Our heroes burst through the door. The first thing they see within the chamber described by Mookie are the three figures in place about the altar. Oddly, the light is evenly dim despite the torches that should light the chamber. To the northeast of the altar stands a medium-size figure. Beneath what were once resplendent vestments and chain mail, the figure is, or so it seems, swathed in funereal wrappings. To the southeast of the altar stands a large-sized figure that, from the arching horns, is clearly a minotaur. Its skin, however, appears tattered and torn in the dim light, and the stillness of the figure might make one believe it a statue. The tip of one of its great horns is also missing. The third figure, if it can be called that, now hovers twenty feet above the altar within a shimmering sphere of magic twenty feet across that emanates from near it. It is a skull. Or, rather, it was *the* skull that Mookie had reported as sitting on the altar. Gemstones glitter even in the dim light, set into the skull's teeth and eye sockets. These are the first things our heroes notice.
Malgant enters first, making room for the others. There are no enemies within reach, and there are none here who are clearly and obviously incorporeal. His attention is channeled into protecting Vorelle, but he does notice that the light from his hand wrap is now dimmed for some reason. He also notices that as he enters he walks across a symbol engraved into the floor before the door.
Vorelle enters next and takes up a position next to Malgant. She imparts her Hunters Bond to her fellow heroes and directs it at the most elevated undead in the room: The Skull.
Brahmah casts one last spell and then steps into the room behind Malgant.
Jass gets a quick gander at the room as he passes the open doorway. Then he slides by to the cover of the doorjamb and casts a Fly spell.
Aztyr moves to the other side of the doorway and casts Protection from Fire on herself.
Sir Joshua enters next. He winds up behind Malgant. He's itching to smite something, but all of the enemies are across the room.
The second thing that our heroes notice, is the symbol engraved into the floor just before the doorway. "Supplicants to the majesty of my lord Zon-Kuthon!" The voice comes from the floating skull. "It has been such a long time. Bask in his exquisite pain." Then the symbol goes off and debilitating pain shoots through the bodies of our heroes. As the pain courses through their frames an image looms within their minds. It is the image of a skull-headed man dressed in dark robes. Barbed chains dangle from his eyes sockets. It is the god who was present at Vorelle's resurrection. And, our heroes know with the certainty of instinct, that his presense is going to make this so much worse. (Malgant, Vorelle, Brahmah, Sir Joshua: Fortitude vs DC35 or you are overcome by pain. -4 penalty on attack rolls, skill checks, and ability checks. These effects last for as long as you are within 60ft of the symbol and for 1 hour after the you move farther than 60 feet from the symbol.)
Then the three move in. The skull moves down to the outer parts of the shimmering sphere. It speaks the words of a spell and Waves of negative energy roll out from the skull in the shape of a cone, leaving everyone caught in it fatigued. (Malgant, Vorelle, Brahmah, Sir Joshua, you now have the Fatigued condition. No Save. If you have SR, the Baron's CL check beats an SR26. This is a Negative Energy effect.)
The shambling cloth wrapped figure also moves in. He takes a deep breath and then blows out a cone of tomb gas, sand, and dust. (Malgant, Vorelle, Brahmah, Sir Joshua: Fortitude save vs DC21 or gain 2 temporary Negative Levels. See Energy Drain and Negative Levels.)
The minotaur moves in as well. It moves ponderously and with the clank of iron. As it nears, our heroes can see rods and gears beneath the rent and decaying flesh of the creature. A cloud of poisonous gas shoots from its mouth and affects Malgant, Vorelle and Brahmah. Thank goodness for Jass' Life Bubble. It protects all from the poison. Then gears grind as the minotaur raises a fist and slams it into Vorelle. It strikes, then rebounds from Malgant's Interposed protection.
+++++++++++++++++++++++++++++++++++++++++++
Ceiling is 25ft high.
Center of Shimmering Sphere is at 15ft w/10ft Radius.
All Light is DIM: 20% Miss chance unless you have Darkvision, Low-Light Vision or another way for overcoming it.
Symbol of Pain is at W35
Baron Zev Ravenka (Skull): Uninjured / Elevation starting at 20ft: O39 moved to 15ft Q38 Prelate Aruth: Uninjured / starting at Elevation 0ft: O38 moved to Q37 Minotaur: Uninjured / starting at Elevation 0ft: Q&R39&40 moved to R&S38&39
Aztyr 1 CON Drain Brahmah 1 CON Drain Malgant 1 CON Drain
Clock: 21 hours 16 minutes +4 since Entry. Clock: 7 minutes +4 since Day 2 Start.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 d20+18=28 ; d20+12=20 ; d20+18=34 ; d20+29=33 ; d6+17=18 ; 17d6=47 ; d4=2 ; Friday June 1st, 2012 7:33:38 AM
ooc: shouldn't the Life Bubble also protect vs the mummy breath? it includes gasses....
Jass hears the moans of pain and the clash in the tomb, and immediately identifies the magic as a Symbol of Pain; a persistent area of effect spell. He can't dispel it without seeing it, and as soon as he is in line of sight, he will be affected. "Yet sitting here does no good whatsoever!" A Catch 22, but one that can have only one possible choice. The sorcerer steps into the doorway and wracked with pain, staggers on until he has a view of the enemy and partial cover from a pillar to the left of the doorway.
Vorelle's words of advice in his mind, Jass sizes up the undead-clockwork-minotaur, the mummified warrior, and the gem-eyed skull. "Mid ash and bone. The Baron is a Demi-Lich!", he gasps. And then his sharp eyes spot something else. "The missing black horn tip! Could it be a weakness against the minotaur?"
No matter, thinks Jass through the pain, the minions need to be taken down so we can concentrate on the Baron. A Quickened True Strike puts Jass in a great position to target the clockwork minotaur with a Polar Ray!
