 
Tuesday April 3rd, 2012 5:11:14 AM

OOC
Also I think the daylight tucked into Malgant's belt might mitigate some of the darkness we are in.

And Eye for an Eye - COMBAT ROUNDS /DMAl 
Tuesday April 3rd, 2012 7:09:21 AM


OoC to All: All, because this involve a possible death. First, Vorelle would have had to move. I've said it before, to Hide or Re-hide, you are required to move, to actually shift position greater than a 5ft step.

Second, it did occur to me that the main reason that so many hits landed on Vorelle was her low AC. The low AC was due to lack of light. I can't do anything about the AoO's. But, as soon as Malgant breaks out of the Wall of Ice dome, he brings the Daylight with him. That could make the difference. Or, maybe not. That first hit of the series was a Critical.

Vorelle, post your AC w/o the Blindness. I'll try to sort through the mess of rolls that I did last night and see what hit and what did not w/o the Blindness.

Also, as to the Save vs Thunderball, Aztyr didn't list one. I'll leave it up to her. Aztyr? Is there a Save? And what is the Save? Fort? Will? Ref? DC?

Brahmah 191/202hps -20hps from neg levels, AC 34 +5 DEFENDER (in combat) TOUCH AC 18  d20+1=2 ; d20+21=33 ;
Tuesday April 3rd, 2012 8:13:10 AM

(OOC: Being a bit confused about the last couple rounds, I'll err on the side of "what the hell!" and try to join combat. Not sure where it is and staying well clear of the Miasma.)

Sorry about Vorelle.

The ranger mentions to the group in the link that he's sorry for the delay. He attempts to fly to the 60ft locale which everyone seems to be at, clear of the Miasma. (Al, lost track of the bonuses but I'll roll something and you adjust. Fly 2, hey look, a nat 1)

Perception 33 (Favored +2, if any)

--------------------------------------------------------------------------------
Conditions: 4 negative levels so far

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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Jass of Downs (SteveK) AC 45(47v evil) Touch:30 (29 v Evil) CMD 28 HP 149/193 
Tuesday April 3rd, 2012 11:01:49 AM

Jass is not hasted because he had already flown to the courtyard before Atzyr casted the Haste spell, but he's pretty fast anyways. The sorcerer with a silver tongue and the look of a fresh corpse flies forward and upward until he is past Atzyr.

"We have to bring them to close combat!", snarls Jass in a hollow voice. The telepathic scream by Vorelle that was suddenly cut off has made the sorcerer angry and having a lost feeling. "If I'm going to die again, I'm going to take a bunch of them with me! Follow me in!"

Not able to see because of the steam cloud, Jass casts a spell on himself, turning his own body into a living wall of flame!

Actions....
Move to Fly = 60': going up 15' at 45* angle + 30 move forward = 15' up and 45' forward to Z,21
Cast Elemental Body; Huge Fire Elemental: +6 DEX, +4 CON, +6 natural AC; darkvision 60 feet, resist fire 20, vulnerability to cold, Speed 60 ft.; Melee 2 slams +15 (2d6+4 plus burn); Space 15 ft.; Reach 15 ft.; Special Attacks burn (2d6, Fort DC 18)

Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 12/34 minutes; +4 AC
Prot v Evil (From Malgant) 151/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 28 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 150/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 9/17minutes (14 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll

Active Effects:Highlight to display 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 1 1 1 7 3 1
}

Sir Joshua the Virtuous (Ken)  d20+9=12 ;
Tuesday April 3rd, 2012 11:43:14 AM

Sir Joshua hears cries of anger and anguish, and it appears that one of his new friend's has died in battle... Without the link, he doesn't know who though...

He'll continue forward, going fast as he can though it feels like he's missing all the fun, so readies his weapon and swears that he's going to make these evil creatures fear his holy wrath... He nods at whoever is at W/X 20/21 and focuses on where he can best get into the battle...

(Fly - 12)
Double Move + Haste - Start N18, 30' high, End up U24, 65' high
(90' total to spend) Go up to 50' to clear 2nd floor roof (cost 40'), then diagonal (SE and up at 45' angle)) from N18 to (30' diag, 15' up, cost 45'') T24 at 65' high, then another 5' East to U24.

_________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - Dispelled (The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).)
Boots of Flying 28/30 rounds left of 1st use

Magic Items with Uses
Pearl of Power (1/day, 4th level)
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 13/16 per day
Smite Evil - 7/7 per day
Channel Energy- 8/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
AC 35, 203/203 hps, Touch AC 14
DR 5/evil,

Fly skill = +9
Hasted (via Aztyr) - 13 rounds left



Vorelle [HP -109] [Dead] 
Tuesday April 3rd, 2012 12:14:56 PM

[non-blinded AC is 32; Touch 20. Also, I should point out that as a player, I am not the least bit upset that my character died. It happens. :) ]

And Eye for an Eye - COMBAT ROUNDS /DMAl 
Tuesday April 3rd, 2012 12:24:44 PM


OoC to Vauhwyt: V missed the CMD. She knows that the Erinyes was simply able to out grapple her this time.

And Eye for an Eye - COMBAT ROUNDS /DMAl 
Tuesday April 3rd, 2012 12:37:34 PM


OoC to All:

At the beginning of the round, Vorelle had [HP 83/159].

All Gelugons made Perception checks that beat Vorelle's Stealth. Two AoO's from Gelugon1 and Gelugon3 put her down to 13+20+18+15+1+5 = 72. The first of these hits was a critical at x3. Count now at [HP 11/159]

All subsequent hits then came from Gelugon3 with a Full Attack. The first hit was a critical. The critical alone was 16+17+13+4 = 50. That's [HP -39/159]. At that point, there is no more Dex to AC.

If you think you can do something, Malgant, please try. Thank you, Vorelle, for your sporting attitude. But, I don't like killing characters.

Vauhwyt (HP81 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 of 69, AC21) 
Tuesday April 3rd, 2012 12:44:18 PM

Oh man oh man! The CMB rules say, "When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects."

That means Vauhwyt forgot to add in her +1 to CMB from Haste, and since she missed her grapple by just one, in essence she (I) shot herself (myself) in the foot! D'Oh!

Rules Fu FAIL!

Next time, I gotta remember that!

I gotta go cry in my beer for a while before I can post. Also waiting to find out if Vorelle is really dead.

Was Vorelle including her Haste bonus to AC?

And Eye for an Eye - COMBAT ROUNDS /DMAl 
Tuesday April 3rd, 2012 1:08:00 PM


OoC to Jass: You might want to reconsider your movement. Moving 15' up puts you at 75' of elevation. This is level with the roof that is true. But it is also 10ft under the level of the Black Miasma. At this elevation, becoming a 15x15 Huge Fire Elemental will put your upper body inside the Black Miasma.

If you still wish to do this, you need not do anything. I will go with the move as stated. However, feel free to change at any time before Post Time.

Vauhwyt (HP81 of 138, AC44 (not inc. defending weapon) and Mookie (HP69 of 69, AC21) 
Tuesday April 3rd, 2012 1:36:51 PM


OOC: Huge Jass could use the squeezing rules to avoid the miasma, right? Arguably, that might be the more logical default rather than sticking one's head up into it. -- Cayzle the Buttinski

And Eye for an Eye - COMBAT ROUNDS /DMAl 
Tuesday April 3rd, 2012 2:03:39 PM


OoC to Jass: Here are the Squeezing rules, btw.

Squeezing (Under Terrain and Obstacles)

In some cases, you may have to squeeze into or through an area that isn't as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. 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.

When a Large creature (which normally takes up 4 squares) squeezes into a space that's 1 square wide, the creature's miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into.

A creature can squeeze past a creature while moving but it can't end its movement in an occupied square.

To squeeze through or into a space less than half your space's width, you must use the Escape Artist skill. You can't attack while using Escape Artist to squeeze through or into a narrow space, you take a --4 penalty to AC, and you lose any Dexterity bonus to AC.

AC 40,Touch 35, CMD 48/38 when flying,147/211 hp Malgant Winterborn 
Tuesday April 3rd, 2012 4:23:20 PM

OOC
If Vorelle is only at -39 there is a fair chance I can still save her. I pray for these darn spells for a reason. I will need some support though. I need LOS and or Line of effect blocked from those handmaidens so they can't counter this. drop me a wall and I will do my utmost to save her.
Edit, I am wrong, the handmaidens used their dispels on Vauhwyt, I can save Vorelle, I hope.

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 146/159 
Tuesday April 3rd, 2012 5:04:55 PM

Reflex save DC 25 for half is what my spell was. I meant to base it on the fireball spell, but make it do sonic damage instead of fire. I figured Vorelle would make the reflex save since I have never seen her fail one. I kept the footprint the same as fireball, the damage cap the same , just made it sonic. Sorry I didn't post it that way yesterday.

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 146/159  10d6+10=46 ;
Tuesday April 3rd, 2012 5:34:15 PM

As Aztyr moves to AG,AH/11,12, she yells over the link to Vauhwyt. Sister, drop a wall of Stone down the line of AM,AN, I'm blowing a hole through the north wall of ice, I'm doming Malgant and Vorelle, then next round we kill the 3 that will be cut off." She finishes moving and targets the wall throwing a fireball at AI,AJ/18,19. ( Damage 46, SP doesn't matter, they are immune, Reflex save DC 25 save for half)
She then reaches deep within herself again and heroically casts a second spell (hero point used).
Aztyr casts a spell she's envisioned in her mind for months, it's just that she's never before used it. She casts the spell and her entire body turns into Iron (Cast Iron Body)

Aztyr's Spell Info:

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

* = 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 2/3
Level 2 - Silence 2/2

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Iron Body, Duration 17 minutes
Effectsdamage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
Also : +6 Strength, -6 Dexterity, Speed reduced to 20 (running) 30 (flying) +30 feet for haste)
Protection from Energy (cold), Duration 170, 120/120 left
Haste, Duration 13 rounds
Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
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 3:14 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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 (HP81 of 138, AC45 (not inc. defending weapon) and Mookie (HP69 of 69, AC22)  d20+24=30 ; d3=2 ; d20+28=37 ; d4+8=9 ; d6=1 ; d6=2 ; d6=3 ; d6=6 ;
Tuesday April 3rd, 2012 6:44:42 PM


DM Al and Aztyr, a Wall of Stone has to be founded firmly on stone, and I've been assuming the roofs offer no such foundation. Please correct if I am wrong. ... later ... here's what the spell says, "The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone."

At first, Vauhwyt rejoices when she hears the sound of sundering steel that means their quest has advanced. But then she comes to understand through her telepathy that Vorelle has fallen. She focuses on getting to her friend with the idea of grabbing her soul as it leaves her body -- to maybe save it from some worse fate here in this horrorful place. But this gosh darned wall of ice is in the way.

She uses a move action to move to AV30. If the DM allows, she casts Wall of Stone to make a 10 ft by 2 inch thick by 80 ft long wall. It starts at AS-AT-25-26, butting up against the wall of ice, then due west 30 ft to AM-AN-25-26, then 20 ft northwest to 22-23-AJ-AK, then north 20 ft to 18-19-AJ-AK, with stone to spare.

She watches to see if they will break through the ice and emerge to her north.

Mookie retreats and hides.

With her 15 ft reach, if an enemy approaches, she'll take an AoO.

She will not drop her wall of stone until her other friends have gone, and she will modify it so that she does not trap any of her friends in there with the enemy.

If she cannot cast the Wall of Stone, then she would move to 30-AU, rather than 30AV, and with her 15 ft reach, make a grapple sneak attack on the bug at 26-27-AR-AS.

Her touch attack is at +22 given her current size and dex and haste, +24 if unseen. She hits Touch AC 30, maybe 32. V's armor spikes are at +2 this round. Her grapple check is at +28 with haste. She beats a CMD37. If that's enough, her grapple damage is 9, plus maybe 12 more sneak attack damage.

Vauhwyt's CMD is a base 10 +9 BAB +10 dex +1 str +1 ioun stone +1 haste = 32

DM Sanity Info

NOTE: Mookie = -2 Con

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 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, 42 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (182 minutes)
Expeditious Retreat (4 minutes)
Jump (4 minutes)
Barkskin (1 hr, 47 min)
False Life (20 hrs)
Reduce Person (5 minutes)
Greater Invis (8 rounds)
Resist Energy Cold (30) 160 minutes
Feather Step 10 minutes
Fluid Form - 16 minutes
Haste, duration ??

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Barkskin (1 hr, 49 min)
Mage Armor (47 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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos
- Lockjaw used 2 of 2.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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



AC 40,Touch 35, CMD 48/38 when flying,88/211 hp Malgant Winterborn 
Tuesday April 3rd, 2012 7:36:58 PM

Hasted, Malgant rushes north to AJ, ,AK / 20,21 and seals himself in with one of the ice devils and one Eyrines by dropping a wall of ice along the 21, 22 line between the ice devils walls. He then turns to the Ice devil and prepares to destroy it.
Spontaneously cast wall of Ice losing the dimensional anchor spell

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 183 minutes CL 20
-Darkvision duration 163 minutes CL17
-Shield of Faith +4 deflection AC duration 9 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 9 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 268 minutes (4:50max) CL 17
-True seeing 120' duration 9 Minutes CL 17
-Divine Power duration 11 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-Shield +4 shield bonus to AC duration 6 rounds CL 17
-Haste Duration 13 rounds
-All channel energy uses expended
-All hero points expended
--------------------------------------------------------------------------
OOC
Al, please use this post as my turn this round. I will delete the previous one. Darn it you gave me hope I could save Vorelle when you re counted that damage 8(

Aztyr AC 29 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 146/159 
Tuesday April 3rd, 2012 8:23:17 PM

I edited my post above. you will see the changes.

Toe to Toe - COMBAT ROUNDS /DMAl  d4=4 ; d20+18=33 ; d20+16=24 ; d20+16=31 ; d20+14=33 ; d20+14=34 ; d20+21=28 ; d20+21=34 ; d20+16=28 ; d20+11=29 ; d20+14=31 ; d20+14=15 ; d20+21=35 ; 5d6=23 ; 5d6=14 ; d4=1 ; d4=2 ; 5d6=15 ; 5d6=12 ; d4=2 ; d4=2 ; d8=2 ;
Tuesday April 3rd, 2012 8:52:20 PM


Vorelle dies. Malgant is the only one to see something leave her body and be drawn into the roof of Scarwall. To the Hand, it looked as though whatever had left Vorelle's body was struggling before it was pulled in. (Don't worry, Vorelle. We're not done yet.)

Brahmah responds to Vorelle's death, heading back to the 3rd story roof. It's slow going, though. He zigzag's back and forth, rising to the level of the second story roof. From his position, he can see the outer edge of the steam from the vaporized Wall of Ice.

Jass is fired up. He flies up and then becomes a Huge Fire Elemental. Just in the nick of time, he sees the Black Miasma coming at him as his Elemental form grows in size. (Jass, Reflex vs DC15 to ... duck. Fail and take 4 Negative levels.)

Sir Joshua continues his slow rise.

Aztyr speeds to the north. Once there, she blows a hole in another Wall of Ice with a second Fireball. Another cloud of steam rises out of the conflagration. Again, with heroic speed, she calls another spell, and her body becomes Iron.

Vauhwyt moves to the south end of the Wall of Ice and makes a grab for one of the Insect Eyed devils. She reaches out, but cannot match its prowess. The Insect Eyed devil shakes off her grapple. Mookie flies down to the second story roof and hides where two curved towers meet. (Z20) From the corner of his eyes, he sees a blackness ripple along the stone of the wall next to him.

Malgant rushes into the fog created by the collision of Aztyr's Fireball with the Wall of Ice. He drops his own Wall of Ice to isolate his opponents. Two Erinyes and one Insect Eyed devil are adjacent, and they all try to disrupt the formation of the ice. The Insect Eyed devil and one Erinyes both jump in time, and Malgant's Wall of Ice never forms.


Oddly, the devils now seem disinclined to flee. One Handmaiden directs its attention to Malgant, who is just visible, five feet inside the fog. The other directs its attention to Vauhwyt. This time their powers are effective, with terrible results. (Malgant lose True Seeing, Life Bubble, Divine Power. Vauhwyt lose Fluid Form, Greater Invisibility, Haste.) Then the Handmaidens shift position.

Two of the Insect Eyed devils attack Malgant, one steps in and unleashes a full attack. The other comes within 5 feet and makes a single attack. Spear of Ice, tail and bite. None of them pierce even Malgant's primary defenses. Though some come close.

The third Insect Eyed devil moves in on Vauhwyt. It's spear does not even come close to touching her.

The Erinyes unleash more Unholy Blights. Two send them at Malgant. Two send them at Vauhwyt.

(Malgant: Take 23hp, 14hp. Be Sickened for 1 round, 2 rounds. Roll Will Saves 4 times vs respective DC19's to negate the Sickened and take half damage. Rounds of Sickness are Cumulative.)

(Vauhwyt: Take 15hp, 12hp. Be Sickened for 2 round, 2 rounds. Roll Will Saves 4 times vs respective DC19's to negate the Sickened and take half damage. Rounds of Sickness are Cumulative.)

Meanwhile, what is left of Vorelle feels a power that reaches out for her. She hears a soft, near silken clink of chains. She feels them touch at her body and seek to wrap her. (Vorelle: Will Save vs DC25 or lose 2 points of CHA.)

(Please remember that the fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

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

HEIGHT MAP
==========
95ft - Top edge of Wall of Ice
85ft - Black Miasma (Speed reduced to 1/4. 1d4 Energy Drain each round exposed.)
75ft - 3rd floor roof
60ft - 2nd floor roof peak
50ft - 2nd floor roof edge
20ft - 1st floor roof
00ft - Courtyard Floor


Reference Map Floor Three and More

Clock: 23 minutes +4 since Entry

Heights (ground to foot not ground to head.)
=======
Aztyr: 75ft
Malgant: 75ft
Vorelle: 75ft
Vauhwyt: 70ft
Jass: 60ft
Sir Joshua: 65ft
Brahmah: 60ft

Nihil: Dead
HM1: 75ft / SR27 / AC31 / Scratched
HM2: 75ft / SR27
G1: 75ft / SR27 / AC32, Touch AC14 / DR10-?? / CMD 40 / Slightly Injured
G2: 75ft / SR27 / AC32, Touch AC14 / DR10-?? / CMD 40 /
G3: 75ft / SR27 / AC32, Touch AC14 / DR10-?? / CMD 40 /
Erynes1: 75ft / SR27 / CMD35
Erynes2: 80ft / SR27 / CMD35
Erynes3: 75ft / SR27 / CMD35
Erynes4: 80ft / SR27 / CMD35

All Imps Dead

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Energy Drain and Negative Levels Explained

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

AC 40,Touch 35, CMD 48/38 when flying,211/211 hp Malgant Winterborn  d20=16 ; d20=18 ;
Tuesday April 3rd, 2012 9:17:58 PM


both saves made 16 and 18 raw rolls
damage taken 12+7 = 19
Malgant knows when he is weak, and that is now. If his opponents had gone for the sure kill and cast their cones of cold on him he would surely be dead now. The Hand moves to provoke the devils, dancing within their reach and ending his move in AF,AG/22,23( trying to stay in the fog, stepping out if I must)once he has made them swing at him he calls on Imod to heal his unworthy servant. Unworthy he may be, but the healing power comes anyway and the Hand is once again restored to full strength. ( Cast Heal for 150 hp of healing). With renewed vigor, he he looks st the devils, shrouded in fog and decides which one dies first.

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 183 minutes CL 20
-Darkvision duration 163 minutes CL17
-Shield of Faith +4 deflection AC duration 9 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 9 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 268 minutes (4:50max) CL 17
-True seeing 120' duration 9 Minutes CL 17
-Divine Power duration 10 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-Shield +4 shield bonus to AC duration 5 rounds CL 17
-Haste Duration 12 rounds
-All channel energy uses expended
-All hero points expended

OOC
Question, does my blur plus the fog make me harder still to hit? or do they have true sight and the blur is moot?

Toe to Toe - COMBAT ROUNDS /DMAl 
Tuesday April 3rd, 2012 10:33:24 PM


OoC to Malgant: You need a Knowledge Planes check to get that information.

Vorelle [Dead]  d20+14=28 ;
Tuesday April 3rd, 2012 11:47:09 PM

Vorelle's life flashes before her.

She is...how old? Seven? Eight? It is cold, bitter cold in Dirt City. Her bare hands and bare feet are all but purple with the cold. She is running, gasping for breath, clutching the small, gritty loaf of bread she was sent out to buy. Her feet are all but numb; she barely feels the cobbles as she flees.

"Watch where you're going, Grubber!" a man shouts as she brushes past him. She has no breath to apologize; she keeps running. Behind her, Vaun and his friends are gaining.

If she can just get Below. Violence isn't allowed Below. Or, not as much violence. There are ways, and Vaun knows them all. But he won't be able to do as much Below. If she can just get there.

The entrance is in sight. Vorelle puts on a burst of speed, dodging through the crowd, ducking the occasional irritated blow aimed at her head. She is almost there.

And then, just like that, she is caught. Rough hands grab hear, strong arms wrap around her. "You didn't think you'd get away that easy?" her brother taunts her. And the arms are squeezing, squeezing, and now they are chains, wrapping tighter around her, drawing her to something unknown.

Vorelle screams.


[Will save 28.]

Sir Joshua the Virtuous (Ken)  d20+25=41 ; d10+19=27 ; d10+19=21 ; d6=5 ; d6=4 ; d6=2 ;
Wednesday April 4th, 2012 9:43:58 AM

(ooc - I'm looking at the map and trying to get a good feel for the wall along AE. I assume it's anchored on the 3rd floor roof and goes up 10' to the Black Miasma... Are there any holes in it on the West Side? I hit it last tiem we were here and knocked a chunk out, but didn't penetrate it... I'd like to find that spot and maybe finish the job... DM - or did the hole fill in and I've got to beat it apart again?)

For now, Sir Joshua continues moving Eastward...

Move (Hasted) = Move to AD24, 75' high (Move East, diagonal the last 10' to get to 75' to clear roof but costs 15, total used = 60')
Standard Action = Beat at the wall with my sword (Hit AC 42 (forgot haste effect), Did 21 + 5 fire + 4 shock (generates heat so should help melt) + 2 acid = 32

_____________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - Dispelled (The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).)
Boots of Flying 27/30 rounds left of 1st use

Magic Items with Uses
Pearl of Power (1/day, 4th level)
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 13/16 per day
Smite Evil - 7/7 per day
Channel Energy- 8/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
AC 36 (haste), 35, 203/203 hps, Touch AC 15 (haste) 14
DR 5/evil,

Fly skill = +9
Hasted (via Aztyr) - 12 rounds left - +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.

Vauhwyt (HP68 of 138, AC45 (not inc. defending weapon) and Mookie (HP69 of 69, AC22)  d20=19 ; d20=13 ;
Wednesday April 4th, 2012 10:05:55 AM


Saves vs UB fail on a 1. She rolls raw 19 and 13 and thus takes 13 damage. Not sickened.

She notes that her fluid form, invis, and haste are gone. She ponders what to do.

Toe to Toe - COMBAT ROUNDS /DMAl 
Wednesday April 4th, 2012 10:18:02 AM


OoC to Sir Joshua: Sorry, that's an entirely new wall up there. The wall you hit has since been blown apart by Aztyr and then replaced. You'll have to beat this one down from scratch.

But, of course, Sir Joshua cannot see that now. Not through the fog that surrounds the wall. That fog is new to him too. Where did that come from?

Vauhwyt (HP68 of 138, AC45) and Mookie (HP69 of 69, AC22)  d20+40=52 ;
Wednesday April 4th, 2012 10:58:17 AM

Vauhwyt reaches into her pocket, taking out her eversmoking vial (move action). She unstoppers it (standard action). Per the item, smoke pours out, "totally obscuring vision" wherever it spreads. By the time a round has gone by, when V next acts, it will have spread 50 feet in all directions. I suppose it is up to the DM to decide how far it has spread when the enemy acts.

Vauhwyt then takes a five foot step to 31AU. She also steps diagonally up, so that her feet are at the 80ft level. Normally she large in size and six feet tall. Reduced she is only 3 ft tall, so has little danger of poking her head into the miasma. She hopes. As she moves, she is stealthy, so as to have an opposed check against efforts made to pinpoint her location via perception. Stealth 52.