Actions... Fort 28= Fail v Pain; -4 penalty on attack rolls, skill checks, and ability checks Move to W,39 to Column (Partial Cover?) +2 AC, +1 Reflex save Know Religion - 20 to identify strength and weaknesses of a demi-lich Perception - 34 Cast Quickened True Strike; 5th lvl slot, +20 next attack Cast Polar Ray; ray attack 13-4=20=29 to hit; Touch AC 33 47 damage + 2 DEX drain; no save
Active Spells: Telepathic Bond, Permanent (from Aztyr)
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points; Shield Extended: 27/34min (Day2 0 min in); +4 AC force effect Resist Energy (Fire); 63/70min (Day2 0 min in): ignore first 30 points of any fire attack Life Bubble: 4/4hrs (Day2 0 min in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 43/50min (Day2 0 min in) darkvision 60' Vorelle, Jas, Brahmah Barkskin[CL12] 53/60 min (Day2 0 min in) (from Vauhwyt) +5 natural armor (negates +4 amulet) Holy Aura[CL17] 17/17 rounds (Day2 7+1min in) from Malgant; - +4 deflection bonus to AC and a +4 resistance bonus on saves. (no effect, Jass already has +4 deflect and resistance bonus') - spell resistance 25 against evil spells and spells cast by evil creatures. - immune possession and mental influence - if an evil creature hits melee attack; save vs Bilnd Fort DC 27
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
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) Friday June 1st, 2012 7:45:54 AM
Kindly DM Al, on entering the room, how does the symbol affect a late-comer such as Vauhwyt?
Baron Zev Ravenka /DMAl Friday June 1st, 2012 8:36:56 AM
OoC to Vauhwyt and all those who have not yet entered the room: Yes, the Symbol of Pain remains on for 10m per Caster Level. If you enter, you must make the Fortitude Save (DC35) or suffer the penalties. (-4 penalty on attack rolls, skill checks, and ability checks.)
Baron Zev Ravenka /DMAl Friday June 1st, 2012 8:40:32 AM
OoC to Jass and All: Yes, you're right. I was thinking Inhaled only, but Life Bubble also protects against, say, corrosive agents as well.
Life Bubble negates the Mummy's Breath.
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) d20+17=35 ; d3=1 ; d20+22=33 ; d20+30=45 ; d6+8=10 ; Friday June 1st, 2012 12:56:09 PM
Vauhwyt takes a 70 ft move action (base 40 +30 haste) to Q-R-33-34. She is careful to stay out of the reach of the clockwork minotaur.
Her natural low light vision serves her well in the dim.
As she enters, she has to save vs pain ... at +17, her chance of success is low ... BUT SHE ROLLS A 35! Vauhwyt digs deep and fights off the pain with exactly the resistace required. And she does not have to ask the kindly DM about spell resistance now, either!
She tells her friends, "I got the mummy!"
From her position at Q-R-33-34, the mummy is within her 15-foot fluid reach. Her lucky armor spikes this round are at +1. So she reaches out to grab the mummy with a forepaw. Her touch attack, with bonuses, is at +22, and she hits touch AC33. If that hits, her grapple check beats a CMD45. If that works, her damage is 10, and the thing is grappled.
Per the rules, "If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space." Vauhwyt chooses to move the mummy to S-34, if she has grappled it.
Vauhwyt's CMD is usually a 32, but I think with the Haste and the Holy Aura, it is up to 37.
Sanity Info:
OOC: Holy Aura gives a net +2 AC (deflection) and +1 saves (resistance) bonus for V, and the full +4/+4 for Mookie. Haste gives +1 AC to both. (ACs updated in header.)
Spells cast on Vauhwyt: CL20 Extended See Invisible (6 hrs, 40 min) CL20 Extended Heroism (6 hrs, 40 min) CL20 Greater Magic Weapon +5 (20 hrs) CL20 Detect Scrying (24 hrs) CL16 Magic Vest +5 x2 (from Aztyr) (21 hrs used of 32) CL8 Greater Magic Fang +2 x2 (from staff) (8 hrs) CL16 Various Shrink Items (in haversack) CL16 Dragon Hide CL16 Permanent Telepathy (from Aztyr) CL20 Light (3 hrs 20 minutes) CL12 Barkskin (2 hr) CL20 False Life (20 hrs) CL20 Fluid Form (used 7 min of 20) CL3 Lockjaw (used 1 of 3 rounds) CL?? Haste from Aztyr CL?? Holy Aura from Mal CL?? Life Bubble from Jass (4 hours)
Spells cast on Mookie: CL20 Heroism (3 hrs, 20 min) CL12 Barkskin (2 hrs) CL1 Mage Armor (60 min) CL20 False Life (20 hrs) CL20 Fluid Form (used 7 min of 20) CL?? Haste from Aztyr CL?? Holy Aura from Mal CL?? Life Bubble from Jass (4 hours)
Spells cast on Others: CL20 Greater Magic Weapon +5 (20 hrs) -- 1x Mal (monk unarmed attacks) -- 2x Brahmah (falchion and kukri) -- 3x Vorelle (2 hand axes and bow) CL20 Heroism on Aztyr (3 hrs 20 min) CL12 Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (2 hours)
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 2 of 3 Darkwalk: used 0 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 4 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Karma Bead: used 8 min of 10 Wand of mage armor: used 6 Wand of barkskin: used 14 Scrolls of Lesser Restoration: used 2 of 2 Scrolls of Vision: used 1 of 2 Mookie's Tattoos - Lockjaw used 1 of 2 - Feather Step used 0 of 3 Hero Points: used 5 of 5.
Spells Used 0 of 7 lvl 1 spells Used 5 of 7 lvl 2 spells (FLx4, SI) Used 7 of 7 lvl 3 spells (GMWx7) Used 6 of 7 lvl 4 spells (Shrink, Herox3, DetScry, Grtr Invis) Used 0 of 6 lvl 5 spells Used 2 of 5 lvl 6 spells (FFx2) Used 0 of 3 lvl 7 spells
Vorelle [Darkvision; Bear's Endurance; Haste; Holy Aura; Life Bubble][HP 176/193] d20+20=37 ; d100=49 ; d20+28=32 ; d20+28=34 ; d20+28=48 ; d20+23=39 ; d20+18=22 ; d20+13=22 ; d8+14=18 ; d8+14=21 ; d8+14=16 ; d8+14=22 ; d8+14=17 ; d8+14=22 ; Friday June 1st, 2012 2:34:42 PM
When the Symbol activates, Vorelle cringes in pain, but it ends up not being quite as bad as she was fearing [Fort save 37]. There is no escaping the waves of negative energy from the strange floating skull, however, and Vorelle becomes Fatigued. Luckily, Jass's Life Bubble protects her from the other ill effects flying through the room.
She looks at the mummy Vauhwyt is fighting. She hopes Wardd will give her a hand with this, but she comes up just short [House Odds 49, darn it! On the other hand, I no longer have to worry whether V. actually grappled it.] Undeterred, she fires a full round's worth of arrows at the mummy.
[Hit AC 32 for 18 damage; hit AC 34 for 21 damage; hit AC 48 for 16 damage; hit AC 39 for 22 damage; hit AC 22 for 17 damage; hit AC 22 for 22 damage. Vorelle's Seeking longbow should negate the dim lighting, but I'm not sure whether it negates the penalty for firing into melee. Vorelle does not have Precise Shot, so the "to hit" rolls would be at -4 if the Seeking bow doesn't help. Magic bow; mundane arrows.]
Everyone gets a +3 Favored Enemy bonus to the skull for 3 more rounds
He can't tell what the shimmering sphere does, and calls out, "Anybody know what that thing does? If I can get into it, I can flank these guys... But I'm not going to step into it without knowing..."
He can't get to the skull directly, so he moves to R36 and smites the mummy...
Smite Evil vs. Undead Foe with Holy Weapon, Hasted - Hit AC 36 for 27 + 42 for extra smite + 11 for extra holy = 70 pts of dmg and bypasses all DR since Smite evil vs undead
(Note - forgot to include fatigued in my initial rolls, but they're included in the final results for Hit AC and Dmg)
Highlight to display spoiler: {{Bastard Sword +5 Holy Smite Hasted Fatigued vs Evil Undead => Attack = +17 BAB + 8 Str - 5 PA +1 Stone +5 Sword Enh +1 Hasted + 8 Smite -1 fatigued= + 34 Attack; Dmg = 1d10+18 +5 Enh +2d6 Holy Sword + 42 (extra smite dmg since undead) - 1 fatigued); Also have +8 deflection to AC vs. mummy but doesn't stack with ring or other spells) and bypasses DR }
____________ Current Effects/Spells Fatigued (-2 Str and Dex, no run or charge) Me - Bless Weapon (15/17 minutes + 8/10 rounds) (blocked by Holy Weapon) Me - Holy Weapon (15/17 rounds) Haste (from Aztyr) Holy Aura (from Malgant) +3 favored bonus vs. skull (3 rds left)
Updated Stats (due to effects/spells, etc.) 1. AC - 41 vs. Mummy, 37 vs. others (Touch = 20 vs. mummy, 16 vs others) (10 Base + 12 Armor + 4 defection (Holy Aura) + 5 Shield + 4 Natural + 1 Stone + 1 Dodge (Haste)) 2. Resistance - 25 Spell Resistance for evil spells or cast by evil, 5/evil 3. Reflex Save - +22 4. Hps 203/203
Prepared Spells Level 1 (5): Divine Favor, Ghostband Dirge, Lessor Restoration, Hero's Defiance Level 2 (3): Shield Other, Fire of Entanglement, Resist Energy 30 Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1):
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) -10/10 remaining
Other Powers Lay on Hands - 16/16 per day Smite Evil - 6/7 per day Channel Energy- 9/9 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), 203/203 hps, Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20 _______
Effects of Holy Aura - A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures. Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures. Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does. Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).
Effects of Haste - When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) Friday June 1st, 2012 3:46:28 PM
OOC: LOL! I think firing arrows into a grapple may mean some hit Vauhwyt? And what part of "I got the mummy" do you guys not get? Why not attack the clockwork mino or the skull? :-)
AC 45,Touch 34, CMD 45/35 when flying,166/211 hp Malgant Winterborn d20+24=33 ; d20+22=26 ; d20+22=27 ; d20+22=30 ; d20+17=36 ; d20+12=16 ; 2d6+13=21 ; d6=5 ; d6=6 ; 2d6+13=19 ; d6=5 ; d6=4 ; 2d6+13=23 ; d6=3 ; d6=4 ; 2d6+13=18 ; d6=5 ; d6=2 ; 2d6+13=15 ; d6=3 ; d6=3 ; Friday June 1st, 2012 3:58:49 PM
Fortitude save failed 33 Pain wracks the minotaur's body, yet he maintains enough focus to target the real enemy. " THE SKULL YOU FOOLS!! The others are but minions. Destroy the SKULL!!" Malgant steels himself for what may happen and begins to throw attack after attack at the skull. In his reduced fighting capacity he decides to not use his power attack against it. All attacks have 10' reach and are blunt, ghost touch, holy and good aligned Attack 1 hits AC 26 for 21 damage+11 holy damage Haste hits AC 27 for 19 damage+ 9 holy damage Flurry hits AC 30 for 23 damage+ 7 holy damage Attack 2 hits AC 36 for 18 damage+ 7 holy damage Attack 3 hits AC 16 for 15+ 6 holy damage He waits for the return attacks from the golem and mummy
OOC Did the golem beat Malgant's AC when it attacked Vorelle? If it did I need to know the damage and it needs a fort save DC 29 vs the holy aura or it is blinded ( if it can be)
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 -Magic Vestment +5 cast by Aztyr with Wold's Blood, 12 hour duration (Day 1, 0 min) CL20 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -Wrathful Mantle, +4 resistance bonus to all saves, duration 15 minutes (Day 2, 5 min) CL 17 -Shield +4 shield bonus, duration 15 minutes, ( Day 2, 5 min) CL 17 -Shield of Faith, +4 deflection bonus to AC, duration 15 minutes, ( Day 2, 5 min)CL 17 -Barkskin +5 bonus to Natural armor, duration 168 minutes, ( Day 2, 5 min) CL 17 -Greater Magic Weapon, +5 bonus to monk unarmed attacks, duration 20 hours, (Day 2, 0 min) CL 20 -Holy Aura, duration 15 rounds (day 2, 7 min+1) CL17 -Haste , duration 32 rounds, CL 17 -All hero points expended --1 con - 1 of 3 channel energy used today -symbol of pain -4 to attacks, skill checks and ability checks -fatigued
Baron Zev Ravenka /DMAl Friday June 1st, 2012 4:07:29 PM
OoC to Malgant: No, it did not beat your AC when it attacked Vorelle. Attack 35 vs your AC45. That's why there's no damage.