Later Edit to add Sanity Info and more:

Vauhwyt's CMD is a base 10 +9 BAB +10 dex +1 str +1 ioun stone = 31

Vauhwyt's AC is base 10 +6 armor +5 enh +2 shield +5enh +8 dex +2 deflection +1 nat +5 enh +1 ioun = 45

DM Sanity Info

NOTE: Mookie = -2 Con

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 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, 42 min)
Various Shrink Items (in haversack)
Permanent Telepathy
Light (182 minutes)
Expeditious Retreat (4 minutes)
Jump (4 minutes)
Barkskin (1 hr, 47 min)
Reduce Person (5 minutes)
Resist Energy Cold (30) 160 minutes
Feather Step 10 minutes

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Barkskin (1 hr, 49 min)
Mage Armor (47 min)

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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos
- Lockjaw used 2 of 2.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

Jass of Downs (SteveK) AC 45(47v evil) Touch:30 (29 v Evil) CMD 28 HP 149/193  d20+14=26 ; d20+26=34 ; d20+21=22 ; d20+21=41 ; d20+14=30 ; d100=2 ; 8d6=20 ;
Wednesday April 4th, 2012 11:09:52 AM

ooc: snap! RL has me so busy I can't always check in multiple times during the game. Jass being Huge isn't going to let him do very much at all. Any way that Jass can analyze the roof and then he can use the Elemental Body IV to choose to become only a Large elemental?

...................

Jass looks up, and it is nearly too late to alter his spell and avoid the Maisma. He ducks, and tries to shift into only a Large Fire Elemental.

The living, flying wall of flame that is Jass keeps his head ducked down below the Maisma, and moves forward into the steam cloud until he bumps up against ... a devil! (ooc: Last map showed a hole at the steam and all three Ice Devils were in melee last round, so I'm assuming that the hole Atzyr made is still there?)

Walking through where the Ice Wall used to be is not a problem for Jass, for even though this form is vulnerable to cold, his necromantic magic makes him immune and multiplying a zero is still a zero!

But now Jass is at a conundrum. He thought to fight ice with fire, but realizes these are all devils and even the icy ones are probably immune to fire! So instead, he concentrates on a spell to avoid any opportunity, heroically pushes through the devil's spell resistance, touches the devil, and then misses in the fog! (MAN, that's frustrating!!!! And I have no Hero Points left!)

Actions....
Last Round: Elemental Body IV to be a Large elemental ? +4 DEX, +2 CON, +4 natural AC; darkvision 60 feet, resist fire 20, vulnerability to cold, Speed 60 ft.; Melee: slam (d8+STR+burn); Space 10 ft.; Reach 10 ft.; Special Attacks burn (d8, Fort DC 16) immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/--.

Reflex to duck in case Jass is still Huge: 26

Move to Fly = 60' forward to AF,20

Cast Vampiric Touch; Concenrate: 34 success; SR 22 reroll Hero Point 41 success; Touch 30 success; miss chance 2% fail 20 damage and Jass gain 20 temp points

Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 12/34 minutes; +4 AC
Prot v Evil (From Malgant) 151/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 28 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 150/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 9/17minutes (14 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll

Active Effects:Highlight to display 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 2 1 1 7 3 1
}

Toe to Toe - COMBAT ROUNDS /DMAl 
Wednesday April 4th, 2012 11:47:40 AM


OoC to Jass: There *is* still a wall there. It blocks your way. You can move no further than the AD column.

It was put up after the first Wall of Ice was blown away by Aztyr. You can decide to do something else and re-post any time before Post Time. Otherwise, I'll just move you to the wall and leave it at that. If I do that, you still retain the Vampiric Touch spell.

Aztyr AC 34 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 180/193 (146/159)  d100=96 ; d20+28=43 ; d20+28=34 ; d20+28=39 ; d20+28=37 ; d6+8=12 ; d6+8=12 ; d4+8=9 ; d4+8=9 ;
Wednesday April 4th, 2012 12:46:04 PM

Aztyr casts a final spell upon herself, it's a spell she had tried just once, but when she cast it, it was rather impressive. (cast transformation, 35% spell failure rolled a 96 passed easily) She moves Directly south into the fog, having counted on Malgant to keep her generally informed about the Ice Devils in the area. She moves to AG,AH/18,19 where she sees the Ice Devil in front of her.

Aztyr's Spell Info:

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

* = 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 2/3
Level 2 - Silence 2/2

Draconic Claws: 11/11 rounds duration

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Transformation, Duration 17 rounds
Effects: You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
Iron Body, Duration 17 minutes
Effects: damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
Also effective changes to Stats after both spells:
+6 Strength, -2 Dexterity, +4 Constitution, +4 Natural Armor, +5 to Fortitude Saves, BAB = Character Level, Speed reduced to 20 (running) 30 (flying) +30 feet for haste)
Protection from Energy (cold), Duration 170, 120/120 left
Haste, Duration 13 rounds
Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
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 3:14 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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)

Toe to Toe - COMBAT ROUNDS /DMAl 
Wednesday April 4th, 2012 1:12:04 PM


OoC to Aztyr: That looks like too many actions there.

Standard Action: Cast Transformation.
Move Action: Move to AG,AH/18,19
Use Hero Point to gain additional Standard Action: One Attack.

That's one attack, not a full set of four only usable with a Full Round Action.

Am I wrong?

Convince me I'm wrong and we're good. (Anyone.) Otherwise, I'll just take the first attack.

Also, you need to roll for the 20% miss chance from the Fog. Or, I could roll it for you.

Vauhwyt (HP68 of 138, AC45) and Mookie (HP69 of 69, AC22)  d20+31=41 ;
Wednesday April 4th, 2012 1:21:14 PM

Sanity info edited above.

Mookie is freaking out, and fearful of black ripplings. He flies to AC19 and hides. Stealth 41.

Vauhwyt (HP68 of 138, AC45) and Mookie (HP69 of 69, AC22) 
Wednesday April 4th, 2012 3:30:18 PM

Aztyr, you might want to save that hero point! Just my $0.02!

Aztyr AC 34 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 180/193 (146/159) 
Wednesday April 4th, 2012 3:33:44 PM

Yeah, cancel the Hero point, one attack isn't worth it.
Cancel the claw use as well.

Jass of Downs (SteveK) AC 45(47v evil) Touch:30 (29 v Evil) CMD 28 HP 149/193  d20+13=23 ; d20+8=23 ; d8+1=7 ; d8+1=3 ; d8=7 ; d8=1 ;
Wednesday April 4th, 2012 3:58:14 PM

CHANGE

The living, flying wall of flame that is Jass keeps his head ducked down below the Maisma, and moves forward into the steam cloud until he bumps up against ... an ice wall! Well, thinks Jass, that's the reason I turned into a fire elemental!

The sorcerer pounds on the wall to create a melted space for him to go through.

Walking through where the Ice Wall used to be is not a problem for Jass, for even though this form is vulnerable to cold, his necromantic magic makes him immune and multiplying a zero is still a zero!

Actions....
Last Round: Elemental Body IV to be a Large elemental ? +4 DEX, +2 CON, +4 natural AC; darkvision 60 feet, resist fire 20, vulnerability to cold, Speed 60 ft.; Melee: slam (d8+STR+burn); Space 10 ft.; Reach 10 ft.; Special Attacks burn (d8, Fort DC 16) immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/--.

Reflex to duck in case Jass is still Huge: 26

Move to Fly = 60' forward to Ice Wall

Attack Ice Wall with Flaming pods. AC 23, 23 Damage 7+7fire, 3+1 fire = 18 total, 2 Reflex DC 16 or Ice Wall begins to burn.

Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 12/34 minutes; +4 AC
Prot v Evil (From Malgant) 151/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 28 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 150/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 9/17minutes (14 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll

Active Effects:Highlight to display 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 2 1 1 7 3 1
}

Enemies in the Mist - COMBAT ROUNDS /DMAl  d20+21=35 ; d20+21=28 ; d20+21=22 ; d20+21=22 ; d6+13=18 ; d6+13=14 ; d20+21=31 ; d20+23=25 ; d20+23=27 ; d20+27=31 ; d20+27=32 ; d20+27=30 ; 5d6=21 ; 5d6=12 ; d4=1 ; d4=2 ; 13d6=45 ; 13d6=44 ; 13d6=56 ; d20+25=31 ; d20+25=29 ; d20+18=26 ; d20+18=28 ; d20+18=27 ; d20+15=35 ; d20+15=34 ; d20+15=20 ; d20+15=19 ; d20+14=28 ; d20+14=25 ; 5d6=14 ; 5d6=23 ;
Wednesday April 4th, 2012 9:03:04 PM


Malgant deliberately draws attacks from the two Insect Eyed devils, moving out of the fog and then back in again. They oblige him, striking out with their spears. Neither of them hits the agile Hand of Domi. Once certain they can strike him no longer, he casts a healing spell. Unfortunately, these devils have Reflexes honed by Combat. They attack as Malgant begins his casting. Neither of these attacks hits either.

Vorelle, or what is left of her, runs as though in a nightmare. She - or the essence of she - screams with what is the foundation of herself. She screams, and, in screaming, finds that the chains are driven back. The chains begrudge the rebuff. The chains circle. The chains wait. But the chains are held at bay. For now.

What was Vorelle, what had been Vorelle, finds itself - herself - in a clear space. There is no light. There is no dark. There is nothing. There is only self. No. At the periphery, there are the chains. She feels that there is more than this. Was? She feels the idea Was. Was gives context to the memories that she now sees sharing her space. Along with Was also comes Will be. And with Will be she feels the drive, the desire, the need to discover what more there is. What more there *might* be.

Sir Joshua continues upward toward the 3rd story roof. He encounters the most recent Wall of Ice and gives it a good whack. The wall is almost breeched, but not quite enough. One more strong hit should break through. Sir Joshua feels the wave of Cold forming, though. Should he break through, he will likely be subjected to a wave of cold. (Wall of Ice at AD&AE/23&24 is at 7/39hp. If you break through, Sir Joshua, Take 18hp Cold damage.)

Vauhwyt brings out a curious bottle and uncorks a torrent of dark black smoke. It has the same effect as the fog from Aztyr's steam. She flies up closer to the Black Miasma. Mookie is spooked. He flies into the fog and flaps his wings as quietly as possible.

Aztyr puts on another spell and comes in to do some hurting. At the very least, her presence will present an imposing threat. She comes in too close, though, and the Insect Eyed devil takes an Attack of Opportunity against her too. This attack misses, as did the ones against Malgant. Now that she's up close, Aztyr notices that the wounds on this Insect Eyed devil seem to be healing, regenerating the devil's flesh.

Jass, a *Large* fire elemental, flies until he encounters the Wall of Ice. With fiery pods, he begins to beat it down. (Wall of Ice at AD&AE/20&21 is at 21/39hp. The Ice is *not* going to catch fire. Neither will very small rocks or cider or churches, lead or great gravy.)

The Erinyes still outside of Vauhwyt's cloud of smoke both target a spot just inside the clouds of steam. (Malgant and Aztyr: Take 21hp, 12hp. Be Sickened for 1 round, 2 rounds. Roll Will Saves 4 times vs respective DC19's to negate the Sickened and take half damage. Rounds of Sickness are Cumulative.)

The Insect Eyed devils that face Malgant and Aztyr draw back. (Malgant, take an AoO against either G2 or G3. If you have Combat Reflexes, take both. Aztyr, take an AoO against G2.) Then, out of the fog, two Cones of Cold wash over Malgant and Aztyr. (Malgant and Aztyr: Take 45hp, 44hp Cold damage. Roll Reflex Saves 2 times vs respective DC20's and take half damage.)

Out of the smoke, Vauhwyt also feels a Cone of Cold wash over her. (Vauhwyt: Take 56hp Cold damage. Roll Reflex Saves 1 time vs DC20 and take no damage.)

Aside from that, there is no other reaction. There is smoke. There is fog. The devils are out there. But the smoke and fog hide them as well as they hide anyone else.

(The single devil on the map was left there because it will be seen by anyone coming out into clear air. No one can currently see it at the start of the round.)

(Please remember that the fog and smoke obscure all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

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

HEIGHT MAP
==========
95ft - Top edge of Wall of Ice
85ft - Black Miasma (Speed reduced to 1/4. 1d4 Energy Drain each round exposed.)
75ft - 3rd floor roof
60ft - 2nd floor roof peak
50ft - 2nd floor roof edge
20ft - 1st floor roof
00ft - Courtyard Floor


Reference Map Floor Three and More

Clock: 23 minutes +5 since Entry

Heights (ground to foot not ground to head.)
=======
Vauhwyt: 80ft
Aztyr: 75ft
Sir Joshua: 75ft
Malgant: 75ft
Vorelle's Body: 75ft
Jass: 60ft
Brahmah: 60ft

Nihil: Dead
HM1: 75ft / SR27 / AC31 / Scratched
HM2: 75ft / SR27
G1: 75ft / SR27 / AC32, Touch AC14 / DR10-?? / CMD 40 / Slightly Injured
G2: 75ft / SR27 / AC32, Touch AC14 / DR10-?? / CMD 40 /
G3: 75ft / SR27 / AC32, Touch AC14 / DR10-?? / CMD 40 /
Erynes1: 75ft / SR27 / CMD35
Erynes2: 80ft / SR27 / CMD35
Erynes3: 75ft / SR27 / CMD35
Erynes4: 80ft / SR27 / CMD35

All Imps Dead

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Energy Drain and Negative Levels Explained

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

Vauhwyt (HP68 of 138, AC45) and Mookie (HP69 of 69, AC22)  d20+40=41 ; d20+24=43
Wednesday April 4th, 2012 9:29:46 PM

Vauhwyt takes a five foot step to AS32 and spends her turn concentrating on her grim ability to Sense Spirits. She continues to hide as she moves. Stealth 41.

Sense Spirit (SU): The grim can sense the direction and distance to any disembodied spirit or soul in long range (400 ft. + 40 ft./level), even through material objects. This could let the grim target the spirit's square, but not see it (unless it is within 60 feet*). Sense spirit is a supernatural ability that takes a full round action to initiate and lasts for so long as the grim concentrates.

*Note from Cayzle: this part of the rule, the within 60 ft part, is a reference to the Grim's ability to see as a free action into the Realm of Shadows ... that is, it assumes that the disembodied will have a presence there. Of course, that is not the case here, as V has discovered. However, she is hoping that this ability will reveal Vorelle, maybe Nihil, maybe other incorporeal things in range.

Edit ... Oh! Cone of Cold save ... at +24 ... is a 43, and with evasion, no damage. Her Cold Resist 30 is moot.

Enemies in the Mist - COMBAT ROUNDS /DMAl  d20+19=22 ; d20+19=30 ;
Wednesday April 4th, 2012 9:58:13 PM


Mid Round Update to Vauwyt: No sooner does Vauhwyt move, than two figures take shape out of the smoke. The Handmaidens. Both of them. Vauhwyt has walked right into them, and it looks as though they've been Ready for just such a chance meeting. Both of them Concentrate and focus dispels upon Vauhwyt. One of the dispels has the power that it needs. (Vauhwyt: Lose Detect Scrying, Extended See Invisible, Extended Heroism.)

(Handmaiden1 is at AR&AS/31&32; Handmaiden1 is at AS&AT/33&34)

OoC: Stealth is not applicable in this situation. You are literally next to them. You don't have HiPS.

Brahmah 191/202hps -20hps from neg levels, AC 34 +5 DEFENDER (in combat) TOUCH AC 18  d20+21=33 ;
Wednesday April 4th, 2012 10:16:21 PM

The ranger looks around for companions, listening. "Where are you? " *(Perception 33) He retrieves the bottle of Daylight and holds it out like a beacon. He continues to move toward any sounds being made... any.
--------------------------------------------------------------------------------
Conditions: 4 negative levels so far

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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Vauhwyt (HP68 of 138, AC45) and Mookie (HP69 of 69, AC22)  d20+19=25 ; d3=2 ; d20+25=26 ; d4+3=6 ;
Wednesday April 4th, 2012 10:20:42 PM

Ah, I will have to forego my Sense Spirit. Vauhwyt mentally pinpoints their location to her friends to the best of her ability.

Can she do that? If yes, then great, although that means the enemy can tell each other where we are. If not, then at least the fog of war applies equally to both sides!

Vauhwyt still has a move action and a standard action left to her. She initiates a grapple vs the one at AS-AR-31-32. Her touch attack hits Touch AC

Her touch attack is at +19 given her current size and dex. She hits Touch AC25.

V's armor spikes are at +2 this round. Her grapple check is at +25. She beats a CMD26, with a natural 1!

V's grapple damage is 1d4+3 -- she is using her armor spikes for Defense, to give her a +5 AC. In the unlikely event she has grappled, her damage is 6.

She also has a move action to make another grapple check if the first succeeded, but oh well.

Enemies in the Mist - COMBAT ROUNDS /DMAl 
Wednesday April 4th, 2012 10:29:13 PM


OoC to Vauhwyt: You can impart as much information through the Telepathic bond as you can when speaking. Given that you don't know the locale, I'm not sure you could describe it well at all. I've been giving them a bonus on this since they know the area extremely well.

Vauhwyt (HP68 of 138, AC45) and Mookie (HP69 of 69, AC22) 
Wednesday April 4th, 2012 10:51:49 PM


Well, considering that, and assuming V failed to grapple, she will use her remaining move action to scream at the top of her lungs, "HERE ARE TWO OF THOSE HANDMAIDEN TYPES RIGHT OVER HERE JUST IN CASE ANYONE WAS INTERESTED! RIGHT HERE! IN THIS SPOT OVER HERE! JUST SAYIN'!"

:-)

PS: Al, when you did the dispel, did you calculate that Lose Detect Scrying, Extended See Invisible, Extended Heroism were all at caster level 20?

Vorelle [Dead] 
Wednesday April 4th, 2012 11:08:40 PM

Vorelle's life continues to flash before her. Not, as might be expected, in linear sequence, but shifting, scene to scene, the distant past and recent past flying by, apparently at random.

She is fourteen. They won't catch her; not this time. She presses close to the rough brick of the building, peering cautiously out of the alley. She doesn't move. She doesn't breathe. She concentrates on being invisible, on blending in.

"'Relle? Aw, c'mon, 'Relle, we didn't mean anything." She can see Vaun now, looking for her, his head swiveling about. His two friends follow, also scanning the crowd for her. "We were just kidding. You take everything so seriously...." His friends snicker. It's not a nice sound.

They move on, down the street. "'Relle? 'Relle, where are you?" The sounds fade, and her brother and his friends pass out of sight.

Vorelle stays where she is. They hadn't seen her, but they might double back. Best to stay hidden. It's always best to stay hidden.

"Saves a lot of heartache, doesn't it?" The voice makes her jump, and whirl around. The man, an adventurer by the look of him, shows her open hands. "Easy, now. Sorry. Didn't mean to startle you."

Vorelle looks back at him. She could have sworn the alley had been empty. But there he was, leaning against the wall as if he had been there all afternoon. He pushes back his hood, and Vorelle notes that he is a half-elf--unusual in Dirt City.

"There are people who will tell you you can't hide from your problems," he continues with a faint smile. "They're wrong. You can hide from most of them, if you know what you're doing." He holds out his hand. "I'm Kiros."

"V-V-V-Vorelle."

"You're already a pretty good hider, Vorelle. But you can be more. Have you heard of the Twilight Rangers?"

"Hide," Vorelle whispers as the memory fades. "Hide. Hide. It's always best to stay hidden. Hide."


Enemies in the Mist - COMBAT ROUNDS /DMAl 
Thursday April 5th, 2012 8:02:44 AM


OoC to Vauhwyt: Hmm. No, I didn't. Well, in that case, we move down the list of spells. I believe that the next spells of Level 3 were ...

Greater Magic Weapon +5 (20 hrs)
Greater Magic Fang +2 x2 (from staff) (7 hrs, 42 min)
Magic Vest +5 x2 (from Aztyr) (20 hrs)

Lose these instead.

Enemies in the Mist - COMBAT ROUNDS /DMAl 
Thursday April 5th, 2012 8:12:00 AM


OoC to All: Post Time will be one hour earlier than usual tonight. 5PM PDT. I have a meeting.

Vauhwyt (HP68 of 138, AC45) and Mookie (HP69 of 69, AC22) 
Thursday April 5th, 2012 9:18:37 AM

Kindly and patient DM Al ... The Greater Magic Weapon +5 and the Magic Vestments +5 are also CL20, really sorry to be such a pest. [You can tell because they are +5]

The magic fangs from the staff are level 8, so they are gone. That's two spells, if it matters.

After that, may I suggest, going down the line ... to 2nd level spells ... Barkskin (CL12) and Energy Resist (Cold) (CL16)

Enemies in the Mist - COMBAT ROUNDS /DMAl 
Thursday April 5th, 2012 9:55:15 AM


OoC to Vauhwyt: That's good. Lets go with that.

Wait. I don't see Fly anywhere on your list of spells, Vauhwyt. Make that, Mass Fly, Greater Magic Fang, and Barkskin. And, you drop gently from 80ft to 75ft and are now standing on the roof of the 3rd story.

Vauhwyt (HP68 of 138, AC45) and Mookie (HP69 of 69, AC22) 
Thursday April 5th, 2012 11:16:20 AM

Ah! My fly! LOL! Thanks Al!

Revised AC: base 10 +6 armor +5 enh +2 shield +5 enh +8 dex +2 def +1 natural armor +1 ioun stone = AC40 +5 defending weapon = 45.

I also see I had not listed the Darkvision V got from Jass on Jan 13. I've added that now.

Latest Revised DM Sanity Info

NOTE: Mookie = -2 Con

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Various Shrink Items (in haversack)
Permanent Telepathy (from Aztyr)
Light (182 minutes)
Expeditious Retreat (4 minutes)
Jump (4 minutes)
Reduce Person (5 minutes)
Resist Energy Cold (30) 160 minutes
Feather Step 10 minutes (from tattoo)
Darkvision (from Jass)

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Barkskin (1 hr, 49 min)
Mage Armor (47 min)

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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos
- Lockjaw used 2 of 2.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

Sir Joshua the Virtuous (Ken)  d20+26=33 ; d10+19=27 ; d6=2 ; d6=5 ; d6=1 ; d20+9=20 ;
Thursday April 5th, 2012 11:30:19 AM

Sir Joshua listens to the continual sounds of combat and the clouds of smoke everywhere...

He'll bash the wall one last time (Attack Hits AC 33 for 27 pts + 2 fire + 5 acid + 1 shock = 35), shattering that section into pieces...

As he does so, he feels the rush of cold come to him (DM - Is there a save vs. that 18 hps of Cold Dmg?))

Since the place is filled with smoke and he can't got a good bead on his foes...He decides to scout forward... If he encounters foes at any point, he'll stop his move...
Note also that he's got the blindfighting feat, so opponents don't get to nullify any Dex bonus on his AC and the advantages they'd get if they're invisible and he gets to reroll misses due to concealment...
Fly = 20

1. He'll start by flying forward to AJ 24 (30')...
2. Then turn and move to AL 22 (another 15' cost)
3. Go to AN 22 (another 10', total is 55' and hasted so OK)... (yes, I know I'll take an AoO from it's 10' reach, but I need to get in close and get some full attacks here...)

____________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - Dispelled (The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).)
Boots of Flying 26/30 rounds left of 1st use

Magic Items with Uses
Pearl of Power (1/day, 4th level)
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 13/16 per day
Smite Evil - 7/7 per day
Channel Energy- 8/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
AC 36 (haste), 35, 185/203 hps, Touch AC 15 (haste) 14
DR 5/evil


Fly skill = +9
Hasted (via Aztyr) - 11 rounds left - +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, Extra attack on full attack

Jass of Downs (SteveK) AC 45(47v evil) Touch:30 (29 v Evil) CMD 28 HP 149/193 
Thursday April 5th, 2012 12:15:25 PM

(ooc: not even gravy? shucks! You never let me have any fun! :-)

Jass isn't getting anywhere. Even though he is a fire elemental, his strength is his own strength, and the body is nearly weeping fire sparks in the frustration of not being able to get to his friends. From behind him, he hears Brahmah calling. "One the roof, Ranger, on the ROOF!" the hollow and flaming voice shouts back.

And then Jass hears the crackling of a wall to his right, and realizes that someone has been pounding on that side. Abandoning his futile mission, Jass slides his flaming body along the wall until he encounters the broken section by the new paladin. "Let me by and follow in, Seuir Joshua." he murmurs like the crackling of a campfire, and Jass squeezes by Sir Joshua and into the other side of the Wall of Ice.

His immunity protecting him from any cold, the fire elemental slips through the broken piece of the Wall of Ice and moves through the fog looking for friends or enemies.

Actions....
Move to Fly = 60' ; 1/2 distance for fog; 1/2 again for squeezing by Sir Joshua
Double Move should get Jass to AF/AG 26/27

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 12/34 minutes; +4 AC
Prot v Evil (From Malgant) 151/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 28 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 150/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 9/17minutes (14 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll

Elemental Body IV Large: 15/17 rounds; +4 DEX, +2 CON, +4 natural AC; darkvision 60 feet, resist fire 20, vulnerability to cold, Speed 60 ft.; Melee: slam (d8+STR+burn); Space 10 ft.; Reach 10 ft.; Special Attacks burn (d8, Fort DC 16) immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/--.

Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Active Effects:Highlight to display 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 2 1 1 7 3 1
}

Enemies in the Mist - COMBAT ROUNDS /DMAl 
Thursday April 5th, 2012 12:27:49 PM


OoC to Sir Joshua: No. No Save vs the Cold from the Wall of Ice.

Sir Joshua the Virtuous (Ken) 
Thursday April 5th, 2012 2:56:58 PM

(Revised based on Jass' move...)

And Sir Joshua, first startled by this large elemental but then realizing it's a friend, not a foe, nods and follows Jass through the fog, knowing that she'll find creatures before he does...

Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 180/193 (146/159)  d20+28=46 ; d4+8=9 ; d20+28=34 ; d20+13=33 ; d20+13=15 ; d4+8=10 ;
Thursday April 5th, 2012 3:19:53 PM

Aztyr claws at the Devil as it leaves from in front of her. (AoO(normal claw, not Draconic claw))
Aztyr absorbs the damage from the Cone of Cold, making the first save 22hp, 44hp Cold damage

Aztyr then moves to AO,AP/20,21. Where she once again attacks the same Devil

Hit AC 46, Damage 9 (claws are magical @ +5) AoO
Hit AC 34, Damage 10 (claws are magical @ +5)

Aztyr's Spell Info:

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

* = 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 2/3
Level 2 - Silence 2/2

Draconic Claws: 11/11 rounds duration

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Transformation, Duration 16 rounds
Effects: You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
Iron Body, Duration 17 minutes
Effects: damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
Also effective changes to Stats after both spells:
+6 Strength, -2 Dexterity, +4 Constitution, +4 Natural Armor, +5 to Fortitude Saves, BAB = Character Level, Speed reduced to 20 (running) 30 (flying) +30 feet for haste)
Protection from Energy (cold), Duration 170 minutes, 54/120 left
Haste, Duration 12 rounds
Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
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 3:14 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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)

Note to DM, have you been rolling spell penetration, Aztyr has SR

Enemies in the Mist - COMBAT ROUNDS /DMAl  d20+13=16 ; d20+13=17 ;
Thursday April 5th, 2012 3:46:20 PM


OoC to Aztyr: Sorry, no. I did not. Ha! Your luck is with you. Both Cones of Cold fail to penetrate Aztyr's SR. I believe those have been the only spells directed at Aztyr.

AC 40,Touch 35, CMD 48/38 when flying,166/211 hp Malgant Winterborn  d20+29=48 ; d20+18=37 ; d20+18=34 ; 2d6+24=30 ; d6=6 ; d6=6 ; d20+29=41 ; 4d6+24=38 ; d6=5 ; d6=1 ;
Thursday April 5th, 2012 4:39:15 PM

As they retreat, Malgant swings hard at the Devil nearest Aztyr. His fist crashes into the insectile Devil and he is rewarded with a satisfying squish. He sees Aztyr follow that Devil up and decides that he too will follow it and finish it as fast as possible. He grits his teeth as the cold bathes him in frosty damage ( Saves 37 and 34 both do half damage) coming out the other side covered in ice crystals but determined toi take down the rest of the devilish horde.
AoO hit AC 48 for 30 damage + 12 Holy the attack is Blunt, magic and good aligned
Assuming Malgant needs to step more than 5 feet he swings for a soft spot when he follows up on the Devil (Power Attack, Vital Strike)
Hit AC 41 for 38 damage + 6 Holy the attack is Blunt, Magical and good aligned.
To his friends he tells his location and status" Aztyr and I are beating down 2 of the bug eyed Devils over near the fog closest to the stables. Oh, and the bug eyes are very agile, they swung at me alot while I maneuvered around them."( Whole map is double blind so I can't say exactly where I end 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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 183 minutes CL 20
-Darkvision duration 163 minutes CL17
-Shield of Faith +4 deflection AC duration 9 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 9 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 268 minutes (4:50max) CL 17
-True seeing 120' duration 9 Minutes CL 17
-Divine Power duration 9 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-Shield +4 shield bonus to AC duration 4 rounds CL 17
-Haste Duration 11 rounds
-All channel energy uses expended
-All hero points expended

AC 40,Touch 35, CMD 48/38 when flying,166/211 hp Malgant Winterborn 
Thursday April 5th, 2012 4:41:21 PM

OOC
Cayzle, you could just run down your spell list and tick off the CL of the spells at the end of your description. Keeps Al from having to have an Atlas to keep track of them all.

Enemies in the Mist - COMBAT ROUNDS /DMAl 
Thursday April 5th, 2012 5:00:10 PM


OoC to Malgant: Not sure what you mean by Double Blind. I've hidden all of the opponents who were not immediately visible at the beginning of the round. The one that Aztyr is attacking, though, is on the map.

As to the Dispel, yes, it is a pain to have to look them up each time in order to see which are the highest level. But, after doing that, I'm learning them.

BTW, do you want to make the 20% miss chance for both the AoO and the attack, or shall I? For the Fog and Smoke.

Nevermind. I rolled for you and you made it both times.

Blind Taur's Bluff - COMBAT ROUNDS /DMAl  d20+19=33 ; d20+19=23 ; d20+14=30 ; d20+21=34 ; d100=64 ; d100=21 ; d20+23=33 ; 13d6=51 ; 5d6=15 ; 5d6=15 ; 5d6=14 ; 5d6=16 ; d4=3 ; d4=4 ; d4=3 ; d4=3 ;
Thursday April 5th, 2012 6:43:47 PM


Vauhwyt makes a cautious move, hoping to sense a trace of Vorelle. But, instead, she runs straight into the two Handmaidens instead. Vauhwyt feels them attack her spells. They must have been Ready for just such a thing as this. She looses offense, defense, and flight, sinking softly to the roof. Vauhwyt goes on the attack, but finds her attempts at grappling met by a creature who is very much her match in this sort of thing. Vauhwyt's attack is easily rebuffed. Vauhwyt calls for help. With her voice this time. The bottle in her hand continues to spew forth thick black smoke. (BTW, Vauhwyt, you grapple at a -4 Penalty because you do not have two hands free.)

Brahmah takes out his Daylight and looks about for the others. There's plenty of noise to the east. He hears Vauhwyt's voice calling for assistance and Jass' voice lending direction. The ranger flies eastward and comes to the edge of a dense cloud of steam or fog. There's the sound of a crash to the southeast, like steel breaking through something hard.

Vorelle's mind circles about the idea of hiding. But hide from what? There are the chains. The hungry chains that circle and wait. But there's something else. There's ... someone else. They need to hide. But who are they? It's important. For some reason. She'll need to remember before she can help.

Sir Joshua smashes through the Wall of Ice and suffers the biting cold as he charges through. The Shining Knight feels the flames of the elemental the comes up behind him. He recognizes it as Jass and follows.

Jass hears Sir Joshua break through the Wall of Ice and uses the hole there to cross. Jass the Large Fire Elemental heads south. He and Sir Joshua find the dead body of the Dark Angel. They also see a dark cloud of expanding smoke headed in their direction.

Aztyr hits the Insect Eyed devil as it leaves, her claws, however, don't seem to leave a mark on it. She follows it to the edge of a growing cloud of black smoke. It strikes at her with as she comes in close. It misses, and Aztyr hits it again. But, again, Aztyr's claws do not even leave a scratch.

Malgant hits the devil as it leaves too. His fists, however, holy and Good, cut right through the Insect Eyed devil's protections. Along with Aztyr, he pursues. He strikes again and hits again, but this time comes very close to missing due to the smoke.

The Handmaidens again try to muster their concentration. One fails and its spell-like ability goes awry. The other succeeds and Vauhwyt feels more spell strip away. Fortunatley they are not her most powerful ones. (Vauhwyt: Lose Resist Energy, Darkvision, and Expeditious Retreat. You are now Blind.) Like Vauhwyt, the Handmaidens callout loud in a weird quavering language. Within the mist others stir to the call.

From the north, Vauhwyt sees one of the Insect Eyed devils appear out of the smoke. It attacks her with its frosty spear. Despite Vauhwyt's blinded condition, the spear misses, glancing from her armor. (Your new AC is now 35, right?)

A Cone of Cold flashes out of the smoke from some point to the south. It covers Malgant, Aztyr, and the Insect Eyed devil that they currently confront. (Malgant and Aztyr: Take 51hp Cold damage. Roll Reflex Saves 1 times vs DC20's and take half damage.)

The Insect Eyed devil is not affected at all by the cold. But, injured now, it withdraws to the south and disappears into the thick black smoke. (No AoO from Double Move withdraw.)

Vauhwyt senses something approach from the southeast and then back away. Blinded, she cannot now strike out at it. (Vauhwyt: If by some chance you avoid the Blindness, you may take an AoO against E1 as she enters square AU33 and then backs away again.) Then the Unholy Blights errupt all around Vauhwyt. Vauhwyt's Spellcraft tells her that the Erinyes must be nearby and targeting themselves with the Unholy clouds of magic. (Vauhwyt: Take 15hp, 15hp, 14hp, 16hp. Be Sickened for 3 round, 4 rounds, 3 rounds, 3 rounds. Roll Will Saves 4 times vs respective DC19's to negate the Sickened and take half damage. Rounds of Sickness are Cumulative.)

Note: The circle at AI-AN/26-31 is a solid hemisphere of ice. treat it as an obstacle that cannot be walked into.

(Please remember that the fog and smoke obscure all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

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

HEIGHT MAP
==========
95ft - Top edge of Wall of Ice
85ft - Black Miasma (Speed reduced to 1/4. 1d4 Energy Drain each round exposed.)
75ft - 3rd floor roof
60ft - 2nd floor roof peak
50ft - 2nd floor roof edge
20ft - 1st floor roof
00ft - Courtyard Floor


Reference Map Floor Three and More

Clock: 23 minutes +6 since Entry

Heights (ground to foot not ground to head.)
=======
Vauhwyt: 75ft
Aztyr: 75ft
Sir Joshua: 75ft
Malgant: 75ft
Vorelle's Body: 75ft
Jass: 75ft
Brahmah: 75ft

Nihil: Dead
HM1: 75ft / SR27 / AC31 / CMD43 / Scratched
HM2: 75ft / SR27 / AC31 / CMD43 /
G1: 75ft / SR27 / AC32, Touch AC14 / DR10-Good / CMD 40 / Injured
G2: 75ft / SR27 / AC32, Touch AC14 / DR10-Good / CMD 40 /
G3: 75ft / SR27 / AC32, Touch AC14 / DR10-Good / CMD 40 /
Erynes1: 75ft / SR27 / CMD35
Erynes2: 80ft / SR27 / CMD35
Erynes3: 75ft / SR27 / CMD35
Erynes4: 80ft / SR27 / CMD35

All Imps Dead

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Energy Drain and Negative Levels Explained

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

Vauhwyt (HP68 of 138, AC45) and Mookie (HP69 of 69, AC22)  d20=15 ; d20=12 ; d20=6 ; d20=20 ;
Thursday April 5th, 2012 7:00:34 PM


Is there not a Daylight somewhere around here? Also, Vauwhyt has a Light cantrip still going that she cast a while back ... it is in her active spells list.

Holding off on posting more until I confirm non-blind status?

Raw Saves vs UB: 15, 12, 6, 20. Half damage on all is 29 damage.

Latest Revised DM Sanity Info

NOTE: Mookie = -2 Con

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Various Shrink Items (in haversack)
Permanent Telepathy (from Aztyr)
Light (182 minutes)
Jump (4 minutes)
Reduce Person (5 minutes)
Feather Step 10 minutes (from tattoo)

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Barkskin (1 hr, 49 min)
Mage Armor (47 min)

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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos
- Lockjaw used 2 of 2.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

AC 40,Touch 35, CMD 48/38 when flying,166/211 hp Malgant Winterborn 
Thursday April 5th, 2012 7:20:33 PM

OOC
Malgant has daylight and Brahmah has daylight. I think Jass has a light cantrip as well.
Um, did you update the map? I don't appear to have moved.


Blind Taur's Bluff - COMBAT ROUNDS /DMAl 
Thursday April 5th, 2012 7:38:08 PM


OoC to Vauhwyt (and all): Right. You still have the Light. Not blind.

And the map is fixed.

Brahmah 191/202hps -20hps from neg levels, AC 34 +5 DEFENDER (in combat) TOUCH AC 18  d20+21=29 ;
Thursday April 5th, 2012 8:31:53 PM

The ranger moves, southeast, but with caution, listening. (Perception 29, see invis, dark vision)

Vauhwyt (HP39 of 138, AC45) and Mookie (HP69 of 69, AC22)  d20+23=42 ; d4+3=4 ; 4d6=21 ;
Thursday April 5th, 2012 11:25:21 PM

OOH! Since I have light, I think I have an AoO to take. I'm using my armor spikes +5 enh bonus on my AC, so my attack is base +9 +10 dex +2 hero +2 spikes = +23. I'll also make this an impromptu sneak attack, since it is likely my last chance before death or dishonor. V rolls a 42! Nat 19! Armor spikes only crit on a 20, alas. Damage is 1d4+3+4d6 = 25 damage.

That's the AoO.

==========

I adjusted AC and hp in the header. V is down to 39 hp, and feeling it.

V's AC these days is: base 10 +6 armor +5 enh +2 shield +5 enh +8 dex +2 def +1 natural armor +1 ioun stone = AC40 +5 defending weapon = 45.

BTW, I think I've now touch attacked and attacked the erinys, so can we get AC and touch AC? Thanks!

==========

Kindly Dm Al, before I can do Vauhwyt's actual turn, I have to point out that I am blocked to the north and west, and the map edge is to the east and south. I think I would have seen what was to the east and south before I uncorked the smoke bottle. At least 60 ft worth, with the darkvision I had then.


Vorelle [Dead] 
Thursday April 5th, 2012 11:28:32 PM

Memories continue to fly.

She is nineteen. It is dark in the wardrobe, and smells of dust and stale sweat. It is a smell she is becoming to know all too well. Whenever he is finished with her, he locks her in here. "Can't have you running off," he'd say with a nasty grin.

Targo. Her husband. Try as she might, Vorelle can remember only snatches of the wedding. She'd been drugged, of that she was sure. Had she made the expected responses? Or had nobody cared?

With cautious fingers, she assesses the damage to her face. Her lip has stopped bleeding. Her right eye and cheekbone throb. She hopes the eye doesn't swell shut, but there's nothing she can do to prevent it. Her other bruises are probably yellowing by now.

She is trying to take shallow breaths, but even so, her ribs hurt. Probably cracked a couple of them. She hates broken ribs. You can't move without hurting. She rotates her wrenched shoulder, which seems to be healing at last. She shifts, trying to find a more comfortable position. Her foot accidentally kicks the door of the wardrobe.

And it opens.

Vorelle stares in astonishment at the thin slice of light she can see. Had he forgotten? Forgotten to lock her in? He'd been pretty drunk.....

And if he was passed out now, this was her chance. Maybe her only chance.

Cautiously, she creeps out of the wardrobe. She still remembers Kiros's lessons on staying invisible, and she applies them now with a will. From the next room, she hears drunken snores.

Quickly now. She rushes toward the door, grabs a cloak off the peg. It is not her cloak, but it will do. She is barefoot, and doesn't know where he might have put her shoes, but there is no time to look. She will just have to manage. She wraps the cloak around herself, taking on final glance around.

There. On the table. A purse, and it has something in it.

Not bothering to look, she grabs it up and flees the squalid little flat. She has to get away. She has to get to where he won't be able to find her again. Where can she go? Not her family; they set her up for this. Kiros? Probably long gone by now.

What about that liontaur woman she'd met in the market? What was her name? Vow-something. Vauhwyt! That was it. Perhaps Vauhwyt would be willing to help her.

Whatever she did, it was imperative that Targo not find her.

Targo. Vorelle's mind snaps back to the present. Or, what passes for the present in this place. Targo. Something about Targo.

He's dead, she thinks. He's dead, like me. Is he here? Targo?


Blind Taur's Bluff - COMBAT ROUNDS /DMAl 
Thursday April 5th, 2012 11:43:10 PM


OoC to Vauhwyt: Looks like This.

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22)  d20+35=48 ;
Friday April 6th, 2012 6:30:57 AM

Vauhwyt uses a standard action to use total defense. With her armor spikes giving her a +5 to AC (thanks to that AoO she just took), and the total defense plus acrobatics giving her a +6, her AC is now 51.

Knowing that she will be provoking AoOs with every step, but counting on her high AC to save her, Vauhwyt takes a move action. Her plan is to move to 32AU (5 ft), then 31AV (10 ft), then 30AW (20 ft), then 29AW (25 ft) and over the side and down. She'll Feather Fall safely down. If she falls less than 60 ft, then her round is not over, and she'll use her remaining 15 ft of move to go 28AW (30 ft) and then to 27AW (35 ft), stopping five feet shy of her standard move (so as to incur only the -5 penalty on stealth for moving "greater than half but less than your normal speed."

If there is any problem moving at speed over roof tiles, Vauhwyt will depend on her currently active Feather Step spell to keep her moving without problem.

Her path may vary if she is blocked by or sees any enemies. She would rather not be seen when she goes over the side. We can adjust during the day?

I believe the already existing cloud from the eversmoking bottle does not travel with the bottle. Rather, it stays until it dissipates naturally, and new smoke continues to pour out of the bottle.

Vauhwyt is also moving stealthily, albeit at -5, in order not to be pinpointed by the sound of her travel. Of course, her normal stealth check is the DC to hear her in general; the DC to pinpoint her location by sound is 20 higher. Stealth 48.

Vauhwyt sends a complete mental narrative of her actions as she does them so her friends will know what is going on. She prefaces this by thinking, "Guys, they are focusing on me, and I'm about a round and a half from death. So I'm bugging out. Here's what I'm doing ..."

Blind Taur's Bluff - COMBAT ROUNDS /DMAl 
Friday April 6th, 2012 9:48:17 AM


OoC to Vauhwyt: Well played. You threaded that needle with fairly amazing prescience. Of course, I haven't rolled the AoO's yet, though. Best hope for no criticals.

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Friday April 6th, 2012 10:42:19 AM

Thank you, Al!

::blushes and kicks at dirt with toe of shoe::

Yeah, if you get unlucky, those crits will kill you every time! Just ask poor Vorelle! :-(

Jass of Downs (SteveK) AC 45(47v evil) Touch:30 (29 v Evil) CMD 28 HP 149/193 
Friday April 6th, 2012 12:18:12 PM

Jass "hears" Vauhwyt's plan and comes up with one on his own. Telepathic Link " I'm going to go south of the Ice Dome and bathe the area in an Exhaustion Spell which should slow them down."

To the paladin next to him, the sorcerer says "wanna follow me and make sure I don't die? I'm gonna try and slow down the devils a little."

With that the fire elemental-undead looking sorcerer skirts the south edge of the Ice Dome and then casts Waves of Exhaustion to bathe the smokey area to the east!

Actions....
Move to Fly = 60' ; AK,AL/32,33
Cast Waves of Exhaustion focused to the east : 60 foot cone; no save; all living creatures move at ½ speed, no charge or run and -6 STR, DEX

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 12/34 minutes; +4 AC
Prot v Evil (From Malgant) 151/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 28 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 150/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 9/17minutes (14 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll

Elemental Body IV Large: 15/17 rounds; +4 DEX, +2 CON, +4 natural AC; darkvision 60 feet, resist fire 20, vulnerability to cold, Speed 60 ft.; Melee: slam (d8+STR+burn); Space 10 ft.; Reach 10 ft.; Special Attacks burn (d8, Fort DC 16) immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/--.

Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Active Effects:Highlight to display 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 2 1 1 7 3 1
}

Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 180/193 (146/159) 
Friday April 6th, 2012 12:36:36 PM

*Vauhwyt, that smoke is keeping us from finding and following the enemy, it might be helping you, but it's hosing our chances of actually winning this fight. Once they get 5' away they basically vanish and we are searching blind."

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Friday April 6th, 2012 12:42:26 PM


Vauhwyt thinks to Aztyr, "Sorry, sister! I only dug it out as a last resort, seeing as I'm almost dead. Nothing I can do about it now. I don't even think the smoke is magical, so you can't dispel it. You could blow it away with a wind? Oh well."

Vauhwyt thinks to Jass, "Great idea!"

Blind Taur's Bluff - COMBAT ROUNDS /DMAl 
Friday April 6th, 2012 12:48:28 PM


OoC to Jass: Can I have a Caster Level check against Spell Resistance? If you do not respond by post time tonight, I'll roll it for you.

AC 40,Touch 35, CMD 48/38 when flying,140/211 hp Malgant Winterborn  d20+28=42 ; 4d6+24=37 ; d6=4 ; d6=4 ; d20+19=34 ; d100=55
Friday April 6th, 2012 1:24:55 PM

Reflex 34 vs DC20, 26 damage from Cone of Cold
" Had you stuck with the group.... Malgant thinks through the link as the Ice Devil he just beat 3/4 to death runs away to heal. I'll just need to kill them twice each as they eat my heal spells up because I can't evade their AOE's. Fine, whatever. Chaotic people...
Malgant moves to AR,AS/29,30 provoking AoO's from both the Ice devil and the Handmaiden. As he pounds on the Ice devil with his holy and enchanted fists he casually asks the Handmaiden, " Thought you and your ugly sister there were going to make me pay for beating your mistress to death. Are you too afraid to back up your words with deeds devil?" Malgant uses Draw Fire Yet again to provoke the handmaidens into focusing on him instead of the rest of the group. Will save DC 29 to avoid the taunt.

Attack vs the Ice devil( Vital Strike, Power Attack) hits AC 42 for 37 damage + 8 holy damage
55% means the attack hits despite the smoke(concealment)
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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 183 minutes CL 20
-Darkvision duration 163 minutes CL17
-Shield of Faith +4 deflection AC duration 9 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 9 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 268 minutes (4:50max) CL 17
-True seeing 120' duration 9 Minutes CL 17
-Divine Power duration 8 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-Shield +4 shield bonus to AC duration 3 rounds CL 17
-Haste Duration 10 rounds
-All channel energy uses expended
-All hero points expended


Blind Taur's Bluff - COMBAT ROUNDS /DMAl 
Friday April 6th, 2012 1:44:09 PM


OoC to Malgant: Please roll another Attack for me, along with potential damage.

AC 40,Touch 35, CMD 48/38 when flying,140/211 hp Malgant Winterborn 
Friday April 6th, 2012 2:02:15 PM

miss natural 1

Sir Joshua the Virtuous (Ken)  d20+23=28 ; d10+19=27 ; d6=4 ; d6=4 ; d6=4 ; d20+9=22 ;
Friday April 6th, 2012 2:42:47 PM

Sir Joshua coughs with all the smoke filling the area and is frustrated since he can't see much more than 5' ahead... Even with his darkvision goggles, there's still no enemies in sight...

However, he likes Jass' suggestion and says, "Lead the way and if we run into a bad guy, I'll take of them for you. I pledge to protect you madam and if we find them, they won't touch you..."

He follows her to AM 31 (costs 45' to move, still have 15' of movement left...) Fly = 22

1. If they encounter a bad guy, he'll move up to 15' to attack it and defend Jass...Attack (if needed) = Hits AC 28 for 27 dmg + 4 fire + 4 acid + 4 shock = 39 total of GOOD aligned damage for bypassing DR.

2. If they DON"T encounter a bad guy, he'll cast "Holy Sword" on his weapon as a standard action...
(He'll use his pearl of power, 4th level to cast this)

___________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - Dispelled (The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).)
Boots of Flying 25/30 rounds left of 1st use

Magic Items with Uses
Pearl of Power (1/day, 4th level)
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 13/16 per day
Smite Evil - 7/7 per day
Channel Energy- 8/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
AC 36 (haste), 35, 185/203 hps, Touch AC 15 (haste) 14
DR 5/evil

Fly skill = +9
Hasted (via Aztyr) - 10 rounds left - +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, Extra attack on full attack, + 30' fly



AC 40,Touch 35, CMD 48/38 when flying,140/211 hp Malgant Winterborn 
Friday April 6th, 2012 5:08:49 PM

OOC
Jass is a guy BTW.

Blind Taur's Bluff - COMBAT ROUNDS /DMAl 
Friday April 6th, 2012 5:19:09 PM


OoC: But there's no penis on an elemental.