Sir Joshua the Virtuous (Ken), 203/203 his, AC 37/ Touch 16/ DR 5/evil, 25 Spell Resistance, +22 Reflex Friday June 1st, 2012 4:26:42 PM (OOC - Note to Vauhwyt and others - I can't see a way to get to the skull without going into the yellow area (see my post) or expose myself to an eventual flanking attack... I'd like to attack it if I could but .... once I get past the mummy or if it moves, I should be able to slip behind it and slam into the skull with a full attack... let me know if I'm missing something here tactically)
Baron Zev Ravenka /DMAl Friday June 1st, 2012 4:33:44 PM
OoC to Malgant: You'll have to roll a d100 vs 20% for the Dim Light for all those attacks. If you don't reply by post time, I'll roll them for you.
Baron Zev Ravenka /DMAl Friday June 1st, 2012 4:37:22 PM
OoC to Vorelle: The firing into Melee penalty will still apply. Here's the description of Seeking:
The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment ...
First, this negates Miss Chances. It does not revoke penalties. Second, this is miss chances due to Concealment. I'm pretty sure that the penalties for firing into Melee is a Soft Cover penalty. (Cover vs Concealment.)
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) Friday June 1st, 2012 4:56:42 PM
Note to anyone who thinks the mummy is in the way ... if Vauhwyt grapples it, she is moving it out of the way. Hope that helps. You can make your post conditional on if the mummy is moved. If anyone has a square they'd like to see the mummy in, just post your desire, and, if the kindly DM allows, Vauhwyt will honor your request. (multiple requests? Pick one by die roll, Al! No requests? Use my default given with my post.)
Baron Zev Ravenka /DMAl Friday June 1st, 2012 5:26:10 PM
OoC to Vauhwyt: I don't think that the intent of that rule is to allow placement at any adjacent space. Placing a grappled character, for example, on the other side of you from where it originally was would be excessive. I think the closest open and adjacent spot is more in line.
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 142/142 (159/159 normal) d20+16=35 ; d20+21=28 ; 34d6=122 ; 5d6=23 ; Friday June 1st, 2012 5:32:22 PM
Aztyr moves up to the doorway, taking up 1/2 of it, allowing Jass access to the other side of the doorway. She points her finger at the skull and unleashes her destructive ray at it. "Working on it Mal, I'll unload on it as much as I can, anyone know if it's immune to fire?"
Cast Disintegrate : 35 to hit, DC 24 fort save, 122 damage or 23 if saved, 28 Spell Penetration.
Wold's Blood Draws : 8/8 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)
Holy Aura, Duration 15 rounds (Malgant) Protection from Energy, 170 minutes or 120 fire damage Haste, Duration 32 rounds Shield, Duration 34 minutes (extended) Mage Armor, Duration 09 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Magic Vestment +5, Duration 13 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Sir Joshua the Virtuous (Ken), 203/203 his, AC 37/ Touch 16/ DR 5/evil, 25 Spell Resistance, +22 Reflex Friday June 1st, 2012 5:49:08 PM (OOC - If you can move it to any adjacent square, maybe P36? That'll allow me to slip in and hit the skull. I know I might get flanked but if the mummy's busy with you, I'll use a spell I have that basically marks the skull and makes him attack me and punishes him if he doesn't...)
Baron Zev Ravenka /DMAl Friday June 1st, 2012 7:35:14 PM
OoC to Vauhwyt: I'm not going to enforce the next few rounds. But keep in mind that if Mookie is in your pouch, there is no line of effect to him for helpful spells, (Haste, Holy Aura) just as they provide protection from harmful spells. Barriers are a double edged sword.
OoC to Aztyr: Could you roll Fortitude vs the Symbol of Pain, please. If you do not by post time, I will do it for you.
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 142/142 (159/159 normal) d20+17=35 Friday June 1st, 2012 8:49:22 PM
you said it took effect if you entered the room, Aztyr didn't enter the room.
save 35
Sorry. I meant that it took effect if you entered the Line of Effect. Being in the doorway does that. --Al
Confront Your Pain /DMAl d100=28 ; d100=82 ; d100=55 ; d100=81 ; d100=90 ; Friday June 1st, 2012 9:06:07 PM
Jass enters the room despite the Symbol of Pain. The pain lances through him, but he is not deterred. As he goes about the magics of landing a Polar Ray on the minotaur, he considers what the weaknesses of the Skull might be. Nothing comes to mind, but the Polar Ray easily strikes the minotaur. But ... nothing happens. Its as though the minotaur is completely resistant to magic beyond all efforts on Jass' part. It is immune to magic. Jass looks about himself. Thank the gods there does not appear to be anyone or anything else here but these three.
Vauhwyt then speeds through the door and his hit by the Symbol of Pain as well. But Vauhwyt overcomes it and fights the pain away. She moves to the north of the chamber and snakes out a fluid limb to grab the wrapped figure and pull it towards her. She digs in her armor spikes, but finds that they do not penetrate half as far as she though they might. The the remaining damage simply pops back into shape. In the end, the wrapped figure is undamaged.
Vorelle shrugs off the pain. She raises her bow to fire. But her attention is so much on the struggle between Vauhwyt and the wrapped figure that she forgets the proximity to the Large hulking minotaur. It takes an attack of opportunity. This time, Malgant's protection is not there. The minotaur's fist slams into Vorelle and it feels like iron. (Vorelle take 34hp damage.) Malgant's Holy Aura sparks at the impact, and jumps to the minotaur. But the minotaur appears unfazed. Then Vorelle's arrows fire. Some hit. Some do not. It's her fear of hitting Vauhwyt that spoils her aim. Second, third, fourth arrows hit. And even the arrows that land do only half the damage that Vorelle believes they should do.
Sir Joshua too shoves away the pain and joins in on the wrapped figure. His sword strikes true. His sword smites the wrapped figure, but the damage is half of what the Shining Knight expects. Except, that is, for the Holy damage. That burns the evil with its full power.
Malgant succumbs to the pain, but fights on. He goes directly for the Skull, the Baron Zev Ravenka. Waard is a fickle god, and deserts Malgant at this time. Only one of five attacks connects solidly upon the floating skull. And here, Malgant notices something disheartening. Has his fists enter the shimmering sphere, they lose their Holy glow. When they exit the shimmering sphere, they regain their Holy glow. And the single blow that Malgant lands, appears to have done absolutely no damage at all.
Aztyr also shakes off the pain as she steps into the doorway. She unloads a Disintegrate ray against the skull. Her ray shoots into the shimmering sphere and strikes the Baron. But like Jass' attack against the minotaur, Aztyr's ray also fails to do anything. The Baron is immune to magic too.
The Baron raises up five feet and out of the reach of Malgant. "You reject the gifts of our Lord! You attack my Prelate! I will feast upon your souls!" screams the skull. The skull turns in the direction of Vauhwyt, and the liontaur feels her soul being draw out of her body. "Release my Prelate," commands the skull. (Vauhwyt: Fortitude Save vs DC24. Save and take 2 Permanent Negative Levels. Fail and your soul is immediately drawn into one of the gems in the Baron's head. Your soul remains trapped within the gem, visible as but a gleam except under true seeing. Your soulless body corrupts and decays rapidly, reducing to dust in a single round.)
The Prelate struggles against Vauhwyt, breaking her grapple hold on it. It backs five feet away from both Vauhwyt and Sir Joshua. "All writhe in the pain of Zon-Kuthon," mutters the Prelate in the raspy voice of a tomb.
The Minotaur, for a second out of time, locks eyes with Brahmah. In that second there is some spark of life within those dead and glassy eyes. There is red recognition. There is something here, a resemblance to someone from the past. Then the spark is gone. The minotaur turns and attacks the first strike clangs off of the paladin's armor, but the second catches Sir Joshua full in the back. (Sir Joshua: Take 22 - 5DR = 17hp Damage.) For the second time the Holy Aura arcs angrily at the Minotaur. But the second time seems to have no more affect than the first.
+++++++++++++++++++++++++++++++++++++++++++
Ceiling is 25ft high.
Center of Shimmering Sphere is at 15ft w/10ft Radius.
All Light is DIM: 20% Miss chance unless you have Darkvision, Low-Light Vision or another way for overcoming it.
Clock: 21 hours 16 minutes +5 since Entry. Clock: 7 minutes +5 since Day 2 Start.
* Magic Immunity: Immune to spells or spell-like abilities that allow spell resistance
* Resistant to Blows: Take only half damage from melee and ranged weapons, natural weapons, and falls. Apply this reduction before applying damage reduction.
Note: Sorry, most of the rolls are up above in the various replies and notes.
Confront Your Pain /DMAl d20+23=32 ; Friday June 1st, 2012 9:09:51 PM
Addendum: Brahmah also fails to fight off the Symbol of Pain. (-4 penalty on attack rolls, skill checks, and ability checks. These effects last for as long as you are within 60ft of the symbol and for 1 hour after the you move farther than 60 feet from the symbol.)
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) d20+17=18 ; Friday June 1st, 2012 9:32:05 PM
First thing first -- Well ... Fort save at +17 vs DC24 ... A NATURAL ONE!
Vauhwyt screams in horror as she feels her soul ripped out of her body!
OOC: Any chance Holy Aura Spell Resist 25 might kick in? Any chance V can take purely mental actions, such as casting a spell that has no components, from inside the soulgem of her prison? Does her telepathy allow her to communicate while engemmed?
Confront Your Pain /DMAl Friday June 1st, 2012 9:53:32 PM
OoC to Vauhwyt: Sorry, Devour Soul is a Supernatural Ability. As such, it's not subject to Spell Resistance. Are you sure you don't have anymore hero points left?
There is the single hero point that Jerry allowed me to give for perfect attendance. IIRC, its use is to be decided by the group. If you can get everyone else to agree to letting you use it here, you can reroll.
Oh, and BTW, no. You cannot act from within the soul gem. Once there, you are, in effect, dead.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Friday June 1st, 2012 10:40:51 PM
I vote for Vahwyt to get the free Hero Point
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) Friday June 1st, 2012 10:54:36 PM
OOC: Yuppers, no heroics for Vauhwyt! Unless we use the party freebie on Vauhwyt! Of course, on a four round fight, odds are V will get gemmed again over the next three rounds.
So whaddaya say, boys and girls? Give up the party hero point for little ol' me?
AC 45,Touch 34, CMD 45/35 when flying,166/211 hp Malgant Winterborn Saturday June 2nd, 2012 1:20:01 AM
OOC Use it Vauhwyt. Almost all of us pass that check on a 2 or higher, so best we not let bad luck drop one of us in the first round. Al, I haven't looked, but can a critter use a supernatural power like that life drain from inside an antimagic field? I'll start a strategy post in the morning. We need to do a few things to beat this room and all of them are doable. I think. All of us posting would also be a definite plus.
Confront Your Pain /DMAl Saturday June 2nd, 2012 1:34:59 AM
OoC to Malgant. No. A supernatural power cannot be used from inside an Antimagic Field.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 d20=18 ; d20+20=39 ; Saturday June 2nd, 2012 7:52:35 AM
Jass' keen eyes with Darkvision take in the scene in front of him. He notices the gleem of recognition in the minotaur's eye and assesses the glowing globe around the floating skull, calling out what he finds out to the others!
"Brahmah! That has got to be the old minotaur who gave you the horn tip! Try and use it against him!"
...Free Actions Perception; 18+18 =36 Spellcraft= 39 To identify the properties of the glowing sphere
Confront Your Pain /DMAl Saturday June 2nd, 2012 8:05:15 AM
OoC to Jass: Spellcraft is for identifying spells as they are being cast. That means you have to see the gestures and hear the incantation.
Spellcraft
Identify Spell Being Cast
Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors.
The correct skill for identifying an existing spell effect is Knowledge Arcana.
But, I see that you have the same number of ranks in both Spellcraft and Knowledge Arcana, so I'll accept that roll as is.
(OOC 2 - DM - The Smite Evil feature talks about how it bypasses all DR. Does the mummy's ability to reduce damage count as "DR" or as something else? If so, all 42 of the extra smite damage would not be halved... Also, is holy damage countered by this guy too or not reduced?)