Jass of Downs (SteveK) AC 45(47v evil) Touch:30 (29 v Evil) CMD 28 HP 149/193  d20+21=27 ;
Friday April 6th, 2012 5:45:22 PM

SR check for Waves of Exhaustion = 27

Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 180/193 (146/159)  d100=62 ; d20+28=38 ;
Friday April 6th, 2012 8:48:14 PM

Aztyr moves to AP,AQ/31,32, crossing Malgant's path as they both move mostly south. She uses a double move further west and comes in straight on that Handmaiden, "Hey Wench, how ya doing!!"
(ignore the attack roll, changed mind in midstream)

Aztyr's Spell Info:

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

* = 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 2/3
Level 2 - Silence 2/2

Draconic Claws: 11/11 rounds duration

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Transformation, Duration 15 rounds
Effects: You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
Iron Body, Duration 17 minutes
Effects: damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
Also effective changes to Stats after both spells:
+6 Strength, -2 Dexterity, +4 Constitution, +4 Natural Armor, +5 to Fortitude Saves, BAB = Character Level, Speed reduced to 20 (running) 30 (flying) +30 feet for haste)
Protection from Energy (cold), Duration 170 minutes, 54/120 left
Haste, Duration 11 rounds
Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
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 3:14 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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)


Like a Puff of Smoke - COMBAT ROUNDS /DMAl  13d6=48 ; d6+13=18 ; d20+20=40 ; d20+20=23 ; d20+22=36 ; d20+23=42 ; d20+14=22 ;
Friday April 6th, 2012 9:46:12 PM


Brahmah heads to the southeast, entering the cloud of steam. He encounters the hole in the Wall of Ice. He can feel the waves of cold that ripple across the opening. Going through is going to hurt. But, from through the hole, beyond the Wall of Ice, he can hear the battle. He can hear his companions. The outline of a human is some ten feet straight ahead. From the sound of the figure's armor, Brahmah deduces it to likely be that Sir Joshua person. (Brahmah: If you pass through the hole take 18hp Cold Damage.)

"Vorelle?" There is no presence. Only the voice. "You came. You actually came. But why am I still here? He promised me. He promised that if I found you for him that I would be free." It is the voice of Targo, the bully turned cringing whiner once the odds turned against him. "He promised! Why am I still here? No! I should be free. Noooooo ... " The voice wails, and as the cry of despair rises, so too does a light. No, not a light, but what the living Vorelle would have called Vision. What was once Vorelle can see the steam about her. To the east are the figures of Malgant and Aztyr just being consumed by a dark spreading smoke. To the southwest is a large fire elemental, and somehow she knows this is Jass. Next to Jass is that knight with the flowers, Sir Joshua. And, below her is the body of a young woman. She realizes that it is the body that was once herself.

Vauhwyt creeps softly away to the east and directly into the face of another Insect Eyed devil. (At AV&AW/32&33) As she goes, three of the devils swipe at her. A tentacle lands upon Vauhwyt's armor at a critical join, but it fails to take hold. She dodges through the gap between the devil to the east and the one to the north. Another few steps and she leaves the devils behind in the smoke. A few more, and she sees the edge of the roof and goes over, dropping 15feet down to an as yet unexplored section of the 2nd story roof. From there, she sneaks north, hoping and hoping that they cannot follow her.

Jass enters the thick cloud of smoke and skirts the edge of the Ice Dome. He faces east and fires his spell blind. Nothing appears to happen. But, then again, he can't see further than five feet in any direction.

Malgant moves further into the thick black smoke in pursuit of the devil he has nearly beaten to death. He expects to find the Handmaiden that Vauhwyt has described. But what he doesn't expect are the two Erinyes he finds. They bring him up five feet short. Still, the Insect Eyed devil is there, and Malgant delivers his blow. (No AoO as you come in. They can't see more than 5ft out either.)

Sir Joshua follows Jass. (And still believes Jass to be a woman. It's hard to tell with these Elementals.) He comes around to the South of Jass. Encountering none of the devils, he enchants his sword once again using a magic pearl to recall the spell. (Sir Joshua, AM31 is in the Dome of Ice at AI-AN/26-31 - yes it's hard to tell the ice from the fog. So I placed you at AL34 instead. It's within your movement, and fits your intended actions.)

Aztyr follows Malgant. She intends to come down to one side of one of the Handmaidens. But she finds, as did Malgant, that the Erinyes block her way.

(I've put up an extra map to show the situation before the turn of the Devils.)

Malgant and Aztyr are the only ones to see. Almost as one, the group of devils fades into the smoke to the south. Then they are gone. As they went their movements appeared sluggish.

Then, Aztyr, Malgant, Sir Joshua and Jass feel a blast of cold. Aztyr feels it come through her spell resistance. (Aztyr, Malgant, Sir Joshua: Take 48hp Cold damage. Roll Reflex Saves 1 time vs DC20 and take no damage.)

Note: The circle at AI-AN/26-31 is a solid hemisphere of ice. treat it as an obstacle that cannot be walked into.

(Please remember that the fog and smoke obscure all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

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

HEIGHT MAP
==========
95ft - Top edge of Wall of Ice
85ft - Black Miasma (Speed reduced to 1/4. 1d4 Energy Drain each round exposed.)
75ft - 3rd floor roof
60ft - 2nd floor roof peak
50ft - 2nd floor roof edge
20ft - 1st floor roof
00ft - Courtyard Floor


FYI View before the Devils' Move
Reference Map Floor Three and More

Clock: 23 minutes +7 since Entry

Heights (ground to foot not ground to head.)
=======
Aztyr: 75ft
Sir Joshua: 75ft
Malgant: 75ft
Vorelle's Body: 75ft
Jass: 75ft
Brahmah: 75ft
Vauhwyt: 60ft

Nihil: Dead
HM1: 75ft / SR27 / AC31 / CMD43 / Scratched
HM2: 75ft / SR27 / AC31 / CMD43 /
G1: 75ft / SR27 / AC32, Touch AC14 / DR10-Good / CMD 40 / Badly Injured
G2: 75ft / SR27 / AC32, Touch AC14 / DR10-Good / CMD 40 /
G3: 75ft / SR27 / AC32, Touch AC14 / DR10-Good / CMD 40 /
Erynes1: 75ft / SR27 / AC28, Touch AC21 / CMD35 / Slightly Injured
Erynes2: 80ft / SR27 / AC28, Touch AC21 / CMD35 / Injured
Erynes3: 75ft / SR27 / AC28, Touch AC21 / CMD35
Erynes4: 80ft / SR27 / AC28, Touch AC21 / CMD35

All Imps Dead

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Energy Drain and Negative Levels Explained

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Friday April 6th, 2012 10:04:28 PM

Al, looks like V only dropped 15 ft to the next roof. Did she use her feather fall for that?

Brahmah 173/202hps -20hps from neg levels, AC 34 +5 DEFENDER (in combat) TOUCH AC 18  d20+21=39 ;
Friday April 6th, 2012 10:50:05 PM

(Al, No save from the Cold Damage? Improved Evasion or Fort? Did you need me to record the negative levels as damage or is noting it good enough?)

The ranger appears through the steam with a curse on his lips. What can he see? (Perception 39, see invisible, dark vision, +2 for terrain and enemies) He holds out his potion bottle of Daylight to see what can be seen. He is uneasy at the writhing miasma nearby.
He casts Guidance from his tattoo to help against the next save.
--------------------------------------------------------------------------------
Conditions: 4 negative levels so far

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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Like a Puff of Smoke - COMBAT ROUNDS /DMAl 
Saturday April 7th, 2012 9:39:59 AM


OoC to Vauhwyt: I had assumed that you had Featherfall already on you. If you did not, then no. Not unless you cast it, which is too many actions. In fact, a quick glance of your list doesn't show Featherfall. Or am I missing anything. If you don't have Featherfall, then you drop 15ft and wind up prone.

Like a Puff of Smoke - COMBAT ROUNDS /DMAl 
Saturday April 7th, 2012 9:42:09 AM


OoC to Brahmah: No save. It's in the description of the Wall of Ice spell. As for the Negative Levels, Adjust your HP accordingly in the Name Header. And list your Negative Levels as an effect in your list of active spells.

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Saturday April 7th, 2012 11:56:24 AM

Al, sorry, Vauhwyt does have Feather Fall on her list of first level spells known. And the casting time is an immediate action (it's designed to be cast when you start falling ... the duration ends when you land). My question really was whether I hit the ground before I got to cast the spell (seeing it was a relatively short distance).

But I see nothing about a delay after a fall starts in the spell description, so I assume I did cast it, unless you rule otherwise?

Like a Puff of Smoke - COMBAT ROUNDS /DMAl 
Saturday April 7th, 2012 12:37:25 PM


OoC to Vauhwyt: I have no problem with he spell begin cast. As long as it's necessary. If you think you can make the 15ft drop w/o the spell, you don't need to expend it. You can make an Acrobatics check vs DC15. If you make it, you land w/o damage and on your feet. If you fail, you take 1d6 and end Prone. Or, you could go with the spell. I'll leave the choice up to you.

Sir Joshua the Virtuous (Ken)  d20+21=25 ; d20+34=48 ; d10=3 ; d6=2 ; d6=2 ; d20+26=42 ; d10+23=30 ; d6=3 ; d6=5 ;
Saturday April 7th, 2012 2:15:42 PM

Sir Joshua apologizes to Jass for confusing him in his elemental form with a maiden... With no male/female parts (as our DM adroitly pointed out), he wasn't sure of its gender... Now he knows better and promises not to make that mistake again...

He sees a ray of cold suddenly appear out of nowhere and successfully dodges it (Save = ,25, no dmg)

Now that they've went around the latest obstruction, it's time to keep hunting and find some foe to vanquish... "Shall we go East?" he suggests to Jass... If he agrees, Sir Joshua will move East at least 60' until he finds something to smash...

1. If he runs into something, he'll bash it with Good AND Holy damage... AND he'll smite that sucker too...

Attack with Smite Evil vs. Evil Outsider = Hits AC48 for 82 (3+75+4) pts of Good and Holy Dmg AND all DR bypassed by Smite Evil

2. Since he has Cleave, he'll also hit anyone within range if possible too (but -2 AC penalty), Hits AC 42 for 38 pts of dmg against secondary target
___________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - Dispelled (The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).)
Boots of Flying 24/30 rounds left of 1st use
Holy Weapon - 17/17 rounds

Magic Items with Uses
Pearl of Power (1/day, 4th level) - Used
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 13/16 per day
Smite Evil - 6/7 per day
Channel Energy- 8/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
AC 41 (vs target of smite, haste), 36 (haste), 35 (normal), 185/203 hps, Touch AC 20 (vs target smite, haste), 15 (haste) 14 (normal)
DR 5/evil

Fly skill = +9
Hasted (via Aztyr) - 9 rounds left - +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, Extra attack on full attack, + 30' fly

Holy Sword - +5 Weapon, +2d6 dmg vs evil, Emits MCvE, gains
Smite Evil - Adds +8 to AC (cancels out ring's defensive bonus though), +8 Attack, +21 dmg vs Evil; If Evil Outsider, does +42 dmg rather than 21; BYPASSES ALL DR

1. Stats WITH Smite Evil vs Evil Outsider - +34/+29/+24/+19, 1d10+75+2d6 if Evil

2. Stats Without Smite Evil - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil



Vorelle [Dead] 
Saturday April 7th, 2012 2:40:21 PM

"Well, that's the thing about bad guys," Vorelle tells Targo, a trifle impatiently. "They lie."

She scans the battlefield. Her friends are still in trouble, in large part because they can't see their foes. If only there was some way to help them, to help them see.

Jass of Downs (SteveK) AC 45(47v evil) Touch:30 (29 v Evil) CMD 28 HP 149/193  d20+14=31 ; d20+21=40 ; d100=66 ; 8d6=32 ; d20+26=34 ;
Saturday April 7th, 2012 7:43:41 PM

"Sweep away, sweep away!" laughs Jass grimly, the combination of his fire elemental body and necromantic magics making his voice truely strange. The Fire Elemental, lit with its Light spell, continues through the smokey unknown with the shining paladin, looking for bad things to kill.

If he sees a devil, the fire elemental will reach out like a flame licking a knot of wood and cast a Vampiric Touch spell.

Actions....
Move to Fly = 60' ; moving forward with Sir Joshua
Cast Vampiric Touch Concentration: 34; Touch 31; SR 41; miss chance in cloud 66%; Damage 32 no save (Jass gains 32 temp hit points)

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 12/34 minutes; +4 AC
Prot v Evil (From Malgant) 151/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 28 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 150/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 9/17minutes (14 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll

Elemental Body IV Large: 15/17 rounds; +4 DEX, +2 CON, +4 natural AC; darkvision 60 feet, resist fire 20, vulnerability to cold, Speed 60 ft.; Melee: slam (d8+STR+burn); Space 10 ft.; Reach 10 ft.; Special Attacks burn (d8, Fort DC 16) immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/--.

Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Active Effects:Highlight to display 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 2 1 1 7 3 1
}

AC 40,Touch 35, CMD 48/38 when flying,140/211 hp Malgant Winterborn  d20+28=35 ; 4d6+24=34 ; d6=5 ; d6=2 ; d20+28=41 ; 2d6+24=34 ; d6=2 ; d6=2 ;
Sunday April 8th, 2012 1:53:58 PM

Malgant follows the path most likely to bring him into contact with the devils. He moves diagonally to rowa AT,AU and proceeds south. He is looking for either of the Ice devils he has previously hit. If his way is blocked before he finds either of them he will hit whatever he finds instead.
Power Attack, Vital Strike Hits AC 35 for 34 damage + 7 holy
If Malgant finds no foes he will grasp the level 1 pearl of power in his neck pouch and refresh his Shield spell
AoO if needed Hits AC 41 for 34+4 holy
" I'm moving south looking for targets I have wounded or can maybe get to stand long enough to engage. If you encounter anything call out and try to hold it in place. Vauhwyt heal yourself if you can."

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 183 minutes CL 20
-Darkvision duration 163 minutes CL17
-Shield of Faith +4 deflection AC duration 9 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 9 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 268 minutes (4:50max) CL 17
-True seeing 120' duration 9 Minutes CL 17
-Divine Power duration 7 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-Shield +4 shield bonus to AC duration 2 rounds CL 17
-Haste Duration 9 rounds
-All channel energy uses expended
-All hero points expended

Brahmah 153/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Monday April 9th, 2012 4:26:09 AM

OOC: Lurking.Will try to post later today.

Like a Puff of Smoke - COMBAT ROUNDS /DMAl 
Monday April 9th, 2012 7:22:15 AM


OoC to Brahmah: No problem. It's still Friday's post. You've already posted for that day. You're good.

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22)  d20+32=42 ;
Monday April 9th, 2012 11:48:11 AM


Thanks, Kindly DM Al! I'll take all the help I can get!

Acrobatics check 42 -- her leap is fine unaided by magic. If her jump spell applies, that's a 72, I believe.

Vauhwyt takes another double move, heading north and west. She jumps down again at AX23, using feather fall if the leap looks to be 20 ft or more, or if she cannot tell.

She keeps on moving, up to her full 80 ft, but that's off the map, so I can't give a coordinate.

She mentally empathizes with Mookie, sending a general summons to come to her.

Smoking bottle is still open.

Latest Revised DM Sanity Info

NOTE: Mookie = -2 Con

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 22 min)
Extended Heroism (6 hrs, 22 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Various Shrink Items (in haversack)
Permanent Telepathy (from Aztyr)
Light (182 minutes)
Jump (4 minutes)
Reduce Person (5 minutes)
Feather Step 10 minutes (from tattoo)

Spells cast on Mookie:
Heroism (3 hrs, 2 min)
Permanent Telepathy
Barkskin (1 hr, 49 min)
Mage Armor (47 min)

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 7 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 42 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 10 min of 10
Wand of mage armor: used 1
Wand of barkskin: used 7
Mookie's Tattoos
- Lockjaw used 2 of 2.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 180/193 (146/159) 
Monday April 9th, 2012 5:20:17 PM

Aztyr moves diagonally to AQ,AR and then proceed south with Malgant, keeping him at about 5' just at the edge of vision.

Aztyr's Spell Info:

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

* = 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 2/3
Level 2 - Silence 2/2

Draconic Claws: 11/11 rounds duration

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Transformation, Duration 14 rounds
Effects: You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
Iron Body, Duration 17 minutes
Effects: damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
Also effective changes to Stats after both spells:
+6 Strength, -2 Dexterity, +4 Constitution, +4 Natural Armor, +5 to Fortitude Saves, BAB = Character Level, Speed reduced to 20 (running) 30 (flying) +30 feet for haste)
Protection from Energy (cold), Duration 170 minutes, 54/120 left
Haste, Duration 10 rounds
Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
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 3:14 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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 Empty Threat - COMBAT ROUNDS??? /DMAl  d20+23=25 ; d20+23=36 ; d20+18=21 ; d20+15=20 ; d20+15=21 ; d20+15=22 ; d20+15=24 ;
Monday April 9th, 2012 7:46:39 PM


Brahmah braves the cold and flies through the hole in the Wall of Ice. In ten to twenty feet he clears the steam and comes out into an area of clear are. To the east, Brahmah sees nothing but a huge wall of black smoke. It is clearly different from the Black Miasma, and Brahmah recognizes it as plain simple smoke. At his feet, Brahmah sees the dead body of the Dark Angel. To the east at various points, he hears his fellow heroes from Blackbird Lake. Most of them are making no attempt to hide their presence. With his keen hearing, he detects the sound of flapping wings to the southeast. They must be some sixty to ninety feet away and growing more distant from his position.

Sir Joshua heads to the east for sixty feet. He encounters nothing along the way. Of course, he could pass within five feet of something and not know it was there, so thick is this smoke. What he does find when he finally stops, is the eastern edge of the roof.

Vorelle rebukes the disembodied voice of her dead husband. She watches as her friends flounder in the smoke, and wants so badly to be able to lend them a magic ability. Just for a moment, the ability to see. She can feel the desire so strongly that if she had a mouth it would be a taste. "Well, now you're stuck here too, Vorelle. There's no escape. You can't even die! It's unending. I've heard that they've been here for hundreds of years. I don't even know how long that is. There's no way to tell time here."

"Wait! Your friend are trying to escape, aren't they? I can help. I can help you escape. But you have to take me with you. You have to promise, Vorelle. You have to promise to take me with you."


Jass the Fire Elemental follows Sir Joshua. He too discovers the eastern edge of the roof, but nothing aside from that.

Malgant moves southeast for ten feet and then heads directly south. Sure enough, he comes upon an Insect Eyed devil. Judging by the battered look of this one it is the same devil that he had so recently injured. The Hand delivers a stout blow to the devil. It falls to the roof. The goodness of the Holy energy from Malgant's fists prevents the devil's wounds from regenerating, and the devil truly dies.

Vauhwyt continues northward, briefly following the wall of the third story. Her Featherfall spell activates automatically as she goes off the second story and drops thirty feet to the roof of the first floor. (Vauhwyt: I'll need Perception checks if you continue further north.)

Aztyr follows Malgant, paralleling him at five foot distance. She stops as he does. The sharp smack of meat is enough to tell the sorceress what is happening.

Aside from the single Insect Eyed devil, there is no further visual trace. There is no further response. There are no further attacks.

Continue pursuit?

Note: The circle at AI-AN/26-31 is a solid hemisphere of ice. treat it as an obstacle that cannot be walked into.

(Please remember that the fog and smoke obscure all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

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

HEIGHT MAP
==========
95ft - Top edge of Wall of Ice
85ft - Black Miasma (Speed reduced to 1/4. 1d4 Energy Drain each round exposed.)
75ft - 3rd floor roof
60ft - 2nd floor roof peak
50ft - 2nd floor roof edge
20ft - 1st floor roof
00ft - Courtyard Floor


Reference Map Floor Three and More

Clock: 23 minutes +8 since Entry

Heights (ground to foot not ground to head.)
=======
Aztyr: 75ft
Sir Joshua: 75ft
Malgant: 75ft
Vorelle's Body: 75ft
Jass: 75ft
Brahmah: 75ft
Vauhwyt: 60ft

Nihil: Dead
HM1: 75ft / SR27 / AC31 / CMD43 / Scratched
HM2: 75ft / SR27 / AC31 / CMD43 /
G1: Dead
G2: 75ft / SR27 / AC32, Touch AC14 / DR10-Good / Regeneration-Good / CMD 40 /
G3: 75ft / SR27 / AC32, Touch AC14 / DR10-Good / Regeneration-Good / CMD 40 /
Erynes1: 75ft / SR27 / AC28, Touch AC21 / CMD35 / Slightly Injured
Erynes2: 80ft / SR27 / AC28, Touch AC21 / CMD35 / Injured
Erynes3: 75ft / SR27 / AC28, Touch AC21 / CMD35
Erynes4: 80ft / SR27 / AC28, Touch AC21 / CMD35

All Imps Dead

************
Rules on Flying: Fly Skill.
Fly Spell.
Jass' caster level is 17, so the bonus to your Fly Skill is +8. ACP applies. Please list your ACP. Medium and Heavy Armor affects your speed.

Energy Drain and Negative Levels Explained

Notes on the Map:
* The Courtyard is shown slightly blurred to indicate that it is down below.
* The darker gray-brown spaces are the 2nd floor roof. They are roughly 50 feet from the Courtyard floor.
* The light brown spaces are 1st floor roof areas. They are roughly 20 feet from the Courtyard floor.
* The Black areas are undiscovered interior spaces. They are actually covered by another roof. Just for fun, it looks like this. This upper roof is roughly 65 feet from the Courtyard floor. There is only 10ft clearance between this roof and the dark swirling stuff above.
* This Third Floor Roof is roughly 75 feet above the Courtyard Floor.

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22)  d20+8=11 ;
Monday April 9th, 2012 8:02:14 PM

As she leaps over the side and casts her spell, it occurs to Vauhwyt that she should have stayed at that level! She laughs at herself as she mentally asks her friends for an update.

Perception 11.

AC 40,Touch 35, CMD 48/38 when flying,140/211 hp Malgant Winterborn 
Monday April 9th, 2012 8:53:05 PM

Malgant considers their situation. Vorelle is dead, Vauhwyt nearly so, Jass is hurt, Brahmah has had nearly a quarter of his life essence drained away, maybe permanently. And their foes have quit the field.
The cold strategist in him looks down on the devil as the malevolent light fades from it's eyes. They will regroup, heal and plot another attack. The devils like this one were doing that even as they threw walls to block them and ice storms to confound them. Secure in the knowledge that only he had hurt this one, Malgant snaps off the frigid tip of the devil's tail and tucks it into his totem pouch around his neck. He feels certain he will be able to hurt them next time they meet. He also takes the devil's spear. It was large and would allow him to meet an attacker's charge should he need to.
" Pull back to the stables. We will regroup and rest. I think most of us are done in from those two back to back fights. We need to reconsider our options, or lack thereof."
Malgant walks back the way he came. He stops and picks up the Angel, slinging it over one shoulder. He then stops and gently picks up Vorelle so that the devils can not return and take her body. He then flies down to the stables and prepares to patch up his comrades.

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 183 minutes CL 20
-Darkvision duration 163 minutes CL17
-Shield of Faith +4 deflection AC duration 9 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 9 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 268 minutes (4:50max) CL 17
-True seeing 120' duration 9 Minutes CL 17
-Divine Power duration 6 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-Shield +4 shield bonus to AC duration 1 rounds CL 17
-Haste Duration 8 rounds
-All channel energy uses expended
-All hero points expended

OOC
I assume we are out of combat rounds? If not then Malgant will know when the devils return, just go round by round with what I have above.

Aztyr damaged the angel, right? No totem trophy for that one.

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Monday April 9th, 2012 9:22:58 PM

Vauhwyt urges Mal to check out the body of the fallen dark angel. There might be loot. Also to make sure it is not regenerating or something.

She tells her friends that she wants to try to locate Vorelle's soul. Maybe she can find her. She spends the next round doing so.

Vorelle [Dead] 
Monday April 9th, 2012 10:46:06 PM

"Targo, I can't just--whoa!" Vorelle is startled when the world shifts around her. Regaining her focus, she realizes that her body is being carried--by Malgant? yes, Malgant--and for some reason her spirit is coming along for the ride.

"Hey," she says. "I'm still attached to my body. Is that normal?"

"Anyway, Targo, all I can promise is that I won't prevent you from coming with us if you can. And I'll try to persuade my friends the same. But I don't know the rules of this place, or if you even can leave. It's the best I can do under the circumstances."


Jass of Downs (SteveK) AC 45(47v evil) Touch:30 (29 v Evil) CMD 28 HP 149/193 
Monday April 9th, 2012 11:02:52 PM

Not being able to see a thing except for the edge of the roof and Sir Josh, Jass acknowledges Malgant. "Roger Wunjo! I've got Sir Silver Paladin of the Shinig Light. We'll get back to the stables."

Then the sorcerer-fire elemental nudges the paladin. "Sieur Joshua, I'm telepathically connected to the others. Malgant the minotaur cleric of Domi has asked us to regroup at the stables. Again. Come, let us go."

Jass sticks with Sir Joshua and leads the paladin back through the smoke and ice walls until they can get down to the stables. Once there, the sorcerer will resume his normal form as the emaciated corpse-man with a care-free lopsided grin.

Actions....
Move to Fly = 60' ; moving forward with Sir Joshua
Cast Vampiric Touch Concentration: 34; Touch 31; SR 41; miss chance in cloud 66%; Damage 32 no save (Jass gains 32 temp hit points)

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 12/34 minutes; +4 AC
Prot v Evil (From Malgant) 151/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 28 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 150/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (4minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
True Seeing on Vorelle; 9/17minutes (14 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll

Elemental Body IV Large: 15/17 rounds; +4 DEX, +2 CON, +4 natural AC; darkvision 60 feet, resist fire 20, vulnerability to cold, Speed 60 ft.; Melee: slam (d8+STR+burn); Space 10 ft.; Reach 10 ft.; Special Attacks burn (d8, Fort DC 16) immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/--.

Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Active Effects:Highlight to display 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 2 1 1 7 3 1
}

Brahmah 153/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18  d20+21=27
Tuesday April 10th, 2012 7:28:59 AM

Miffed, but in agreement, the ranger concedes to tactical retreat. "Is this when I say I was right and we should have stayed with the dead dragon for a time? "

Perception 27

(AL, how are Caster Levels effected by the negative level drains? I know the spells are cut to the appropriate number, but is CL restricted too?)
--------------------------------------------------------------------------------
Conditions: 4 negative levels so far

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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

The Empty Threat - COMBAT ROUNDS??? /DMAl 
Tuesday April 10th, 2012 7:54:56 AM


OoC to Malgant and Brahmah: We may very well be out of combat rounds. That depends on you guys. (I was ready to go out of Combat Rounds a few days ago. You saw how that worked out.) So far, it looks as though we are. As for injury ... I believe that Aztyr did damage the Angel. Someone did it -10 damage before you hit it.

Brahamah, the part listed below describes spells and Negative Levels. I'd also add that the time duration for spells already cast and their CL for purposes of, say, Dispel, do not change. They remain the caster level at the time they were cast. Those cast after the Negative Level damage, however, are lower.

The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.

Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 180/193 (146/159) 
Tuesday April 10th, 2012 9:35:16 AM

Aztyr nods in to herself in agreement with Malgant and stays near him as they make their way back across the rooftop battle field. He picks up various bodies as they go, She still remains quiet. In her transformed body, her mindset is that of combat and not spell casting, as well as her body being composed of iron and much tougher than usual.

Aztyr's Spell Info:

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

* = 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 2/3
Level 2 - Silence 2/2

Draconic Claws: 11/11 rounds duration

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Transformation, Duration 13 rounds
Effects: You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
Iron Body, Duration 17 minutes
Effects: damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
Also effective changes to Stats after both spells:
+6 Strength, -2 Dexterity, +4 Constitution, +4 Natural Armor, +5 to Fortitude Saves, BAB = Character Level, Speed reduced to 20 (running) 30 (flying) +30 feet for haste)
Protection from Energy (cold), Duration 170 minutes, 54/120 left
Haste, Duration 9 rounds
Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
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 3:14 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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)

Sir Joshua the Virtuous (Ken)  d20+18=36 ;
Tuesday April 10th, 2012 11:08:29 AM

Sir Joshua listens to the plan to withdraw and is disappointed that he couldn't show his skills and gain honor by vanquishing some evil... He's not happy that he spent the whole fight trying to get into combat but understands the need to regroup with so many injured and hurting... He says, "OK, I'll guard our rear while we move back to the stables. If they try anything, then I'll cover it..."

He'll follow Jass back to the stable while watching their backs... Perc = 36 If he gets a chance to hit something, he will...

________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - Dispelled (The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).)
Boots of Flying 23/30 rounds left of 1st use
Holy Weapon - 16/17 rounds

Magic Items with Uses
Pearl of Power (1/day, 4th level) - Used
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.)
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 13/16 per day
Smite Evil - 7/7 per day
Channel Energy- 8/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
AC 41 (vs target of smite, haste), 36 (haste), 35 (normal), 185/203 hps, Touch AC 20 (vs target smite, haste), 15 (haste) 14 (normal)
DR 5/evil

Fly skill = +9
Hasted (via Aztyr) - 8 rounds left - +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves, Extra attack on full attack, + 30' fly

Holy Sword - +5 Weapon, +2d6 dmg vs evil, Emits MCvE, gains
Smite Evil - Adds +8 to AC (cancels out ring's defensive bonus though), +8 Attack, +21 dmg vs Evil; If Evil Outsider, does +42 dmg rather than 21; BYPASSES ALL DR

1. Stats WITH Smite Evil vs Evil Outsider - +34/+29/+24/+19, 1d10+75+2d6 if Evil

2. Stats Without Smite Evil - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil


The Empty Threat - COMBAT ROUNDS??? /DMAl 
Tuesday April 10th, 2012 12:50:25 PM


OoC to Vauhwyt: I take it that you're doing what you are doing in the general area of your last position. I see no instructions to do otherwise. Also keep in mind that the Eversmoking Bottle is still open.

Sir Joshua the Virtuous (Ken) 
Tuesday April 10th, 2012 2:38:46 PM

(Addon to SJ's move)

He'll also use his Detect Evil ability to the South and East in order to get some advance warning on baddies ...

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Tuesday April 10th, 2012 4:40:51 PM

Yeah, I know it is still open, but sensing spirits is a full round action, so no time to otherwise move and no time to cork the bottle. Thanks!

AC 40,Touch 35, CMD 48/38 when flying,140/211 hp Malgant Winterborn 
Tuesday April 10th, 2012 5:32:07 PM

OOC
I have alot of things I could say right now, but since I have been fighting a healthcare provider battle most of the afternoon and am no closer to resolving any of the issues I'll be brief.
IC
" Make sure that bottle is corked before you join us Vauhwyt. I am not going to attempt casting spells and resting until I can pray for them again in a cloud of smoke that ruins any chance I have of being effective. And yes. This will be an extended rest break. I am nearly out of spells to enhance my combat abilities, and I am losing spells from duration expiration soon. Aside from that alot of us were dispelled to some extent and will be less effective. Rest, regain spells and see what can be done about the wounded and drained. If anyone has a better idea than resting on a dragon hoard now would be a good time to say something. Otherwise I am resting where the biggest baddest thing we have fought yet lived hoping nothing will invade it's space to come looking for us."
As he lift's Vorelle's body up to take it with him to the stables he speaks to the body, low enough that likely no one else hears." Sorry Vorelle. I failed to protect you again. If things keep going like this, Imod will have a list of things to be angry about when I finally stand before him.:"

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 183 minutes CL 20
-Darkvision duration 163 minutes CL17
-Shield of Faith +4 deflection AC duration 9 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 9 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 268 minutes (4:50max) CL 17
-True seeing 120' duration 9 Minutes CL 17
-Divine Power duration 6 rounds +5 Luck bonus to hit, damage strength checks + limited haste effect on attacks CL 17
-Shield +4 shield bonus to AC duration 1 rounds CL 17
-Haste Duration 8 rounds
-All channel energy uses expended
-All hero points expended


Spirits of the Lost - * WE ARE NOW OUT * of combat rounds /DMAl  d4=4 ; d4=4 ; d4=1 ;
Tuesday April 10th, 2012 6:51:12 PM


Vauhwyt remains within the cloud of her own making. Smoke continues to spew from the bottle in her hand. From where she's at, she spends some time searching for Vorelle's soul. Vauhwyt senses the swirling mass of spirits trapped in the roof of Scarwall below her feet, and in the wall of the second story nearby. She cannot differentiate one from another. As before, there are so many, that even their shape and location becomes meaningless after some fifteen or twenty feet. Nothing identifies itself to Vauhwyt as Vorelle. What's more it occurs to Vauhwyt, who, though lacking in wisdom, can never be said to be unintelligent, that it is decidedly possible that the Black Miasma might not be restricted to the air above Scarwall. That if she were to continue blundering about outside the castle, that she might just discover the boundaries of things whether she likes it or not. Worse yet, Vauhwyt no longer has any idea which way is north, south, east or west. (If you cork the bottle now, you will have four rounds until you can see around you such that a ranged attack has a 20% miss chance. Nine rounds until the smoke is gone entirely.)

Mookie remains hidden in the steam way up above. He is considerably comforted by the thoughts of his mistress but dares not move without instruction.

Malgant calls for a withdraw back to the kennels. He takes the spear from one of the Insect Eyed devils. He also picks up Vorelle's body and that of the Dark Angel on the way.

Vorelle finds herself towed along as Malgant picks up her body and takes it back to the kennels. "Noooooo. I can't stay here any longer. You don't understand. I can't take it. I'll go mad. No one else here is sane. You have to take me with you, Vorelle. I don't care what your friends say. I know you. You have to promise, Vorelle." Targo's impassioned plea grows in volume in what passes for Vorelle's ears. "You, Vorelle. YOU HAVE TO PROMISE VORELLE!"

Jass goes along with the plan. He imparts it to Sir Joshua and then leads the way back. Fortunately for the pair, the Walls of Ice are no longer there to block their way.

Brahmah agrees too. Was this not his idea originally, after all? At any rate, he can no longer hear the sound of wings to the southwest. They are either gone, or they are too stealthy for him to hear.

Aztyr also agrees. She follows Malgant back to the kennels.

Sir Joshua is begrudging in his agreement. He can hear movement out past the edge of the roof. He Detects Evil in a southeasterly direction. There is decidedly evil present. He spends more time attempting to localize the evil. But, in the time it takes for the evil to resolve itself, he finds no individual signatures of creatures. And, without actually being able to see them, the chances that he'd find any of these devils moving about are fairly slim. One thing that Sir Joshua discovers, though, is that Scarwall itself is powerfully evil. He pulls back with Jass.

Back in the kennels, nothing has changed. There are decisions to be made. Our heroes are now fairly badly battered and running low on magic. But before a discussion has time to begin, a voice rings out in the heads of each of our heroes. (Even Vauhwyt who has yet to return.) "YOU HAVE TO PROMISE VORELLE!" The voice is loud. It wails. It pleads with desperation. And there, above Vorelle's body, our heroes can now see a translucent shape. The shape is vaguely in the form of a young woman. Jass has had direct experience with this sort of thing before. This is Vorelle. It must be her.

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

Vauhwyt's Last Known Location
Reference Map

Clock: 24 minutes and some since Entry

Jass of Downs (SteveK) AC 36(38v evil) Touch:30 (29 v Evil) CMD 28 HP 113/157 
Tuesday April 10th, 2012 9:20:41 PM

Jass looks about the stables with a long face. They have broken two of the guardians for the chains, but at a terrible cost. He hangs his head for a moment when Malgant brings in the broken body of Vorelle. Yet something catches his eye... a whisp of... "Vorelle is trapped in an undeath and bound to her body, not Scarwall", the sorcerer says with conviction. Painful memories well up, threatening to overwhelm the thin sorcerer, but he pushes them aside to keep his new friends informed. "This is what happened to me. I became a ghost that could only stay near my body. I was able to affect the material world only occasionally, and fought the black magic that kept me as a ghost. It... it affected my magic, my very blood, making me, well, like this."

"I am afraid that the only reason Vorelle is like this is that if we fail, she will become one of the new guardians."

And then the voice slams into his head, making Jass look around for a second spirit. "Vorelle, can you talk? Can anyone read lips?"

Actions....
Move to Fly = 60' ; moving forward with Sir Joshua
Cast Vampiric Touch Concentration: 34; Touch 31; SR 41; miss chance in cloud 66%; Damage 32 no save (Jass gains 32 temp hit points)

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 10/34 minutes; +4 AC
Prot v Evil (From Malgant) 146/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 26 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 146/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (20 minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll (held by Malgant)

Active Effects:Highlight to display 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 2 1 1 7 3 1
}

AC 40,Touch 35, CMD 48/38 when flying,140/211 hp Malgant Winterborn 
Tuesday April 10th, 2012 9:43:26 PM

" Vorelle is here with us Vauhwyt. Get here. Hopefully I don't need to remind you there is a vengeful party of Devils looking for payback out there."
'" Who's voice is that? It isn't Vorelle."

Vorelle [Dead] 
Tuesday April 10th, 2012 11:05:50 PM

Vorelle is a little startled that the others seemed to hear Targo. She wishes she could communicate with them....

But there is that Telepathic Bond, permanently linking her friends. Perhaps some vestige of that still clings to her? Concentrating very hard, she tries to send to her friends:

That's Targo. He says he can help us, but we have to promise to take him with us when we go.

Then, Look, Targo, I'm not the boss of them. If they decide not to help you, I can't make them. But I do promise to do all that I can. And I promise not to leave you here if I can possibly bring you with me. That's the best I can do.

Brahmah 153/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Wednesday April 11th, 2012 5:09:45 AM

Maybe a little too smug, totally unlike himself, the ranger follows the group back to the kennels.

"We didn't fail anyone." He says simply. "The only way to fail is to give up and concede to this place." He gestures to the blackness and gloom. "This place was designed to destroy morale of the living. We can not fail now. We killed an evil dragon, unbound spirits and invaded a place which didn't want us here to begin with. We never even allowed the first test, the witch, to mislead us. Most of us have survived thus far. The only way we fail this young lady is to give up."

Then responding to Jass, "But a great guardian she would make. Courageous girl."
--------------------------------------------------------------------------------
Conditions: 4 negative levels so far

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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Sir Joshua the Virtuous (Ken) 
Wednesday April 11th, 2012 2:44:36 PM

Sir Joshua helps Malguant carry their lost companion, and he regrets not getting to know her better in their short time together...

He is surprised when this figure shows up above Vorelle's corpse and the voice in his head adds to his surprise... He tries to detect any evil about the spirit, hoping that it's Vorelle's and not some other creature that's trying to fool them...

To the others, he asks, "Who's this Targo fellow and what's going on here? There's more to this story than I know... However, if she wants us to promise not to leave her body here, then I'll do that... Honorable friends don't leave others behind... "

AC 40,Touch 35, CMD 48/38 when flying,140/211 hp Malgant Winterborn 
Wednesday April 11th, 2012 4:51:48 PM

" There is more to it than most of us know as well Sir Joshua. From what I know, Targo was a man Vorelle was forced to wed for some kind of political maneuvering goal in Dirt City. She had no say and apparently was drugged for the wedding. He was not a nice man, but Vorelle has never wanted to speak of it so I don't know how not nice he was. Apparently he is also dead. His spectre had been spotted a couple of times in the past few days and we all wondered what was going on. I suspect he has something to do with us being here. His being here and appearing several times in the past few days watching us leaves little doubt to that. From the sound of it he is trapped too and somehow wants us to get him free."
" Jass, if her spirit is bound to her body, do you think divine magic could still recall it to her body and restore her life? You said you had seen something like this before. I thought her lost and beyond ours and Gargul's reach. If she isn't then we should try and recall her spirit to her body. Somewhere in this pile of treasure should be the components I need, large quantities of diamond dust. I am confident that after a rest I should be able to ask Imod for prayers again and I could make that one of them. "
"Vauhwyt can likely talk to her, since she is one of Gargul's chosen. Vauhwyt, are you alright? Do you need help getting back here?"


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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 182 minutes CL 20
-Darkvision duration 162 minutes CL17
-Shield of Faith +4 deflection AC duration 8 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 8 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 267 minutes (4:50max) CL 17
-True seeing 120' duration 8 Minutes CL 17
-All channel energy uses expended
-All hero points expended

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22)  d100=68 ;
Wednesday April 11th, 2012 5:28:24 PM

Vauhwyt caps the smoking bottle. She "hears" that everyone is in the stable. She tries to teleport there.

Teleport error roll: 68.

She mentally tries to summon Mookie. She asks if anyone else has seen him.

Mookie starts flying around at random, trying to get out of the smoke, following anyone he hears.

Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 180/193 (146/159) 
Wednesday April 11th, 2012 7:34:27 PM

Aztyr walks over to Brahmah and lays a hand on his shoulder. After a quiet prayer, mostly to appease herself, she then casts Limited Wish, forming it into the results she wants... That being a Restoration spell.
She then goes to a corner away from the courtyard and sits, letting the iron body run it's full course. (casting limited wish/restoration only after the transformation spell wears off. 12 more rounds, spell marked off already)

Aztyr's Spell Info:

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

* = 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 2/3
Level 2 - Silence 2/2

Draconic Claws: 11/11 rounds duration

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Transformation, Duration 12 rounds
Effects: You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
Iron Body, Duration 17 minutes
Effects: damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
Also effective changes to Stats after both spells:
+6 Strength, -2 Dexterity, +4 Constitution, +4 Natural Armor, +5 to Fortitude Saves, BAB = Character Level, Speed reduced to 20 (running) 30 (flying) +30 feet for haste)
Protection from Energy (cold), Duration 170 minutes, 54/120 left
Haste, Duration 9 rounds
Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
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 3:14 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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)

In the Moment of Stillness /DMAl  d100=49 ;
Wednesday April 11th, 2012 7:57:25 PM


Jass has personal experience with death. His experience tells him that certain things do not translate well across the divide between life and death and one of those is the spoken word.

Malgant calls for Vauhwyt's return. He also recognizes the voice to be someone other than Vorelle. It was decidedly male.

Vorelle, for her part, or, at least this thing that is what remains of Vorelle, tries the Telepathic Bond. She might be able to break through with that, but the fact that she cannot hear their voices in her own head tells her that the chance is slim. Still, she tries. She wills them to hear her thoughts. In the end, it is not her thoughts that come out, but her voice.

"That's Targo. He says he can help us, but we have to promise to take him with us when we go."

The voice is weak, and it sounds as if it comes from a very long distance away. But it is clearly Vorelle's voice. (Vorelle: Speaking across the divide between life and death is a full round action requiring Concentration. In other words, were we in combat, you could do nothing other than speak during the round. Further, your voice carries no further than 5ft from your body. No one further that this can hear you, regardless of how high their Perception check.)

"But they'll help you," Targo's voice cries. "You have to ask them. You have to make them. You just said, 'when we go'. Not, 'if we escape'. You expect them to break out. And you expect them to take you along. You're not trying. You want to leave me here. You have to make them agree. You have to make them promise, Vorelle."

Brahmah's words are full of courage and optimism. Though, in his praise of Vorelle, it's possible that he fails to realize that should she become a chained guardian, she would very likely try to kill him and his fellow heroes from Blackbird Lake.

Sir Joshua, being newly acquainted with this band of adventurers, asks a few questions in addition to attempting to Detect Evil in the direction of the spirit of Vorelle. There very clearly is a very powerful evil present, just as there was before when he performed the same act a few moments ago on the highest roof of Scarwall. With a few more moments spent the strength of the evil begins to dawn on the Shining Knight. Now that he is here within the walls of Scarwall and not on the roof, the sheer reek of it begins to overwhelm him. He gets the briefest sense that the spirit figure above Vorelle's body is not included in the evil before the world about him grows unclear and the spell ends. When the Shining Knight comes to himself, Malgant is explaining some things about Vorelle. (Sir Joshua, you are/were stunned for one round.)

Vauhwyt caps her Eversmoking Bottle. She then casts a Teleport spell. Nothing happens. With no new smoke issuing from the bottle, the smoke thins in a very short while. A longer moment later it clears completely. To the north, at the edge of Vauhwyt's light, she sees the dark swirly mass of the Black Miasma. From here on out, it is not difficult for the liontaur or her familiar to navigate the roofs of Scarwall and return to the kennels.

Aztyr lets the Transformation spell run itself out. With skin still hard as metal, she makes a Wish, and the Wish washes away Brahmah's Negative Levels. The Iron that holds her Body will take longer to run its course, though. (BTW, Aztyr, Iron Body is Dismissible, if that's what you're after.)

In just under thirty minutes, the heroes from Blackbird Lake have cut a swath through this prison of Fidelia's creation. But the cost has been great. They are quite low on magic. Can they take another battle of the magnitude they just faced? Do they have a choice? The only other option is to give in and die.

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

Same as Before.
Vauhwyt's Last Known Location
Reference Map

Clock: 27 minutes since Entry

Sir Joshua the Virtuous (Ken) 
Wednesday April 11th, 2012 9:05:38 PM

(OOC - Maybe I missed something at the b/g of the adventure but is there some reason that we can't rest for 4-6 hrs to regain spells, etc? If it's an IC qeustion, then I'll raise that but I'm just trying to get feel for Dm's last paragraph. It seems we have 3 choices - rest 6 or so hours to regain spells and heal, continue fighting in our weakened state or give in and die...)

In the Moment of Stillness /DMAl 
Wednesday April 11th, 2012 9:30:40 PM


OoC to Sir Joshua: This is a question that you would not know. I'm not sure anyone is really certain. Go ahead and ask IC.

Brahmah 153/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Wednesday April 11th, 2012 10:40:53 PM

Unwilling to sit down and die, the ranger tries to organize watches for when they try to sleep. Brahmah can take a middle watch, second or third. I suggest four watches, all of us are casters for the most part and Brahmah has a Ring of Sustenance and doesn't require a lot of rest. His spells aren't nearly as important as, say, Jass's, Vauhwyt', Aztyr's or Joshua's.

"Since no one really knows how this place effects our spells or connection to the Gods, we should take at the very least, 10 hours to experiment and analyze before continuing. I doubt it's just the extra-dimensional that is effected."

He is fairly quiet for a long time, introspective, but then says, "If I had been more willing to cross the Miasma, I might have been there for all of you and Vorelle may not be dead. I will be there next time. I will not hesitate to cross the blackness to join all of you in battle. I was a coward. With my Honor, not again."

(Thanks Aztyr for the restoration. If I can, I'll try to repay that. I am assuming the hit point damage is still there from the neg levels, Al?)
--------------------------------------------------------------------------------
Conditions: NA
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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Thursday April 12th, 2012 6:43:39 AM

Once she s back with her friends, Vauhwyt again tries her Sense Spirit and Question Spirit abilities. If she finds out that it is Targo's soul that is here, her face screws up in distaste.

However, she remembers MadJack, her old friend whose soul was lost here in Koshe Marr. No one, not even Targo, deserves that.

OOC: Al, the teleport did not work ... did the slot get used up?

In the Moment of Stillness /DMAl 
Thursday April 12th, 2012 7:14:31 AM


OoC to Brahamh: No, as far as I know, any hit point reduction from the negative levels is restored when the levels are restored.

In the Moment of Stillness /DMAl 
Thursday April 12th, 2012 7:15:49 AM


OoC to Vauhwyt: Yes, you have used the slot. The spell was actually cast. However, something prevented the teleport. Apologies for not having made that clearer.

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Thursday April 12th, 2012 8:59:54 AM


OOC: Thanks Al! Sense and Question Spirit remain my action for today. Has anyone looked at the angel's body? Loot? Etc?

Latest Revised DM Sanity Info

NOTE: Mookie = -2 Con

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 21 min)
Extended Heroism (6 hrs, 21 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Various Shrink Items (in haversack)
Permanent Telepathy (from Aztyr)
Light (181 minutes)
Jump (3 minutes)
Reduce Person (4 minutes)
Feather Step 9 minutes (from tattoo)

Spells cast on Mookie:
Heroism (3 hrs, 1 min)
Permanent Telepathy
Barkskin (1 hr, 48 min)
Mage Armor (46 min)

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 6 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 41 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 1 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.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

Sir Joshua the Virtuous (Ken) 
Thursday April 12th, 2012 10:10:58 AM

Sir Joshua will volunteer to stand guard at the first shift, as he's expended the least amount of spells. "I think its wise that we rest for a long period, and does anyone know any reason we could or should not do so? I don't want us to go unprepared into another fight... "

"Regarding healing, it seems that several of us need some help. I've can lay on hands but they do a limited amount compared to healing spells... Who's done most of our healing and what do you have left that can heal before we rest for the night?"

He spends his time sharpening his sword, though its still shiny from the last sharpening and has only been used to cut ice... He misses his valiant mount and continues praying for William's continued safety, wherever he is.... And these thoughts only cement his vow to make whoever's in charge of this twisted plot and evil area pay for what they've done...

Vorelle [Dead] 
Thursday April 12th, 2012 10:29:35 AM

Oh, for Wardd's sake, Targo, I'm dead. I can't make anybody do anything.

She does, however, concentrate to get the following out to her friends:

I think he really can help us, but first he wants my promise that we will help him escape. And I don't want to make that promise unless we all agree.

Brahmah 173/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Thursday April 12th, 2012 1:17:51 PM

OOC: Hit points fixed in header.

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Thursday April 12th, 2012 1:29:28 PM


Once Vauhwyt, for the first time, hears the voice of her oldest friend as a spirit, she starts to cry. "Don't worry, Vorelle! We won't leave you herre!" A bit of her old accent comes back, a sign of her upset. "And we'll even bring Targo out. No one deserves this place."

Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 193/193 (159/159)  d8+5=7 ; d8+5=11 ;
Thursday April 12th, 2012 1:31:27 PM

Aztyr waits until the Iron Body wears off, she understands it will take quiet a while before that happens.
"I have a couple cure light wounds I can still cast, and then I've also got the staff of healing, with most of it's charges left, I just don't have access to recharging the staff though. We've been cut off dimensionally, I can't even draw any Wold's Blood, even with this place being so near to it's source.
I can get my required rest in a very short time, the wonders of magic being what they are, So I'll cover watch as well, I just hope those with divine links to their gods can reach them for their daily allotment of spells."

Aztyr triggers the cure light wounds tattoo twice and heals herself to full hit points.

(OOC: I believe it's the part where a character can not cast more than the listed amount of spells every 24 hours, that is holding us up from just resting a bit and then moving on.)

Aztyr's Spell Info:

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

* = 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 0/3
Level 2 - Silence 2/2

Draconic Claws: 11/11 rounds duration

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Transformation, Duration 12 rounds
Effects: You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
Iron Body, Duration 17 minutes
Effects: damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
Also effective changes to Stats after both spells:
+6 Strength, -2 Dexterity, +4 Constitution, +4 Natural Armor, +5 to Fortitude Saves, BAB = Character Level, Speed reduced to 20 (running) 30 (flying) +30 feet for haste)
Protection from Energy (cold), Duration 170 minutes, 54/120 left
Haste, Duration 9 rounds
Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
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 3:14 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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:30 (29 v Evil) CMD 28 HP 113/157 
Thursday April 12th, 2012 2:11:27 PM

Jass grimaces, and further explains to Malgant. "Seen something like this, Sieur Minotaur? No, I WAS something like this when I was killed under the Lake of Floating City. Only occasionally able to interact with the Wold, unable to move on, and slowly being eaten by black necromantic magics. I fear our friend Vorelle's capture by Scarwall is only postponed for the briefest of times."

"We know there is a dimensional lock on the Scarwall that no summoning or teleportation is possible while trapped here. I surmise that trying to raise Vorelle here, we will not bargain for her soul with Gargul, but with the Power that truely rules here and owns her soul. I am willing, but a bargain with your northern Power called Marteus won't be the same as one from the Gargul Power."

"And while we aren't sure we can't rest, we know that the very walls here are made of tortured souls. How can we be sure we can rest?" Jass thinks furiously and a pair of ideas come to him. "Vorelle! If Targo knows of a place we can safely rest and knows what object his soul form is attached to, then we can be sure to take him and have the power to actually escape Scarwall!"

"If that doesn't work, I'm positive the Witch Malathrope must have had a safe place to rest or else she would not have been alive for so long. We can go back and follow her dust trails until we find the bolt-hole!"

Actions....

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 10/34 minutes; +4 AC
Prot v Evil (From Malgant) 146/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 26 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 146/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (20 minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll (held by Malgant)

Active Effects:Highlight to display 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 2 1 1 7 3 1
}

AC 40,Touch 35, CMD 48/38 when flying,211/211 hp Malgant Winterborn 
Thursday April 12th, 2012 4:35:21 PM

" I have a mass heal prayer still, so healing is not a problem, I just needed everyone together to apply it. Will it be Martaeus do you think? He and my Lord Imod are not friends, that might go poorly. If we do not bargain here though, what assurance do we have that we will be able to draw Vorelle's soul with us back into the Wold to bargain there? Vexing. Either way I would want to use the most powerful prayer of restoration Imod can provide me, and that will require a bit of prayer to gain. I technically do not need to rest to regain my prayers, but a tired minotaur will make mistakes we can ill afford in this place. I also suggest 2 people per watch, so that one lucky attack or spell does not remove our only watcher. Your plan is sound Jass, lets questioin Targo for a hiding place or follow the Witch's tracks. However I will need to toss this room for diamond dust, alot of it to make the prayer for Vorelle's soul work."
Malgant is unsure whether Targo can hear him or not so he addresses Vorelle. He concentrates on each word he says and projects as much of his personality behind it as he can when he speaks to her." Vorelle. I would be loathe to make ANY promises in a place such as this. I will help him more for the reason that Vauhwyt said than relying on his good nature or his information. If that is not enough for him then I say he can rot here. Tell him we need a safe haven to rest, we need to know how and where HIS soul is bound so we can retrieve it and we want to know as much about the other two guardians as he knows. The more he can tell us that is useful rather than his self pitying whining the better we can help him. Be firm and strong Vorelle. I have seen you do that when you are in your element and know your topic. Show him that steel and he will not demand from you but beseech you instead. I know you can be that strong. Show HIM that you can. If we can rest and I can pray we will attempt to put you back in your body rather than just being loosely anchored to it."
Once everyone is near, Malgant will have them join hands(Mookie too). He will cast Mass Heal on them, restoring 170 HP to each of them and curing all ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned conditions they may be suffering.
After that he enlists as much help as he can to begin sorting the dragon hoard looking for diamond dust. Failing that, he looks for whole diamonds.

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 179 minutes CL 20
-Darkvision duration 162 minutes CL17
-Shield of Faith +4 deflection AC duration 5 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 5 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 264 minutes (4:50max) CL 17
-True seeing 120' duration 5 Minutes CL 17
-All channel energy uses expended
-All hero points expended

The Dark of Morning /DMAl 
Thursday April 12th, 2012 6:14:45 PM


Brahmah begins the process of securing the area for ... a camp of sort. He begins structuring a watch.

Vauhwyt returns with Mookie. Intrigued by the events happening around Vorelle, the Grim attempts to find and put to question this spirit that claims to be Targo. She calls on her Spirit Sense, as she has several times before. As before, the number of spirits that surround her and the other heroes from Blackbird Lake is astounding. This time, however, Vauhwyt is confronted with a different problem. There is no way to tell one soul from another. Even Vorelle's soul does not distinguish itself from any of the others through Spirit Sense. Only the normal sight of Vauhwyt's two eyes can pick her out. Calling out Targo's name, however, gets a response. The voice is surly and far from polite, no doubt a response to being manhandled by Vauhwyt - among other things - in the past. The cadence and mannerisms are recognizable to Vauhwyt. It is Targo Flatjaw.

Sir Joshua offers to stand first watch, then begins the never ending process of maintaining his equipment.

Vorelle responds to Targo. "You always were a stupid cow, Vorelle." The old mean sneer that Targo could get in his voice now comes out. "They like you. Use it. Lie to them if you have to. In the long run it will be better for everyone. Them too. Can't you see that?"

Aztyr offers minor healing. She expresses concern as to the power that they might be able to restore, even after the prescribed resting period.

Jass describes more of his history to Malgant. He speculates on the possible results of the plans as laid out. He is dubious about the possibility of resting in the kennels and presents two ways that might lead to a more assuredly secure location.

Malgant considers Jass' ideas, commenting on several. He offers Vorelle advice and courage. He casts a powerful spell that brings many forms of healing to all of his living companions. Then, Malgant goes in search of diamond dust. The dragon's hoard is quite extensive, and many clear gems that may very well be diamonds glitter among the coins. (How many diamonds did you want?)

The heroes from Blackbird Lake have preparations in place for a camp in the midst of Scarwall. But scarcely a few hours has passed since they last prayed or performed the morning rituals necessary to recover their magic. More time will need to pass before they can do it again.

The castle appears extensive. There are other areas to explore. Exploration, however, has proven dangerous. They could remain here, waiting out the time. Brahmah's internal attunement to the rhythms of nature could keep track of sunset even without the sun. But some decision on how to occupy the hours must be made.

And then, there is Targo.

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

Would you like to attempt to fast forward through the day? The decision is up to you.

Reference Map

Clock: 27 minutes and some since Entry

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Thursday April 12th, 2012 6:20:07 PM

Vauhwyt is grateful for the healing, to say the least.

She is sorely reluctant to negotiate with Marteaus for the soul of her friend. "When we tried to deal with that devil in the past, his terms were such that we had to refuse, even though it meant an eternity of suffering for our friend. I do not relish a second meeting with the master of disease."

OOC: It is actually fascinating reading to see our dearly missed ACDM Jan playing Marteaus as we cower in fear and run away. Read it here.

AC 40,Touch 35, CMD 48/38 when flying,211/211 hp Malgant Winterborn 
Thursday April 12th, 2012 6:51:43 PM

OOC
True Resurection requires 25000 gp of diamond dust. That is what I would use as a spell because overkill cannot hurt when you are unsure of the outcome. My response would be as many as I can find. Is there a way to powder diamonds? Would they respond to stone shape? Not knowing what Martaeus would take in trade, I would think the more we have the better. Also I would want Vauhwyt or Aztyr to appraise them. I think they can. Either way they will be better at it than I would.

The Dark of Morning /DMAl 
Thursday April 12th, 2012 8:45:41 PM


OoC to Malgant: Hmm. Though the value of the hoard is considerable, I doubt you'll find 25000 worth in straight diamonds. That's a lot of diamonds.

Vorelle [Dead] 
Friday April 13th, 2012 12:26:31 AM

"Vauhwyt and Jass are in," Vorelle says, both to Targo and herself. "I think Brahmah would probably be in as well. Malgant has a strong sense of honor, but so long as you don't cross that, he should be willing to help. I don't know about Sir Joshua; I just met him."

Mentally, she takes a deep breath, and makes the extra effort to broadcast to the rest of the party. "So, based on that, yes Targo, I promise. I promise to help you escape. Will you help us now?"

Brahmah 173/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Friday April 13th, 2012 3:05:05 AM

Brahmah nearly has a heart attack when the group begins to plan a possible deal with Martaeus. His experience with the Minions of Martaeus never turned out well and all the Chosen of Domi were on Martaeus's hit list from day one.

"NO!" He says with anger.."I'd rather Vorelle stay dead than deal with deals with the Unclean One. The Soulless.
I used to carry a buckler... suffice to say, it had my intentions clearly displayed for everyone to see. Martaeus must wither and die... be crushed. I doubt he forgot. I doubt he will forget me. Or any of Domi's Chosen.
I will not take part in returning her to the living if Martaeus has anything to do with it. Apart from that, I suspect he'll take me in return."

Looking at Malgant. "And for you to even consider..." There is anguish in the old taurs eyes."If we do this, you and I are basically dead to Domi. I am sorry, but I don't value Vorelle's life THAT much."

(Al, I assume from the statement about attunement, that we are having issues with spell prep? If so, what problems? Were we able to prep at all?)
--------------------------------------------------------------------------------
Conditions: NA
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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

The Dark of Morning /DMAl 
Friday April 13th, 2012 9:00:46 AM


OoC to Brahmah: By "attunement to nature" I mean that you know roughly what time it is. Characters who Pray in order to prepare their spells are usually committed to a certain time of day. In a place of perpetual darkness, there is no external way in which to know what time of day it is.

That is the issue re spell prep that this was referring to.

As to the question of whether you have been able to prep or not, I'm not sure what would cause you to think that you should have. You haven't even tried resting yet. It's only been a few hours since your last morning, since the last time you prepared spells. A day has not elapsed yet.

Jass of Downs (SteveK) AC 36(38v evil) Touch:30 (29 v Evil) CMD 28 HP 113/157 
Friday April 13th, 2012 10:32:44 AM

That is is possible for living things that need rest in Scarwall can find it and do it in safety, Jass doesn't have a doubt: Malathrope the Witch had done it for years. Targo is also hinting that he can help the team, and it really doesn't matter to the sorcerer about how rude and ignoble the man is/used to be.

That they would have to find a place isn't even certain, and they may be able to be secure right here in the dragon's lair!

Jass is content to do whatever the others want to do, even to go about and seek the third guardian. "I've got plenty of magic for another fight or two", he informs the others.

Actions....

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 10/34 minutes; +4 AC
Prot v Evil (From Malgant) 146/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 26 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 146/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (20 minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll (held by Malgant)

Active Effects:Highlight to display 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 2 1 1 7 3 1
}

Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 193/193 (159/159) 
Friday April 13th, 2012 11:15:06 AM

Aztyr thinks about the diamond dust and realizes that she can't get at the diamonds she has, they're in her haversack.
"Mal, I can't reach my diamonds, so I can't even reduce them to dust....
As to my magic support, I can cast a whole bunch of fireballs still, but I don't have much that's much more powerful than that."


Aztyr's Spell Info:

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

* = 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 0/3
Level 2 - Silence 2/2

Draconic Claws: 11/11 rounds duration

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Transformation, Duration 12 rounds
Effects: You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
Iron Body, Duration 17 minutes
Effects: damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
Also effective changes to Stats after both spells:
+6 Strength, -2 Dexterity, +4 Constitution, +4 Natural Armor, +5 to Fortitude Saves, BAB = Character Level, Speed reduced to 20 (running) 30 (flying) +30 feet for haste)
Protection from Energy (cold), Duration 170 minutes, 54/120 left
Haste, Duration 9 rounds
Shield, Duration 14 minutes (extended with Rod)
Barkskin, Duration 106 minutes (Vauhwyt cast)
Death Ward, Duration 12 minutes
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 3:14 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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 173/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Friday April 13th, 2012 12:00:45 PM

OOC: Al, the header, to me, implied morning after watch had come. That's why the questions. We'll just have to set watch, rest and see... and pray. :)

The Dark of Morning /DMAl 
Friday April 13th, 2012 12:47:20 PM


OoC to Brahmah: Ah. I see. No, the header meant that it's still the morning of the day in which you entered.

Sir Joshua the Virtuous (Ken) 
Friday April 13th, 2012 3:14:21 PM

Sir Joshua listens to the argument about negotiating with Targo and for their lost friend's life. As a monotheist and as a newer member of the party, he stays out of the discussion. If asked his opinion, he replies, "The honorable thing to do is to try to recover our friend. How we do that is up to you all. I'll go with whatever the group decides."

He thanks Malgant for his gracious healing and feels invigorated with all his injuries healed...

Doing something he knows better, he busies himself with preparing their defenses in the lair if they're going to rest for a while. He takes some big objects, bones, etc. and tries to set up some barricades and/or things to provide cover and concealment for the group if an enemy tries to break in. He also sets up some lanes of approach from the entrance, so that enemies will be limited in their ground travel and forced to go a certain direction...

AC 40,Touch 35, CMD 48/38 when flying,211/211 hp Malgant Winterborn 
Friday April 13th, 2012 4:21:22 PM


Malgant looks at Brahmah and it is clear his anger is rising. " I will do what I have to do to rescue her. I am and have been a priest of the Father of Battle since I was old enough to stand in the temple yard and pass the three tests to enter the priesthood. I do not need you to tell me what the cost will be to bargain with one of the most evil God's known to the Wold. I won't leave a friend behind. Period. If you don't want to help, Fine. Wait here then. I have known Vorelle far longer than I have known you, but I would go and listen to the deal and at least try to save even you if you wanted to return from the embrace of that monster. Think before you speak. If we leave her soul to him she WILL become one of these guardians. Everything in her that is good and kind and noble will be made evil, cruel and horrible. She will not know Gargul's peace at the end, only torment. Your path would damn her to that end. You say you hate Martaeus. If that is so then outwit him. Steal from him his prize and return Vorelle to the living. Vauhwyt says the price will be terrible, and it probably will be. But unless we try we are giving in just like you vowed a moment ago not to. We all walk the path of the hero. The slope of the path just increased, but I am just hitting my stride. How are your hooves fairing?"
Done with talking, Malgant goes back about his task. Reaching into his money pouch he pulls out the diamond dust he brought with him and looks ate what diamonds he has found. Turning to Vauhwyt and Aztyr, two of his friends that are trained to value such objects, Malgant asks if he has enough dust to satisfy the requirements of the prayer. The danger doesn't matter. The probable outcome being horrible doesn't matter. He will go alone if needs be.
( Malgant has 5000gp of dust on him already, and another 10000gp in diamonds, do the added diamonds make up the difference Al?)

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 20 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 34 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 179 minutes CL 20
-Darkvision duration 162 minutes CL17
-Shield of Faith +4 deflection AC duration 5 minutes CL17
-Wrathful Mantle +4 to saving throws Duration 5 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 264 minutes (4:50max) CL 17
-True seeing 120' duration 5 Minutes CL 17
-All channel energy uses expended
-All hero points expended

Vauhwyt (HP39 of 138, AC51) and Mookie (HP69 of 69, AC22)  d20+14=15 ;
Friday April 13th, 2012 6:42:17 PM

Vauhwyt appraises as best she can. She gets out her magnifying glass, thankfully in her pocket and not in her now-inaccessible haversack.

Appraise 15 oops!

She has words to say to Targo, and uses her Question Spirit ability to ensure that he cannot lie if he chooses to respond.

"Targo, I remember you! I remember how you are a ruffian, a coward, and a bully. I remember how you tried to betray and assassinate the Prince of Dirt City with a crossbow bolt. But no one deserves to be in this trap of a place. We will take you out so you can face Gargul's judgement. But you have to help us, if you want to get free too."

"First, is it safe to rest here for the rest of a day and night? I can box us in with walls of stone. But aside from foes attacking, can we gain actual rest? Can we rejuvenate our spells and powers?"

"Second, why is it that you are here, floating free, not bound into the fabric of this place as are most of the spirits I sense?"

"Third, what do you know of the guardians of this place? For example, tell us what you know of the spirit chained up above, with his dreadwight servants?" Vauhwyt mentions his name, which her sad player cannot recall at the moment.

"Fourth, what do you know of this Sablihelm, and where is it?"

Targo Helping /DMAl  d20+15=28 ;
Friday April 13th, 2012 8:13:36 PM


Vauhwyt is dubious about the process of resurrecting Vorelle. She anticipates having to deal with the god Marteaus. Not a pleasant prospect.

Vorelle lays out what she has to Targo. The voice of Targo is silent. But it's a silence that Vorelle recognizes as one of the little plays for power that Targo used to do. Making others wait for his word. And, Vorelle now realizes, that it no longer works with her. No matter which way he answers, she and her friends have the strength to get through. Targo, ultimately, doesn't matter. "Yes. Alright, Vorelle," he replies at last. "If you want to get out of here, you'll have to get to the sword. It's in the tower, but that's sealed. And in order to breech the seal, you'll have to kill Mithrodar the chain spirit. He used to be the castellan of this place. Now he rules in Fidelia's name. You can't kill him until you kill all of his chain anchors. At the moment there are four. There's Belshallam the dragon. There's Nihil the fallen angel. There's Castothrane, who used to be the captain of the guard here. And there's Baron Zev Ravenka, head cleric of a god I've never heard of. Killing them will allow you to kill Mithrodar, the chains that seal the door to the tower will be thrown down, you'll be able to get to the sword, and we can leave this place."

"Anything else you want to know?"

Brahmah agrees with Vauhwyt. Even more so, in fact. Marteaus, it seems, is an old enemy. The prospects worsen.

Jass, however, is willing to go along with anything.

Aztyr answers the question regarding diamonds. And she warns that she doesn't have much left in the way of fight.

Sir Joshua goes about setting up the room, making it defensible.

Malgant reacts as any Hand would. He vows to rescue Vorelle, Marteaus or not.

Vauhwyt examines the gems that appear to be diamonds. There are a lot of diamonds and this takes some time. She thinks that there are enough diamonds to make up 25000 gold pieces worth in diamond dust. She thinks. She's not sure. (Want to risk it?)

"I remember you too, Liontaur." The voice of Targo Flatjaw is filled with contempt. "No, it won't be safe to rest here. As soon as you're settled, you'll be mobbed by spirits released upon you by Mithrodar." Then the voice laughs. "Walls. What a ... what an idea. Please. Try it," says the voice. "There might be two places in Scarwall that you might rest. The first would be at the end of the southern wing. Nobody goes there. Well, it's rumored that nobody goes there and lives. There wouldn't be any spirits there. But there's likely something worse. And you could try the donjon. That's where Baron Ravenka holds courts, and he won't stand for spirits. I don't think there's any place else."

"As to rejuvenating your powers, how should I know. *I* don't have powers. But I do have privilege here. And respect. I command a troop of spirits here in Scarwall, and if you don't heed my word, I'll loose them on you, Vauhwyt." (Sense Motive vs DC28 for the following: Highlight to display spoiler: {The last bit is a lie.})

"The rest I've already told Vorelle, Liontaur. Why don't you ask her? And how is it that you can speak to me? How is it that I can hear you? Last I saw you, you couldn't speak to the dead."

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

Same as Before
Reference Map

Clock: 47 minutes and some since Entry

Vauhwyt (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22)  d20+28=38 ;
Friday April 13th, 2012 9:04:41 PM


Vauhwyt tells Targo that she serves Lord Gargul now, and He has granted her some power over the dead.

Sense Motive ... ugh, I meant to roll at +8, and I rolled at +28 by mistake. It was a natural roll of 10 and a modified 18, so not enough to hit the DC. However, dear DM Al, note that with 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."

Vauhwyt tells her friends all that Targo tells her.

She asks him, "Is this Baron alive or dead? And if we defeat him, do you think we'll be able to rest there without interference for the rest of the day and a night?"

[OOC: I was thinking we could use a forcecage to spend the night, and it would hedge out any spirits, but they totally nerfed it in PF! In 3.5 it lasted 2 hrs per level. In PF it lasts only 1 round per level! Holy Reduction In Power, Batman!

OOC: Has anyone looked at the angel's body? Loot? Etc? I asked that OOC earlier without answer! No way Vauhwyt would let 20 minutes go by without an answer to that.

Latest Revised DM Sanity Info -- now advanced by 20 minutes!

Spells cast on Vauhwyt:
Extended See Invisible (6 hrs, 1 min)
Extended Heroism (6 hrs, 1 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Various Shrink Items (in haversack)
Permanent Telepathy (from Aztyr)
Light (161 minutes)

Spells cast on Mookie:
Heroism (2 hrs, 41 min)
Permanent Telepathy
Barkskin (1 hr, 28 min)
Mage Armor (26 min)

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 (2 hrs 46 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 21 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 1 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.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

AC 40,Touch 35, CMD 48/38 when flying,211/211 hp Malgant Winterborn 
Saturday April 14th, 2012 1:00:29 AM

OOC
No Cayzle, Vorelle took precedence over looting the Angel. But I did bring it to examine once you didn't have 2 paws in the grave. 8) It may have some gear we can use on it.

AC 35,Touch 30, CMD 48/38 when flying,211/211 hp Malgant Winterborn 
Saturday April 14th, 2012 12:26:46 PM

Al, are we capable of crushing the diamonds? Does making dust of them matter spell-wise? What type of check should I make to determine that? Does the level of res spell matter in the Wold since it mainly opens a bargaining portal with a god? If it doesn't matter, Aztyr is capable of pulling off a raise dead right here, right now with a limited wish.
Oh, and was Malathrope, the witch, in the west wing? I don't have a good lay of the land since we can't really see it all from any one point to tell.
Also, can the rest of us hear Targo's answers to Vauhwyt and make sense motive rolls as well?

Targo Helping /DMAl 
Saturday April 14th, 2012 1:12:23 PM



OoC to Malgant:

> Al, are we capable of crushing the diamonds?

That's up to your ingenuity.

> Does making dust of them matter spell-wise?

Not for me. I will not speak for other DM's, though.

> What type of check should I make to determine that?

To determine whether the Material component is sufficiently pure, I would say, Appraise check to determine the worth and purity. I would accept Profession Mining or any other profession related to mining or trade. Craft Alchemy is pushing it, but I'll accept it. Spellcraft will work, but the DC would be higher.

> Does the level of res spell matter in the Wold since it mainly opens a bargaining portal with a god? If it doesn't matter, Aztyr is capable of pulling off a raise dead right here, right now with a limited wish.

Technically, a Res spell should not work at all in the Wold. Resurrection only comes as a boon from the gods. So, in essence, all res spells will be equal in this respect. If one res spell does not work, none will.

> Oh, and was Malathrone, the witch, in the west wing? I don't have a good lay of the land since we can't really see it all from any one point to tell.

For this information, you would need an overview of the entire castle. However, I will say that the portcullis, where you started was in the east, and you have been working your way generally West ... Wait. Mistake. Rather than West Wing that should be South Wing. I've corrected that in my post.

> Also, can the rest of us hear Targo's answers to Vauhwyt and make sense motive rolls as well?

No. The only ones who can hear or speak to Targo are Vorelle and Vauhwyt. No one, not even Vorelle or Vauhwyt can tell where the voice is coming from. In this sense, they cannot see Targo. This should help clarify one of Vauhwyt's questions as well.