As the fun continues, Sir Joshua finally has a chance to use a full attack against the mummy... He's not worried about the minotaur and he'll take a 5' step to Q36... He would have like to shift and attack the skull, but the darn thing moved away from him and he doesn't want to step inside the anti magic shell... So he's content with hitting the mummy with multiple blows...
Attack 1- Hit AC 48 for 22 + 5 enh 42 smite + 9 holy Attack 2 - Hit AC 43 for 22 + 5 enh + 21 smite + 11 holy Attack 3 - Hit AC 40 for 21+ + 5 enh + 21 smite + 4 holy Attack 4- Hit AC 43 (critical hit, but since undead it doesn't matter...) for 26 + 5 enh + 21 smite + 9 holy Attack 5 - Miss AC22
Total Dmg = -> Affected by DR = 111 (1/2 is 55) ; Not affected by DR = 105; Holy DMg = 33
Highlight to display spoiler: {Attacks = Bonuses = +34/+34 (from haste)/+29/+24/+19 - Dmg = Dmg = 1d10+18 +5 Enh +2d6 Holy Sword + 42 (or 21 on 2nd, and subsequent attacks) (extra smite dmg since undead) - 1 fatigued
Bastard Sword +5 Holy Smite Hasted Fatigued vs Evil Undead => Attack = +17 BAB + 8 Str - 5 PA +1 Stone +5 Sword Enh +1 Hasted + 8 Smite -1 fatigued= + 34 Attack; Also have +8 deflection to AC vs. mummy but doesn't stack with ring or other spells) and bypasses DR }
____________ Current Effects/Spells Fatigued (-2 Str and Dex, no run or charge) Me - Bless Weapon (15/17 minutes + 7/10 rounds) (blocked by Holy Weapon) Me - Holy Weapon (14/17 rounds) Haste (from Aztyr) Holy Aura (from Malgant) +3 favored bonus vs. skull (3 rds left)
Updated Stats (due to effects/spells, etc.) 1. AC - 41 vs. Mummy, 37 vs. others (Touch = 20 vs. mummy, 16 vs others) (10 Base + 12 Armor + 4 defection (Holy Aura) + 5 Shield + 4 Natural + 1 Stone + 1 Dodge (Haste)) 2. Resistance - 25 Spell Resistance for evil spells or cast by evil, 5/evil 3. Reflex Save - +22 4. Hps 186/203
Prepared Spells Level 1 (5): Divine Favor, Ghostband Dirge, Lessor Restoration, Hero's Defiance Level 2 (3): Shield Other, Fire of Entanglement, Resist Energy 30 Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1):
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) -10/10 remaining
Other Powers Lay on Hands - 16/16 per day Smite Evil - 5/7 per day Channel Energy- 9/9 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), 186/203 hps, Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20 _______
Effects of Holy Aura - A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures. Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures. Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does. Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).
Effects of Haste - When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Confront Your Pain /DMAl Saturday June 2nd, 2012 2:18:24 PM
OoC to Sir Joshua: The Resistant to Blows Extraordinary Ability is aside from DR, and is taken before DR. This creature, in fact, has DR in addition to this. I did not count the DR due to your Smite.
That said, Resistant to Blows applies against weapons damage, and I can only consider your Smite to be weapons damage. So it is halved. The Holy, however, is energy, and energy effects are not affected by either Resistant to Blows or DR.
(Gotcha - thanks, Ken)
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 142/142 (159/159 normal) Saturday June 2nd, 2012 7:56:41 PM
OOC: yes Vauhwyt, use the hero point, then check your email if you haven't
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) d20+17=30 ; Saturday June 2nd, 2012 10:30:53 PM
Vauhwyt makes a heroic effort ... drawing on her connection to her friends and the bonds of camaraderie they share ... rolling at again +17 ... a 30! Woot! Not dead yet!
More to come.
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) d20+31=45 ; d20+47=50 ; d3=3 ; d20+21=27 ; d20+32=49 ; d6+10=11 ; Sunday June 3rd, 2012 11:28:54 AM
Vauhwyt decides to focus on the guy with no body. "Don't lose your head, Mister Skull-atorr!" she shouts.
She mentally asks those who are in on the mental link what the heck that glowing globe is! Can she reach into it with her Fluid Form?
She moves around the mummy to avoid AoOs, north around that pillar, with her 70 ft of move. Even paying double move cost for the three squares around the northwest side of the pillar, I think V can get to M-N-38-39 with just 60 move. She'll move to a space from which she can reach the skull with her 15 ft reach.
If V has to jump to reach the skull, she may not have the luxury of going around the mummy, In that case, she will have to tumble past. The DC is the prelate's CMD, a 37. V's Acrobatics mod is +31. Her roll, if needed, is a 45.
She reaches up to grapple the skull, hoping to drag it out of its glowing sphere -- if the sphere is 10 ft in diameter, and V has a 15 ft reach, maybe she can drag it out this round, even.
It is possible that her Fluid Form spell will cease to function in the sphere. She's hoping that she'll get an answer to that query, from Aztyr or Jass, before she arrives to grapple it. If the answer is that fluid form should work fine, she'll just stretch out to grab it. If the FF will not work, she will have to leap up to be able to get within reach.
Vauhwyt's jump check, at +12 with the Haste, is a +47. Her roll, if Fluid Form will not reach, is a 50. That results in a high jump of 12.5 ft. That should totally put the skull in her reach.
V's lucky armor spikes are +3 this round.
With the skull in reach, one way or another, V makes her touch attack to initiate the grapple. Last round she made her paw touch attack at +22. Right now I'm only seeing it at +21. Not sure where the extra +1 came from last round. Does Haste grant a +1 to hit? Well, at +21, V hits Touch AC 27. Hope that does it!
If so, V's grapple check, at +32, is a 49. If that beats the skull's CMD, her damage is 11. The armor spikes are +5, if that matters.
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 142/142 (159/159 normal) Sunday June 3rd, 2012 2:25:27 PM
Vauhwyt are you moving the skull out of the area or can't you?
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) Sunday June 3rd, 2012 3:01:29 PM
I'm trying! I only hit touch AC27. We'll see.
Confront Your Pain /DMAl Sunday June 3rd, 2012 3:39:11 PM
OoC to Jass: Per your request ... Jass has never seen one of these before. But it fits perfectly with the descriptions that he's heard of a Globe of Invulnerability spell.