Jass of Downs (SteveK) AC 36(38v evil) Touch:30 (29 v Evil) CMD 28 HP 113/157 
Saturday April 14th, 2012 3:55:58 PM

After everything is relayed to the group through Vorelle (and Vauhwyt), Jass folds his arms. "Not safe here, need to battle something bad either direction we go. Hmmm. Malathrope said she could help us and she wouldn't walk right into the Baron's hands... I say we go for the end of the south wing to rest."

Jass gets ready to renew everyone's Darkvision spell with his wand (cast on Malagant, Brahmah, Vauhwyt, Jass, and Sir Josh) 5 charges

He also resets his personal spells for Extended Shield and False Life.

Actions....

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 10/34 minutes; +4 AC
Prot v Evil (From Malgant) 146/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 26 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 146/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (20 minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll (held by Malgant)

Active Effects:Highlight to display 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 2 1 1 7 3 1
}

Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 193/193 (159/159)  d20+13=29 ;
Saturday April 14th, 2012 7:02:55 PM

Aztyr, still Iron Bodied, will appraise the amount of Diamonds. (Appraise roll 29)
She also figures she can crush them as needed by using one fist as a pestle and the other as a mortar. She will grind them over her cloak so she can gather it up afterward into a pouch that hopefully someone else will supply for her.

"If we are going to fight again, lets get moving so I'll have to recast my Iron Body. As well as Shield and Haste on everyone."

Aztyr's Spell Info:

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

* = 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 0/3
Level 2 - Silence 2/2

Draconic Claws: 11/11 rounds duration

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Protection from Energy (cold), Duration 15 minutes, 54/120 left
Shield, Duration 0 minutes
Barkskin, Duration 86 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 2:56 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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 35,Touch 30, CMD 48/38 when flying,211/211 hp Malgant Winterborn  d20+6=22 ;
Sunday April 15th, 2012 8:33:54 AM

spellcraft 22
The Minotaur priest always had trouble remembering the fine points of the intricate prayers. Minotaur prayers almost always neglected to teach about raising the dead The end you faced was the end you faced, and no one should wish for a better death than their first. But Malgant and his friends were heroes, protecting the Wold from the evils that beset it. The were few, and sometimes needed to put the repose of death behind them and take up the mantle of the hero again to protect the Wold. He had gone to Gargul's realm once before. He had retrieved both Vauhwyt and Appolo. One killed stupidly and the other surrounded while scouting and dragged down. That was the extent of his knowledge of resurection magic. Digging deep he recalled all he could about the components needed and how the power of the prayer affected the outcome.
Spellcraft 22
He remembered that the outcome was not determined by the magic, but by the group asking for the return of their comrade. The need and the desire of the group to sacrifice were the determining factors, not the power of the magic involved. Toward that end even a simple Rasie Dead prayer would likely get them to the power in control of Vorelle's soul. Their mettle would determine if she were returned to them or lost forever. On the material side he was less sure. He had the components for a Raise Dead spell, since he had needed to cast it once before. The greater prayers were harder to remember the components for or how they needed to be prepared.
" The question I see is do we go after Vorelle's spirit now or after we have rested. I do not have the rites for the prayer prepared, but Aztyr can perform them through her arcane magic. Do we get Vorelle back now, before the tenuous link she has to her body fades, or risk waiting a day to regain the rest and magic we need, if we can in this place?I say we go now. What do the rest of you say?"

Vorelle [Dead] 
Sunday April 15th, 2012 1:34:11 PM

Since the group is not in combat, Vorelle takes the time to relay everything Targo says.

She adds: "It means a lot to me that you want to petition the gods right away. But it's more important that we defeat the evil here, and that you all survive the experience. Don't use resources on me if you think you'll need them elsewhere."

Vauhwyt (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22)  d20+9=21 ; d20+9=27 ; d20+9=20 ; d20+14=34 ; d20+14=26 ; d20+14=19 ;
Sunday April 15th, 2012 8:18:35 PM


Vauhwyt laughs when she hears that Mal just picked up the Angel's body and gear. "That was clever, Mal," she says. "And of course Vorelle comes first."

Vauhwyt thinks hard about the challenges ahead. "We have two potential sanctuaries, one guarded by a divine caster, the other by forces unknown."

"We need to think about our resources. Our most important untapped resource is Vorelle. If she is dead, she cannot fight for us. If she is alive, she will help us more than anything else we could muster."

"Besides which, if she stays dead, she may get lost or pulled into the Scarwall, or whatever it is called. The fabric of this hideous place."

"That means facing Marteaus now."

She pauses to think about that. She communicates her thoughts through her mental link, thereby specifically excluding Mookie and Sir Joshua.

"Mal, I disagree with you. You said that Marteaus is "one of the most evil Gods known to the Wold." But I have to say, my friend, that all the gods -- the gods of the Wold, the gods of Testing -- are above evil and good. They act as they will, according to their own motives and goals, for reasons unfathomable. We can guess at their actions only by what we know of the causes they espouse. Marteaus wishes to separate the weak from the strong by trial, and by trial to strengthen the strong. By his measure, Vorelle has failed his test. Our goal is to convince him to let her return, surely by passing some challenge he will set for us."

"When I met the Lord of Testing long ago, also for the reason of raising the dead from the nightmare realm, he challenged my group to help him unleash some test on the Wold, a disease, maybe, and to allow it to work its way unopposed by us. We failed that test, refusing to advance the god's plans, and so we failed to bring our friend back to life."

"I say this because he may once again challenge us to take some action that seems evil to us. I will not fail that test again. I will agree to his terms, and do my best to pass his challenge. Moreover, I think it best if we act now, while we can, before facing another battle here in the realm of nightmares."

"However, we cannot bring Sir Joshua. Surely he will be compelled by his oaths and his virtue to spit in the god's eye. He will not accept the need to do evil, in some shape or form, for a person he has just met, especially if it costs him all his powers and abilities. We must convince him to remain behind."


Vauhwyt speaks again out loud, as if she had just been pondering to herself this whole time.

"We should try to restore Vorelle now, before her soul is bound to this place forever. But I am afraid that while we are meeting with the dark god to negotiate her return, our gear, maybe our bodies, will be vulnerable to attack."

Vauhwyt turns to Sir Joshua. "Good sir, you have hardly known our Vorelle. What would you say of her life? How would you argue for her return? And we need someone to stand watch while we are trying to recover her. Will you wait here and watch over us?"

She waits for his answer and nods either way,

Then her thoughts turn to their other resources. She asks Mal to reveal the dead angel, and to see what it had of use. She casts her Detect Magic, and does her best to Identify any magic items she finds.

Spellcraft checks: 21, 27, 20

Appraise checks: 34, 26, 19

Brahmah 173/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Monday April 16th, 2012 4:10:45 AM

Brahmah steps to within inches of the Hand's face, poking him in the chest with one finger. "I did not and would not question your courage or honor. Why have you questioned mine?! I should kill you where you stand young one." The beat up old minotaur has no fear in his eyes, as he stares at his young friend.

"I will not be part of the deal to get Vorelle back. It is not personal. I like the girl. I have told you my reasons and if you think you can intimidate me into following your lead... trust me, I'm far more experienced in being bull headed."

The ranger stands, waiting, and expecting retaliation. Youth is impetuous and often stubborn thinking they were right, Brash to rush in. Impatient. He'd wait to see what was decided.
--------------------------------------------------------------------------------
Conditions: NA
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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Vauhwyt (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Monday April 16th, 2012 6:43:58 AM

Vauhwyt walks as close as she can to Brahmah and Mal. "Come on, no need to fuss. Brahmah, you can stay with Sir Joshua and stand guard. That sounds safer to me anyway. There's no need for you two Taurs to butt heads herre." The stress of the bickering is clear in the liontaur's accent. "If you want to arm wrestle, you can do that when we get back home."

Sir Joshua the Virtuous (Ken) 
Monday April 16th, 2012 11:58:52 AM

Sir Joshua watches the spat between Brahmah and Mal with concern, as he knows how important one's honor is. His honor has been questioned before, and the question has usually been answered with force or a jousting match... He doesn't know either companion very well and stays back out of it...

To Vauhwhyt, he responds, "I would like to get her back of course, and restoring her is crucial. I don't know how I can help otherwise, and as strength of arms is my forte, then I'll stand guard if that's what you need. Are you going to do some sort of multidimensional travel or where will you be going while I watch over you? And I'd be honored to stand with Brahmah if he wishes, and we won't let anything past you..."

"It sounds like we can't rest here, so let's get to somewhere safer of course... But if most of the party's magic is drained, then I'm not sure what good we'll be able to do if we run into another large force of enemies. And we can help her if we're dead too...


AC 35,Touch 30, CMD 48/38 when flying,211/211 hp Malgant Winterborn 
Monday April 16th, 2012 4:28:53 PM

" What makes you think you failed his test when you were not able to accept his terms. If you stood fast in the face of his naked manipulations of your honor then you passed. Your dead friend may not have seen it that way, but your honor emerged unstained, and the Wold was not subjected to evil by your leave. You lost one person. A friend true, not an easy loss. But how would you have dealt with the many,many more the disease he unleashed would have maimed or killed. You know you chose the only option open to you. I fear if we are given the same option Vorelle may be lost here. But I see a way out of the dilemma you were posed. Listening to your choices, nothing stopped any one of you from agreeing, and then reaching out and destroying his minion. Admittedly you were young and not that powerful, but any one of you could have payed the toll and broken your oath in order to save the Wold, and your friend. I cannot know what the cost might be in a case such as that, but you would have born it with a clean conscience. I am likely going to pose nearly as big an obstacle as Sir Joshua might. You will not need me if Aztyr is the one who casts the spell to open the portal. Think on that. If he gives you a similar ultimatum, I would be no part of it if left behind, and would be free to act. Toward Gargul respect is shown and solidarity is what makes up his mind to return or refuse a soul to the Wold. Perhaps in this instance, singularity would be a wiser choice."
To Brahmah he makes no response. The challenge had been made. The other taur expected him to back down. He would, but not to save the old taur. He would back down because infighting like this would tax the entire group. And in his mind the old taur refused to follow directions, or common sense and then stood around asking opinions and taxing those who were actually doing the fighting. Were Malgant to accept the challenge it would be personal and one or both of them would suffer and their suffering would strain the already taxed group. Malgant finally says " No, we shall not settle this with blood. I'll not tax the group further than it already is. I may even be remaining here with you now that Vauhwyt has described the test the god will likely pose. My honor would hinder the cause more than help it I am afraid."

Vauhwyt (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Monday April 16th, 2012 6:28:49 PM


"I respect your choice, Friend Mal," thinks Vauhwyt. "But as for me, honor schmonor. I was willing to pay the price to bring back MadJack. It was others in my group who said no. And I'm willing to try to pass the god's test for Vorelle, too. Who says 'honor' has anything to do with being good, anyway? Bringing back Vorelle will do more good than whatever evil the god wants, I say, starting with ripping this place down."

Out loud, Vauhwyt says, "The way it worked last time, the caster who casts the spell creates a magic doorr. It was a funny fellow named Mittani last time, by the way. And then the dead person's comrades pass through the door to bargain with Gargul, usually, or Marteaus, I expect this time, for the soul to come back."

Vauhwyt looks around. "Mal, Brahmah, and Josh, you'll be staying herre. That's probably just as well. How about my sister, Aztyrr? Or my slightly undead friend, Jass? Will either of you come with me?"

Mookie caws, "Thank Lem you didn't ask me, Boss!"

Vauhwyt grins. "That's 'cause I knew you'd want to come, right?"

The bird's beak gapes open. For once, Mookie is speechless.

OOC: Highlight to display spoiler: {Usually a guest DM, either an ACDM or the CDM, will sub to play the god. Don't know if Al is planning on that. Of course, seeing as the two ACDMs are petitioners, that means Jerry? Dunno. Not really worried about it either way, me.}

Compound Decisions /DMAl 
Monday April 16th, 2012 6:31:47 PM


Vauhwyt knows the moment Targo begins to lie. She doesn't know how he can do it. Maybe he does have powers, except the fact that he is lying seems to imply that he does not. It's a mystery. "I have no idea whether Ravenka is alive or dead," Targo replies. "Never met him. And, with the way the other spirits avoid the donjon, I hope never to have the honor, Liontaur. As to resting, how am I supposed to know? All I can tell you is that the other spirits avoid the donjon. If you try resting there, they can't very well attack you if they're not around, can they?" Vauhwyt gets no sense of prevarication from this.

Jass casts his vote for the south wing. He prepares to cast spells for an upcoming battle.

Aztyr assesses that there are just over 10000 gp worth in diamonds in the gems collected by Malgant. There are some that she finds that are not diamonds, and she picks them out. What is not known, however, is whether crushing 10000 in diamonds will result in 10000 in diamond dust. Does the manufacturing process result in an equal value of finished product? No one knows. But the only thing to do is try. Diamond are hard, and powdering them to dust is more difficult than Aztyr anticipated. No sooner does she crush the final diamonds, than the Iron Body spell wears off. She's left with a pile of diamond dust atop the spread of her cloak.

Malgant assesses the collected diamond dust. Any well practiced spell caster should familiar with the components necessary for the success of each spell. Quality, quantity, and other factors all determine the success or failure of important magics. Malgant eyes the pile of diamond dust. The True Resurrection spell is one of the highest level. It's a spell that he has little to no experience with. The amount of diamond dust looks right. Maybe. He thinks. But he's just not sure. Malgant also raises a different question. Should they wait for the morrow and use the more powerful spell to attempt to resurrect Vorelle? Or, should they make the attempt using one of Aztyr's wishes for a lesser resurrection spell right now?

Vorelle relays everything that Targo says. She also puts in her vote to secure a place to rest first.

Vauhwyt votes for the opposite. She also uses a Detect Magic spell on the body of Nihil the Ashbringer. The only magic on the body is a large-sized scythe. Vauhwyt is unable to determine the properties of the magic scythe, however. It is the only item of value on the body of the deceases dark angel.

Brahmah adamantly refuses to deal with Marteaus and tells Malgant in no uncertain terms. This prompts Vauhwyt to propose splitting into two groups for this. Perhaps she forgets what happened last time such a thing happened.

Sir Joshua eyes the brewing conflict between the two minotaurs. The paladin offers to stand watch during the rite. But stand where? Where would he stand where he could both watch and not become embroiled in the rite?

Targo goes silent. Gone? Or just not offering unless questions are asked?

Now there are two sets of decisions to be made. Attempt to restore Vorelle now with weaker magic? Or, attempt to restore Vorelle after a rest with stronger magic? Many of our heroes, it seems, have experiences petitioning gods for the souls of the dead. Jass, it seems, has had an experience that most closely parallels Vorelle's. None ask for him to relate it.

Rest here? Confront the unknown cleric in the donjon? Or confront the unknown unknown in the south wing?

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

Same as Before
Reference Map

Clock: 57 minutes and some since Entry

AC 35,Touch 30, CMD 48/38 when flying,211/211 hp Malgant Winterborn 
Monday April 16th, 2012 6:49:44 PM

" Sir Joshua, before any of us touches that weapon, could you see if it is as evil as I suspect it is?"


Brahmah 173/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Tuesday April 17th, 2012 6:41:00 AM

The former leader of the Chosen of Domi's expression changes, not defeated, but one of success. He smiles. "That is a decision only a true leader could make my friend." He extends a hand in friendship. "Besides..." He points to his grizzled body. "... I don't think I stand a prayer in my condition."

"In any case, I will agree, but not take part in, any deal with the Unclean one. However, I will like to do what can be done for Vorelle. If we can get her back on our own, great. If not, at least we tried. What more could be said? Then, if need be, we use other means."

"I will stand guard with Joshua."

A memory comes to Brahmah. "My son, the truly wise taur asks questions until the day he dies. Some find it pointless, as newborns horns. Others think it a sign of weakness. Only you can decide how to ask the question."
--------------------------------------------------------------------------------
Conditions: NA
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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Vauhwyt (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22)  d20+23=40 ;
Tuesday April 17th, 2012 11:17:02 AM

Vauhwyt looks at the crude pile of diamond gravel and laughs.

"Here, let a professional stoneworker do the job." She casts Fabricate and also makes a Craft Stone check to turn the bits into true diamond dust ... a 40.

She continues to look at Jass and Aztyr, wondering if either will join her in paying a little visit to the diseased god.

She notes that she has only 2 first level spells and 4 other spells left in her for today.

Latest Revised DM Sanity Info -- now advanced by 10 more minutes, though it seems to Vauhwyt that time is really flying!

Spells cast on Vauhwyt:
Extended See Invisible (5 hrs, 51 min)
Extended Heroism (5 hrs, 51 min)
Greater Magic Weapon +5 (20 hrs)
Detect Scrying (24 hrs)
Magic Vest +5 x2 (from Aztyr) (20 hrs)
Various Shrink Items (in haversack)
Permanent Telepathy (from Aztyr)
Light (151 minutes)

Spells cast on Mookie:
Heroism (2 hrs, 31 min)
Permanent Telepathy
Barkskin (1 hr, 18 min)
Mage Armor (16 min)

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 (2 hrs 36 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 11 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 1 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.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

Sir Joshua the Virtuous (Ken) 
Tuesday April 17th, 2012 1:24:24 PM

Sir Joshua turns to the scythe, and peers at it closely... While this whole area is encompassed in evil, he hopes to see if it specifically is evil or not...

He nods at Brahmah and feels confident that they could hold off most foes they might encounter while the others try to save their friend...

They still have to determine where to do their resting, and he urges them, "Friends, we need to decide whether we're staying here or moving to find a safer spot. I've begun preparing this area for defense, but realize that we're going to be assailed by spirits if we stay very long. If we want to heal up, this is not the place to do so..."

Jass of Downs (SteveK) AC 36(38v evil) Touch:30 (29 v Evil) CMD 28 HP 113/157 
Tuesday April 17th, 2012 4:28:25 PM

Jass watches the growing conflict and resolution between the two minotaurs, and is not only impressed with the great wisdom and personal courage of Malagant, but that of old Brahmah. "More to him than meets the eye", the human comments to himself.

The sorcerer is ready to jump in with Vauhwyt and bargain with whatever Power that runs this place for Vorelle's soul, but nods at Sir Joshua's words; there is probably a better place to try this than in the dragon's lair.

"Sooo... to the south wing?"

Actions....

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 10/34 minutes; +4 AC
Prot v Evil (From Malgant) 146/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 26 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 146/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 162/180 minutes (20 minutes in)
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll (held by Malgant)

Active Effects:Highlight to display 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 2 1 1 7 3 1
}

AC 35,Touch 30, CMD 48/38 when flying,211/211 hp Malgant Winterborn 
Tuesday April 17th, 2012 4:37:15 PM

"The conversation they have to return Vorelle will take no time on our side of the portal. To them it may seem an eternity. As for trying other means, This will be a one chance deal. If they fail to win Vorelle's soul back from the power that holds it it will be beyond reach evermore. At least that is how I understand the process. This place is defensible and like as not we will face the vengeful Devils as we will spirits. We should hold here and you should go parlay for Vorelle's soul. Do it now, before my resolve slips and I decide to accompany you. I doubt I will agree to anything he has to offer."

Vorelle [Dead] 
Tuesday April 17th, 2012 5:21:57 PM

Vorelle watches as her friends pulverize a fortune in diamonds. For her. She's not sure how to take that. She is touched. And horrified. What if she can't live up to their expectations? What if they go through all this to bring her back, only to have her fail again?

"Um....thanks, Vauhwyt. And Aztyr. And everybody." Vorelle wishes she could say more, but she's not sure what it would be.

Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 193/193 (159/159) 
Tuesday April 17th, 2012 6:03:21 PM

Aztyr looks over at Vauhwyt, "I believe as the opener of the doorway, Im required to go anyways. Just know after this, I'm basically down to fireballs...."

Aztyr's Spell Info:

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

* = 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 0/3
Level 2 - Silence 2/2

Draconic Claws: 11/11 rounds duration

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Protection from Energy (cold), Duration 15 minutes, 54/120 left
Shield, Duration 0 minutes
Barkskin, Duration 86 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 2:56 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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 (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Tuesday April 17th, 2012 6:15:17 PM

Vauhwyt grins at Jass and Aztyr. She stuffs Mookie in his pouch. She says to Jass, "We should do it here before we fight whatever in in the South Wing, so that we'll have Vorelle to help fight it. We'll rest after that."

She picks up Vorelle's body.

"Don't worry, my old friend," Vauhwyt whispers to Vorelle. "This will be easy-peasy!"

The nervous switching back and forth of the liontaur's tail reveals the bravado of that statement.

She waits for Aztyr to open the portal.

To Pull the Trigger /DMAl 
Tuesday April 17th, 2012 9:02:06 PM


Malgant asks Sir Joshua to examine the scythe of the Dark Angel for evil. From Vauhwyt's stories, he assumes a portal will appear for the resurrection, he recommends the place where they are right now for the rite of resurrection, and the guards to remain outside the portal while those involved in the rite to remain without.

Brahmah agrees to stand guard with Sir Joshua. He will have no truck with the evil Marteaus.

Vauhwyt transforms Aztyr's diamond dust through magic. The dust now seems more fine and of a more even quality. Having related her tales of resurrections past, she picks up Vorelle's body and readies for Aztyr's spell.

Sir Joshua focuses his ability to Detect Evil upon the scythe. After a few seconds the locations of the evil auras differentiate themselves. The scythe definitely holds an aura of evil that is separate and distinct from the overall evil of Scarwall.

Vorelle speaks her thanks and thinks upon the responsibility this now places upon her.

Aztyr offers to go through the assumed portal, also assuming that as caster she will be obligated to go.

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

Note to All: I need two separate sets of decisions.

1) Are you going to attempt to resurrect Vorelle. If so, when? Before rest or after rest. If so, where? If the map provides insufficient information for you to decide this, then please ask questions that will help you decide. Once you decide on a location for the rite, I will need specific information on where you will be located during the rite. More to the point, where will the PC's who engage in the rite be, and where will the guards be?

You've done two contradictory things. First, you've made the material components for a rite that must be performed tomorrow after spells are recovered, if they are even recoverable. Second, Aztyr has offered to perform the rite, which implies the lesser spell and a rite performed now. Which is it?

2) What are you going to do with regards to finding a place to rest? I'll need you to provide me with specific direction. I can't do it for you.

Looks like you've set yourselves on a course. You may do what you wish. You may work by consensus or act unilaterally. But I must have something on the above items before I move you.

For guidance, see the Wider Area map below.

Same as Before
Reference Map

Reference Map - Wider Area

Clock: 57 minutes nearly 58 since Entry

Vauhwyt (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Tuesday April 17th, 2012 10:06:57 PM

Vauhwyt laughs when she understands that the diamond dust is not even needed for the spell that Aztyr is about to emulate. "No matter, save the dust," she tells Mal. "Odds are we'll need it sooner or laterr." Her accent -- and the nervous undertone in her laughing, which for the slightest moment threatens to get out of control -- suggests that she is not quite as sanguine about it all as she would like to seem.

She nonetheless hopes that Aztyr will cast the spell soon, here, now. She looks around at the area hereabouts. It seems as good as any other place. She looks into the spirit realm -- the souls of the dead angel and the dead dragon are not lurking nearby, to the best of her ability to sense them?

But the floor, it is infused with the souls that reinforce Scarwall, right? If Aztyr creates a portal, that portal will rest on those souls, right? Maybe that is not such a good idea.

If no one objects, Vauwhyt will use one of her few remaining high power spell slots to cast a Wall of stone and use it to create a stone platform, 15 ft x 20 ft, suspended on columns of stone to an elevation of five feet, using the two-inch (half-thickness) stone instead of the four-inch. She thinks she will even have enough extra stone left over for a railing.

That way, at least the portal won't be sitting on stone infused with lost souls.

Vauhwyt is thinking of doing this at AD15 to AG17.

Thoughts?

Brahmah 173/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18  d20+25=28 ; d20+35=47 ;
Wednesday April 18th, 2012 9:29:41 AM

Standing guard.

Perception 28, HiPS 47 (+favored terrain and enemy)
--------------------------------------------------------------------------------
Conditions: NA
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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 193/193 (159/159) 
Wednesday April 18th, 2012 10:40:44 AM

Aztyr decides that now is as good as any time, and with just a glance at Vauhwyt she comments directly with the mind link to Malgant only.Highlight to display spoiler: { *You may need to save us from our decisions, but one way or another, I expect Vorelle will accompany us upon our return, keep watch my friend*}
"Well, we are off."

Aztyr, having watched Malgant closely when the group went to petition Gargul in the Temple on Minotaur Island recalls just what he did to prepare and cast the spell. Instead of dedicating and casting the spell in Domi's, or as Malgant declared Imod's, name, Aztyr declares it in Alemi's name. Making the declarations and casting of her Limited Wish, moulding it into the result she wants, she releases the power as a Raise Dead spell. She expects the same pillars and the doors to appear as they did before.....(not sure what it'll look like so.....) She waits upon the results.