Confront Your Pain /DMAl Sunday June 3rd, 2012 3:40:37 PM
OoC to Vauhwyt: BTW, are those rolls and such taking into account that you now have two Permanent Negative Levels?
Also, I don't know why you've been making Touch Attacks all these months. You don't need to anymore under the Pathfinder Rules to establish a Grapple. However, if you jump, I will require that Touch attack. If you miss, you will fall prone and take applicable fall damage. Fair enough?
Your choice.
Vorelle [Darkvision; Bear's Endurance; Haste; Holy Aura; Life Bubble][HP 139/193] Sunday June 3rd, 2012 9:26:02 PM
[Well, poo! I forgot about reach. Serves me right for playing so much 4E.]
Vorelle decides it's too crowded in here for archery. She puts her bow away, pulls her axes, and steps closer to the minotaur. She takes a moment to give her friends some advice on hitting the minotaur, too.
[Sheathe bow. 5-foot step to T-37. Draw axes as a free action with Quick Draw feat. Grant Hunter's Bond bonus against minotaur for 4 rounds.]
Everybody gets a +3 Favored Enemy bonus against the Skull for 2 more rounds. Everybody gets a +3 Favored Enemy bonus against the Minotaur for 4 more rounds.
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) Sunday June 3rd, 2012 9:42:31 PM
Oh! The save vs en-gem-ment gave two negative levels even on a save! OOPSIE! Sorry, kindly and meticulous DM Al! To answer your question, no, I did not take that into account.
And I guess my so called touch attack to initiate a grapple is just me being dumb!
Per the spell, GoI does not stop spells cast before the globe was created. "Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast." So all V's spells are effective, except maybe the False Life and the Lockjaw Tattoo from Mookie?
So no touch attack needed, and no jumping, and the fluid form goes through the sphere with no hinderance. So, V's grapple check, rather than beating a DC49, does get a +1 from Haste, for a 50, then takes the -2 from neg levels, and thus beats a CMD48.
And pulling the skull into an adjacent square should indeed pull it out of its GoI.
OH! And Vorelle's +3 favored enemy bonus! Does that apply to combat maneuvers? If so, that's a grapple check 51 and damage of 11+3=14.
Unless the Lockjaw is blocked by the GoI, in which case V beats a CMD 47.
Vauhwyt's own CMD is base 10 +9 BAB +9 Dex +2 Str +1 size +1 ioun stone +1 Haste +4 Holy Aura = 37.
Sanity Info:
OOC: Holy Aura gives a net +2 AC (deflection) and +1 saves (resistance) bonus for V, and the full +4/+4 for Mookie. Haste gives +1 AC to both. (ACs updated in header.)
Vauhwyt currently has two negative levels.
Spells cast on Vauhwyt: CL20 Extended See Invisible (6 hrs, 40 min) CL20 Extended Heroism (6 hrs, 40 min) CL20 Greater Magic Weapon +5 (20 hrs) CL20 Detect Scrying (24 hrs) CL16 Magic Vest +5 x2 (from Aztyr) (21 hrs used of 32) CL8 Greater Magic Fang +2 x2 (from staff) (8 hrs) CL16 Various Shrink Items (in haversack) CL16 Dragon Hide CL16 Permanent Telepathy (from Aztyr) CL20 Light (3 hrs 20 minutes) CL12 Barkskin (2 hr) CL20 False Life (20 hrs) CL20 Fluid Form (used 7 min of 20) CL3 Lockjaw (used 1 of 3 rounds) CL?? Haste from Aztyr CL?? Holy Aura from Mal CL?? Life Bubble from Jass (4 hours)
Spells cast on Mookie: CL20 Heroism (3 hrs, 20 min) CL12 Barkskin (2 hrs) CL1 Mage Armor (60 min) CL20 False Life (20 hrs) CL20 Fluid Form (used 7 min of 20) CL?? Haste from Aztyr CL?? Holy Aura from Mal CL?? Life Bubble from Jass (4 hours)
Spells cast on Others: CL20 Greater Magic Weapon +5 (20 hrs) -- 1x Mal (monk unarmed attacks) -- 2x Brahmah (falchion and kukri) -- 3x Vorelle (2 hand axes and bow) CL20 Heroism on Aztyr (3 hrs 20 min) CL12 Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (2 hours)
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 2 of 3 Darkwalk: used 0 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 4 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Karma Bead: used 8 min of 10 Wand of mage armor: used 6 Wand of barkskin: used 14 Scrolls of Lesser Restoration: used 2 of 2 Scrolls of Vision: used 1 of 2 Mookie's Tattoos - Lockjaw used 1 of 2 - Feather Step used 0 of 3 Hero Points: used 5 of 5.
Spells Used 0 of 7 lvl 1 spells Used 5 of 7 lvl 2 spells (FLx4, SI) Used 7 of 7 lvl 3 spells (GMWx7) Used 6 of 7 lvl 4 spells (Shrink, Herox3, DetScry, Grtr Invis) Used 0 of 6 lvl 5 spells Used 2 of 5 lvl 6 spells (FFx2) Used 0 of 3 lvl 7 spells
Confront Your Pain /DMAl Sunday June 3rd, 2012 10:08:48 PM
OoC to Vorelle: Just checked. Sheathing a weapon is still a Move Action that draws an AoO. Not covered under the Quick Draw Feat either. You can stay with your current move and take the AoO. Or, you could drop the bow instead.
Confront Your Pain /DMAl Sunday June 3rd, 2012 10:11:42 PM
OoC to Vauhwyt: "Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast." That last part refers to spells that were already in the globe when it was cast. All spell effects that enter the globe are affected.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 d20+17=29 ; Sunday June 3rd, 2012 10:13:41 PM
"Eugh, Ah, breath, breath, push through the pain... Ahhh!" Jass keeps up a steady babble to himself punctuated by short exclamations of pain. The sorcerer has always been his own best audience, and his voice keeps him focused on the task at hand.
Not able to do anything to the minotaur, the human decides to switch targets. First he arcs around the room, keeping his right hand on the outside wall and moving counterclockwise until he is near the other set of columns and facing the mummy.