Aztyr's Spell Info:

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

* = 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 0/3
Level 2 - Silence 2/2

Draconic Claws: 11/11 rounds duration

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Barkskin, Duration 66 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 2:36 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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 (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Wednesday April 18th, 2012 10:52:30 AM


If no one objects, Vauhwyt will create her stone platform before Aztyr casts her spell. She will stand next to Aztyr on the platform. She encourages Mal, Joshua, and Brahmah to stand at least 30 or 40 feet back.

To Pull the Trigger /DMAl 
Wednesday April 18th, 2012 10:54:38 AM


OoC to Aztyr and All: Um ... do you have a diamond worth 5000 gp? You need one as a material component of the spell. You may have undone yourselves by grinding up all of the diamonds into dust. I should have read the Raise Dead spell before and warned you guys. Went over it just now and found this requirement. Sorry.

Vauhwyt (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Wednesday April 18th, 2012 11:41:58 AM

LOLOL! Al, can I Fabricate a diamond from diamond dust?

To Pull the Trigger /DMAl 
Wednesday April 18th, 2012 11:47:46 AM


OoC to Vauhwyt: Yes, that seems well within the parameters of the spell. I want everyone to remember, though, I wasn't responsible for the way this turned out. I couldn't have created this level of comic irony if I tried.

Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 193/193 (159/159) 
Wednesday April 18th, 2012 11:47:55 AM

Aztyr is casting the spell... Zero components are needed

Jass of Downs (SteveK) AC 36(38v evil) Touch:30 (29 v Evil) CMD 28 HP 113/157  d10=2 ;
Wednesday April 18th, 2012 12:21:57 PM

Jass, visibly nervous, stands beside Atzyr and awaits the spell. Knowing that Atzyr is a Spellweaver and doesn't need any material components, Jass doesn't worry about whether Atzyr has the necessary components.

He does, however, continues to be very worried about what is he going to meet and what is about to occur. Still, he tries to control his fear and thinks of how brave Vorelle is, always quietly competent. Jass steel's himself to try to be likewise and awaits the spell...

Actions....

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 10/34 minutes; +4 AC
Prot v Evil (From Malgant) 146/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 26 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 146/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 180/180 minutes (30 minutes in)
False Life: 24 hours; +12 temp hit points;
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll (held by Malgant)

Active Effects:Highlight to display 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 2 1 1 7 3 1
}

To Pull the Trigger /DMAl 
Wednesday April 18th, 2012 12:39:24 PM


OoC to Aztyr: Could you list how many levels you have in each class, please? Thanks. Just in an OoC post will do.

Vauhwyt (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Wednesday April 18th, 2012 12:46:46 PM

OOC: Once again saved by the Spellweaver's überpotent freedom from expensive material components. I still think that should be re-evaluated sometime by the PTB ...

To Pull the Trigger /DMAl 
Wednesday April 18th, 2012 1:37:24 PM


OoC to Vauhwyt: You said it. Not me. I thought it. But you said it. ^_^

Sir Joshua the Virtuous (Ken) 
Wednesday April 18th, 2012 4:06:19 PM

Sir Joshua stands guard with Brahmah, waiting and watching for any threats... he's tempted to turn and watch what the others are doing in their efforts to save Vorelle, but knows that his role is to keep the casters safe while they do their work...

While waiting, he muses that failing to protect them will bring dishonor to his name. With a wry smile, he thinks, "There's a reason maidens swoon at my name and I'm not about to ruin something that I've worked hard to establish... I'd rather be dead than be dishonored..."

AC 35,Touch 30, CMD 48/38 when flying,211/211 hp Malgant Winterborn 
Wednesday April 18th, 2012 4:30:17 PM

OOC
If we need them I have 2- 5000 gp diamonds as well as 5000 gp of dust. And yes it probably should be revisited, as well as a few other things. I have a turning ability as a protector that is still worded for 3.5. How would I use it in Pathfinder?
IC
" Say the word and I will be there. If possible give me the blow by blow as it happens through the mind link so I know what's going on."

Proxy /DMAl 
Wednesday April 18th, 2012 9:04:30 PM


Vauhwyt displays her nervousness. The act she advocates taking is not for the faint of heart. She uses her special sense to attempt to find the souls of the dragon, Belshallam, or the dark angel, Nihil the Ashbringer. But, as before, all that Vauhwyt can see is the tumult of spirits, and she cannot distinguish one from the other. Concerned about the idea that the floor filled with the souls of the dead, might somehow influence the resurrection right, Vauhwyt considers making a stone platform to avoid contact with the stone floor. Before actually doing so, however, she consults the others.

Brahmah stands guard. With a few steps he disappears from sight. Peering into the darkness, the minotaur sees nothing unusual or threatening. Yet. (OoC to All: No one can see Brahmah without a Perception check that beats 47.)

Aztyr begins a casting of the Raise Dead spell. Usually a pricey diamond is needed for this spell, but a Spellweaver needs no such thing. As she works Vauhwyt quickly raises a stone platform. As Vauhwyt works, she sense the spirits from the floor flow up through the stone of the columns and into the stone of her platform.

Jass steels himself for the encounter with Marteaus.

Sir Joshua stands guard in the room as well.

Malgant too prepares to remain *outside*.

Aztyr works through the long chanting and ritual movements until, finally, the spell comes to an end. Nothing happens. There are no columns. There is no door. Instead, an oppressive darkness fills the kennels. Those with Darkvision, even those with True Seeing fail to pierce the growing blackness. It is as though the darkness is in their minds. The darkness takes on the weight of being, and the heroes from Blackbird Lake know that they are in the presence of a god. The darkness surrounds them. It holds them. It invades their bodies with silent impunity.

And within their minds a figure forms. Those who know Marteaus, who have seen Marteaus, know that it is not him. This is another god - an unknown god. The figure's appearance might once have been one of beauty, but his body now resembles a work of art crafted by a madman whose only belief is that pain and torture are the pinnacles of existence. Pale, gaunt, and hairless, he is clad in leather clothing, painfully tight and positioned to highlight his many open wounds and body modifications. His lips have been removed, giving him a bloody, macabre grin. Hooks and piercings contort his face into foul and twisted expressions. His gruesome visage is further marred by the crystal which rests in the cavity where his left eye once sat. Atop his scalp, a vertical crown of spikes pulls his skin into a disturbing sunburst, and the back of his skull is completely gone, revealing his brain. His hands ends in long, knife-like fingernails.

Each of our heroes (including Vorelle) feel the touch of a pale hand upon their cheeks. The god has been called. The god has come. There is no escape. Even Brahmah, hiding in the grays of the underground environment, cannot escape. The touch comes, and it brings pain. The pain is stunning, it steals the breath, and leaves each hero gasping, unable to draw air. The pain causes every muscle of the body to tighten in fear. The pain makes the soul weep, and yet long for more. Then the god, this new god, clenches a fist ... and it gets worse.

It's unclear how long the pain lasts. Or, perhaps, the experience would best be described as pains. Many pains. A symphony of pains that ripple, spike, and wrack the body in so many different ways that the body no longer feels apart from the pain, but that it is one with the pain. Each hero feels his or her body torn apart and reassembled over and over, twisted, stretched, compressed, pierced, and mutilated.

Then it stops. It stops, and in their heart of hearts, each hero is unsure of whether or not he or she is glad to see the pain go, whether they do not secretly now want it. Crave it. And they all feel the presence. There is another god here now. This new and unknown god. It watches them with lust. It lingers with the threat of pain.

Vorelle's eyes flutter open. She feels alive, though diminished. She is alive, though somewhat less than her previous self. And each and every one of our heroes now feels completely and utterly wrung out. Drained. Exhausted.

The perceptive hero, the intuitive hero, will catch a fleeting impression of satisfaction from another quarter. The image is that of diseased lips, curved in the hint of a smile. Those who know such things will know that this is Marteaus. It is his enjoyment. It is his satisfaction.

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

Vorelle is now alive. She gains two permanent Negative Levels. Vorelle is now at 17HP out of an adjusted total of 149.

Everyone, including Vorelle, now has the Exhausted condition.

For guidance, see the Wider Area map below.

Reference Map

Reference Map - Wider Area

Clock: 60 minutes and some since Entry

Vauhwyt (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Wednesday April 18th, 2012 9:38:00 PM


OOC: Ugh, cast a Fabricate and a Wall of Stone for nada! Oh well!

Vauhwyt says, "Ow," and sits down. She is not sure whether to be sad or happy.

Then she looks at Vorelle (who she had been carrying, and who is now laying on the ground) and grasps her hand. "I'm glad you're back," she says.

Happy. Definitely happy.

Vorelle [AC 29; HP 17/149] 
Thursday April 19th, 2012 1:11:54 AM

Vorelle's spirit writhes under the searing pain. Perhaps her early life of abuse helped prepare her for this. Perhaps it only made the situation worse.

All she knows is, when it's over, she's alive, gasping for breath, and enjoying the sensation of air filling her lungs.

"Thank you," she says again.

Brahmah 173/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Thursday April 19th, 2012 1:53:10 AM

If The Unknown God is, or was, a partner of Marteus, Brahmah would love to know. It is certainly the Unclean Ones way. Use others for his benefit. Soils souls with his presence. This 'new God' was clearly was obviously something corrupt.
And if for some reason, this Unknown God was a former Minion of Marteaus, such as the witch or, Domi help them, Vargus, Brahmah would be basically responsible for allowing any of the Minions to survive.

When the ranger picks himself up off the cold stone, he knows something is different, but what?

The ranger's dark demeanor returns in spades. No longer optimistic. All was wrong. He needed to get free of this place. Retirement is waiting.
--------------------------------------------------------------------------------
Conditions: NA
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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Sir Joshua the Virtuous (Ken) 
Thursday April 19th, 2012 9:25:02 AM

Sir Joshua smiles and is relieved that their raise dead spell worked, and their friend is back with them... "Welcome back and I'm glad you decided to join us again" he adds with a chuckle...

But the moment of excitement is brief, as he suddenly feels exhausted... the extent of the evil and the vile spirits in this forsaken place must be getting to him...

If they can rest an hour and become only fatigued, his mercy/lay on hands can help them feel refreshed and invigorated...


Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 193/193 (159/159) 
Thursday April 19th, 2012 11:59:42 AM

As Aztyr finishes the spell, and the effects of and the results of the spell are totally unexpected....
Only two words escape from her before she goes quiet.....

"What the......."

She just sits where she is, trying to make sense of the whole thing.

Aztyr's Spell Info:

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

* = 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 0/3
Level 2 - Silence 2/2

Draconic Claws: 11/11 rounds duration

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Barkskin, Duration 66 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 2:36 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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:30 (29 v Evil) CMD 28 HP 113/157 
Thursday April 19th, 2012 2:25:09 PM

Searing, lustful, piercing, pleasurable, abrasive, attractive pain! Any thought and words that Jass had planned to speak fly out of his mind as he is completely enthralled by how very, very much he hurts!

He comes to on the cold stone floor and takes a tentative breath, whimpering at the after effects, the psychic memories. He pants and looks up with unseeing eyes. "No...." A plead to stop or a beg for return? Only time will tell.

The gaunt sorcerer shivers in his bleak cloak, haunted now by yet another demon in his life.

Actions....

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 10/34 minutes; +4 AC
Prot v Evil (From Malgant) 146/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 26 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 146/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 180/180 minutes (30 minutes in)
False Life: 24 hours; +12 temp hit points;
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll (held by Malgant)

Active Effects:Highlight to display 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 2 1 1 7 3 1
}

AC 35,Touch 30, CMD 48/38 when flying,211/211 hp Malgant Winterborn 
Thursday April 19th, 2012 5:44:05 PM

" I had considered that this might happen, being in another realm and all that the thing we bartered with might live here and just show up. I'm glad it ended well though. Now to fix some of this weakness. I probably should have held off on the mass heal, but what's done is done."
Malgant calls on Imod and thanks him for allowing them to regain their friend at so low a cost to them. He then reaches out and allows Imod's power to pass from him into Vorelle. ( Cast Heal, healing Vorelle's exhaustion, any ability damage she may have and healing her for 150 hp.) He then casts Lesser Restoration on himself, reducing his exhaustion to mere fatigue. Pulling a pearl from his neck pouch he then recalls the Lesser restoration and reduces Sir Joshua's exhaustion to mere fatigue. Without using more Heal prayers he cannot do any more. He hopes sir Joshua can reduce the fatige to normal health with his lay on hands ability.

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 CL 16
-Blur ( constant per the streamers of Minor Displacement)
-Ring of Counterspells set for Greater Dispel Magic- discharged
-Greater Magic Weapon +5 on Malgant's unarmed attacks, Cast by Vauhwyt 19 hour duration CL20
-Magic Vestment +5 cast by Aztyr with Wold's Blood, 33 hour duration CL20
-Heroism +2 morale to hit, skills and saves duration 145 minutes CL 20
-Darkvision duration 130 minutes CL17
-Life Bubble breathe free in any environment; immune to inhaled gasses, vapors, disease, poison duration 230 minutes (4:50max) CL 17
-All channel energy uses expended
-All hero points expended
- level 2 pearl of power used
-2 level 1 pearls of power remaining

Vauhwyt (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22)  d3=3 ; d20+31=44 ; d20+31=49 ;
Thursday April 19th, 2012 6:14:22 PM


Vauhwyt digs out two scrolls of lesser restoration. "Let's see," she says. "Vorelle, Mal, and Sir Josh are okay. Me, Brahmah, and Aztyr are still exhausted. And only two scrolls. So who loses out?"

She plays a quick eenie-meenie-miney-mo [OOC: rolled a d3] and fair and square picks Aztyr to be excluded from the effect. Her UMD checks to read the two scrolls are 44 and 49. Brahmah and Vauhwyt are now only fatigued, not exhausted.

She calls out to Targo: "Targo! Targo! Are you listening? You'll get out if we get out. So any hints on what to do to win this next challenge?"

Oh, and she uses her wand of Barkskin on herself. And she casts Reduce Person on herself again.

Then she taps Josh, Vorelle, Mal, and Brahmah -- just in case they are attacked by Incorporeal types.

"Okay, friends! Are we ready to try the South Wing?"

Latest Revised DM Sanity Info -- advanced by 3 more minutes since last time.

Fatigued = -2 str, -2 dex

Spells cast on Vauhwyt:
Extended See Invisible (5 hrs, 48 min)
Extended Heroism (5 hrs, 48 min)
Greater Magic Weapon +5 (19 of 20 hrs)
Detect Scrying (23 of 24 hrs)
Magic Vest +5 x2 (from Aztyr) (19 of 20 hrs)
Various Shrink Items (in haversack)
Permanent Telepathy (from Aztyr)
Light (148 minutes)
Reduce Person (16 minutes)
Barkskin (2 hrs)

Spells cast on Mookie:
Heroism (2 hrs, 28 min)
Barkskin (1 hr, 15 min)
Mage Armor (13 min)

Spells cast on Others:
Greater Magic Weapon +5 (19 of 20 hrs)
-- 1x Mal (monk unarmed attacks)
-- 2x Brahmah (falchion and kukri)
-- 3x Vorelle (2 hand axes and bow)
Heroism on Aztyr (2 hrs 30 min)
Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (1 hour 8 min)
Mage Armor on Vorelle, Josh, Brahmah, and Jass (1 hr)
Barkskin on Josh (2 hrs)

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 1 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 5
Wand of barkskin: used 8
Mookie's Tattoos
Scrolls of Lesser Restoration: used 2 of 2
- Lockjaw used 2 of 2.
- Feather Step used 1 of 3.
Hero Points: used 5 of 5.

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

Recovering from the Brush with Death /DMAl 
Thursday April 19th, 2012 6:39:07 PM


Most of our heroes remain wrapped within their own reactions to the unexpected side-effects of the Raise Dead spell.

Only Sir Joshua considers a way forward, and he says nothing to the others of it yet.

Malgant Heals Vorelle, closing all of the wounds that still remain on her body and relieving her of all exhaustion and fatigue. The negative levels (death's hold upon the living), however, still remain. Malgant then sooths the exhaustion from himself and Sir Joshua, leaving both he and the Shining Knight simply fatigued.

Vauhwyt re-applies and distributes various magics. She and Brahmah shed their Exhaustion and are now only Fatigued. She misses Jass entirely. To Josh, Vorelle, Mal, and Brahmah she delivers Mage Armor spells. Vauhwyt proposes the south wing, and she calls out to Targo Flatjaw. The liontaur hears no reply. Maybe the human still bears a grudge against her.

So our heroes stand, united once again. Resources are low, though, and, according to their information, they still have unknown dangers to face before they can even think of recovering a fraction of their power. And now, they proceed in the knowledge that should they fall, the arms of the pain god await.

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

Ready to go? South wing?

Status
======
Aztyr: Exhausted
Brahmah: Fatigued
Jass: Exhausted
Malgant: Fatigued
Sir Joshua: Fatigued
Vauhwyt: Fatigued
Vorelle: 2 Negative Levels

For guidance, see the Wider Area map below.

Same as before.
Reference Map

Reference Map - Wider Area

Clock: 61 minutes and some since Entry

Vauhwyt (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Thursday April 19th, 2012 6:58:45 PM

OOC: "She misses Jass entirely." LOL!

"Jass, you semi-undeads are immune to getting tired, right? ... Oh, sorry. Here, have a Mage Armor."

Vauhwyt taps Jass with her Mage Armor wand.

Vorelle [AC 29; HP 149/149] 
Friday April 20th, 2012 12:53:30 AM

"Thanks, Malgant." Shakily, Vorelle climbs to her feet. Looking down, she sees the poor, smashed remains of the flower Sir Joshua had given her. She looks up at him. "I crushed your flower. I'm sorry."

"Should we try the south wing?" she asks. Then, "Targo? You said you'd help. I intend to keep my promise, but right now Vauhwyt is the only one who can communicate with you."

Brahmah 173/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18  d20+25=37 ;
Friday April 20th, 2012 1:59:09 AM

Brahmah remains with Joshua on guard. While the others search the other wing. (Perception 39 underground)
He is happy that Vorelle is back, and even happier, though not convinced, that Marteaus had nothing to do with it.

(Malgant mentioned a Mass Heal. When did that take place and was Brahmah there for it?)
--------------------------------------------------------------------------------
Conditions: NA
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
URBAN, WATER and UNDERGROUND +2 favored terrain
CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy

Active Spells or effects:
Magic Weapon +5 (Vauhwyt, 20hrs)
Barkskin +5 (Vauhwyt)
Fly (Potion, +5 on Fly checks)
Daylight (on empty potion bottle) (Daylight spell has 60' radius. 10 mins per level, whatever that is for the hand of glory, cast during 3rnd of dragon combat)
Dark vision (Jass)
Life Bubble (Jass)
See Invisibility (hand of glory, 10mins per level)
Spider Climb (tattoo, 30mins - cast at 22 mins in dungeon)

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)
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self, +to stealth)

Recovering from the Brush with Death /DMAl 
Friday April 20th, 2012 8:39:50 AM


OoC to Brahmah: Yes. Brahmah was there for the Mass Heal.

Sir Joshua the Virtuous (Ken) 
Friday April 20th, 2012 11:21:25 AM

Sir Joshua smiles at Vorelle and always the dashing gentleman, says, "Don't worry about the flower. They are nothing compared to your beauty. Here, I happen to have another flower in my pack for occasions like this..." He takes out a purple lily and politely hands to over to her...

He was fatigued, but he'll use up one of his LOH's to take care of that problem...

But he's not sure how best to handle the remainder of the group... "I only have a limited amount of these lay on hands, and along with healing damage, they also can heal poison, disease and blindness, so shall I use them on Vauhwyt, Malgaunt and Brahmah now or save them until later?"

While they discuss this, he adds, "I think we should get moving to the South and shall we depart? Who normally takes point when we travel? My armor is too noisy to be stealthy and in front, but once we come upon a foe, I'll engage them..."

________________
Prepared Spells
Level 1 (5): Bless Weapon, Divine Favor, Magic Weapon, Lessor Restoration, Hero's Defiance
Level 2 (3): Shield Other, Fire of Entanglement
Level 3 (2): Magic Circle vs. Evil, Greater Magic Weapon
Level 4 (1):

Cast:
Resist Energy 30 (lv 2) - dispelled
Holy Weapon (lv 4) - Dispelled (The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell).)
Boots of Flying
Holy Weapon

Magic Items with Uses
Pearl of Power (1/day, 4th level) - Used
Brahma's Tattoo (3/day, 1st level)
Winged Boots (3/day for 5 mins ea.) - 1/3 used
Mithril Plate of Speed (Haste - 10 rds/day) - 8/10 remaining

Other Powers
Lay on Hands - 12/16 per day
Smite Evil - 7/7 per day
Channel Energy- 8/9 per day
Ring of Evasion (no dmg on successful reflex)
5 Javelins (normal)

Stats
AC 35 (normal), 203/203 hps, Touch AC 14 (normal)
DR 5/evil
Mage Armor from Vauhwyt

Fly skill = +9

When have Holy Sword - +5 Weapon, +2d6 dmg vs evil, Emits MCvE, gains
Smite Evil - Adds +8 to AC (cancels out ring's defensive bonus though), +8 Attack, +21 dmg vs Evil; If Evil Outsider, does +42 dmg rather than 21; BYPASSES ALL DR

1. Stats WITH Smite Evil vs Evil Outsider - +34/+29/+24/+19, 1d10+75+2d6 if Evil
2. Stats Without Smite Evil - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil


Vauhwyt (HP138 of 138, AC51) and Mookie (HP69 of 69, AC22) 
Friday April 20th, 2012 12:50:16 PM

"Save the healing, Sir Josh. We may need it for the hit points after this fight," says Vauhwyt. "Unless you can relieve Jass or Aztyr of their exhaustion, that is."

"I'll take point. RIGHT before we depart I'll buff my last couple buffs."

Jass of Downs (SteveK) AC 36(38v evil) Touch:30 (29 v Evil) CMD 28 HP 113/157 
Friday April 20th, 2012 1:39:14 PM

Jass ignores everything around him, trying to get his bearings until Vauhwyt taps her Mage Armor wand on his shoulder. The complete futility of the spell penetrates his self-loathing like little else would, and the sorcerer starts to laugh, but laugh with relief.

"Thanks, Vaughwyt, I needed that", he says with his characteristic confident smile in place. It may be a little fake, a little more lop-sided, but at least it is there. And with the smile, he shoulders the burden of humanity once again.

Though exhausted, he floats above the floor, ready to follow the others and able to keep up because of his magics.

Actions....
(Jass has Bracers of Armor+8 and so the Mage Armor spell doesn't affect him)
Cast Fly

Active Spells:
Telepathic Bond (from Aztyr)
Shield Extended: 10/34 minutes; +4 AC
Prot v Evil (From Malgant) 146/170 minutes +2 AC v evil, +2 saves, no possession
Life Bubble (on Malgant, Brahmah, Vauhwyt, Atzyr, Vorelle, Jass, and Mookie) 4 hours 26 minutes (4:50max) each; breathe free in any environment; immune to inhaled gasses, vapors, disease, poison
Light: 146/170 minutes; 20 foot normal light, 20 foot dim light
Darkvision[CL5]:(on Malgant, Brahmah, Vauhwyt, Vorelle, Jass) 180/180 minutes (30 minutes in)
False Life: 24 hours; +12 temp hit points;
Barkskin: (from Vauhwyt) +5 AC (counters +4 amulet of natural armor) (4 minutes in)
Daylight [CL5] bright 60 feet, dim light 120' from scroll (held by Malgant)
Fly: 60 feet flight

Active Effects:Highlight to display 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 3 1 1 7 3 1
}

Brahmah 202/202hps, AC 34 +5 DEFENDER (in combat) TOUCH AC 18 
Friday April 20th, 2012 4:07:35 PM

OOC: Header hit point correction.

Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 193/193 (159/159) 
Friday April 20th, 2012 4:24:58 PM

"Don't mind me right now. I may be totally exhausted and almost dead on my feet, all four of them, I don't plan on getting in melee combat again right soon. I may have the right Ideas about it, but there are still a few flaws in my process for it.
Being this tired my throw off my aim a bit right now, but it won't hamper my magics in their power. Besides, I'll be hasting all of us before we move along. That should bring me back up to my normal speed, just don't rush off and leave me behind when we make our move."


Aztyr's Spell Info:

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

* = 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 0/3
Level 2 - Silence 2/2

Draconic Claws: 11/11 rounds duration

Charges:
Staff of Healing 9/10

Non-Permenancied Spells on Aztyr :

Barkskin, Duration 66 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 2:36 hours from Vauhwyt

Spells on others :

Malgant,Jass,Joshua Haste: Duration 17 rounds
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)

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