"The skull is in a Globe of Invulnerability!", he calls out, magic still works on him, just high level!"
Sir Joshua is dealing with the mummy, and so Jass keeps himself READY to counterspell whatever spell the skull tries to use.
Actions... Pain; -4 penalty on attack rolls, skill checks, and ability checks Move to T,31 60' move with Haste READY cast Dispel Magic counterspell on first spell the Baron casts. DC=29
Active Spells: Telepathic Bond, Permanent (from Aztyr)
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points; Shield Extended: 27/34min (Day2 0 min in); +4 AC force effect Resist Energy (Fire); 63/70min (Day2 0 min in): ignore first 30 points of any fire attack Life Bubble: 4/4hrs (Day2 0 min in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 43/50min (Day2 0 min in) darkvision 60' Vorelle, Jas, Brahmah Barkskin[CL12] 53/60 min (Day2 0 min in) (from Vauhwyt) +5 natural armor (negates +4 amulet) Holy Aura[CL17] 17/17 rounds (Day2 7+1min in) from Malgant; - +4 deflection bonus to AC and a +4 resistance bonus on saves. (no effect, Jass already has +4 deflect and resistance bonus') - spell resistance 25 against evil spells and spells cast by evil creatures. - immune possession and mental influence - if an evil creature hits melee attack; save vs Bilnd Fort DC 27
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
Vorelle [Darkvision; Bear's Endurance; Haste; Holy Aura; Life Bubble][HP 139/193] Sunday June 3rd, 2012 11:59:35 PM
[No way I'm leaving that bow on the ground. I'll take the oppie.]
Brahmah 167/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste d20+23=33 ; d20+23=42 ; d20+21=32 ; d20+21=35 d20+22=31 d20+24=30 d20+18=23 d20+20=21 d20+13=20 d20+8=13 2d6(5+2)+7=14 2d6(6+4)+7=17 2d6(5+3)+7=15 d8+7=13 d8+7=12 d8+7=12 2d6(1+4)=5 2d6(2+5)=7 2d6(2+1)=3 2d6(4+3)=7 2d6(2+6)=8 2d6(3+1)=4 d6=1 d6=1 d6=4 d10=4 Monday June 4th, 2012 4:09:26 AM
OOC: Please ignore the first roll of 32, I was going to make a touch attack with the horn but realized a few minutes ago it was a stupid idea. Whatever numbers follow the 35 roll for the Protective Spirit are the attacks. What follows is an edited post.
Al, with fast healing, one would heal a number per round? Example, Brahmah, with Salamander's Blessing, would heal 5 wounds a round?
(Improved Great Fort save 33, failed, Hero Point to reroll 42, success, thanks Al.) (Do you have to stay ion the area of the Holy Aura to have the effects?)
It finally dawns on the ranger what the hell the group was saying. The old taur on the docks. (Who might the clockwork minotaur actually? Does he look like Vargas of the Minions of Marteaus? Or is he someone else?)
Brahmah moves quickly toward the minotaur. He makes a full range of attacks on the minotaur.
Actions: Free Action, activates the Defender weapons, +5. (AC currently 40) Hasted move to the minotaur.(Incurring whatever AoO, Protective Spirit, hits AC 35, just in case.) Series of attacks: (w/+1 from Haste) AC 32, 31, 24, 22, 21 and 14, for 14(+5vicious), 13(+7vicious, +1cold), 17(+3vicious), 12(+7vicious, 1cold), 15(+8vicious), 12(+4vicious, +4cold) respectively... [if both weapons hit, +4 more damage from Rend]
{Been meaning to ask this, and keep forgetting, but when I activate the Defender ability on the weapons, the +5 bonus is removed from the attack, but does it still get added to damage? This brings up another point. If the +5 does not add to damage, what about the natural +1 from the magic weapon itself? Its really a difference of no additional damage, or between 6 and 30 damage, depending on the circumstance. I know it seems to be a logical answer, but the conclusion is far from intuitive. :) Help!?} ------------------------------------------------------- Conditions: -1 Con
Prepared Spells: Day Two 1st - Lead Blades x3*, Hunter's Howl x2 2nd - Protective Spirit x2*, Bear's Endurance*, Pro.f.Energy 3rd - Cure Moderate Wounds x2, Mass Feather Step 4th - Aspect of the Wolf, Blessing of the Salamander*
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 Neutral Good
Active Spells or effects: Life Bubble: 4/4hrs (21hr in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 45/50min (21hr, 9 min in) darkvision 60' Vorelle, Jas, Brahmah Lead Blades (170mins, kukri 1d8, falchion 2d6) CL20 Greater Magic Weapon +5 (20 hrs) Vauhwyt (falchion and kukri) CL12 Barkskin +5 (2 hours) Vauhwyt Bear's Endurance (On Vorelle, 17mins) See Invis (Hand of Glory) Protective Spirit (15/17rnds, reduces AoO) Blessing of the Salamander (16/17rnds, fast healing 5, CMD +2, Fire Resistance 20) Haste (From Aztyr)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
Confront Your Pain /DMAl Monday June 4th, 2012 9:00:23 AM
OoC to Brahmah: That is correct. Fast Healing 5 would heal 5hp per round.
And, no, you don't have to stay in the area to retain the effects of Holy Aura. Once it is cast upon you, it is cast and remains.
Confront Your Pain /DMAl Monday June 4th, 2012 9:22:33 AM
OoC to Brahmah and All: That's a good question, Brahmah.
Defending Weapon: A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the bonus to AC lasts until his next turn.
The enhancement bonus adds to both Hit and Damage. I think that, logically, if you transfer that enhancement bonus elsewhere such that you lose it from the weapon, you lose both Hit and Damage. They are both part and parcel of that Enhancement. So, yes, you do lose Damage also.
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 142/142 (159/159 normal) d20+13=30 ; d20+13=16 ; d20+13=27 ; Monday June 4th, 2012 11:11:42 AM
Aztyr moves into the doorway, since she had already set off the symbol. Yelling out, [b]"don't move it to Q 20 If Vauhwyt manages to pull the skull out of the "GoI" Aztyr will cast a Limited Wish, using it to create a wall of ice box, along the edges of the Globe, 20 feet tall (each side is 20' long, boxing in the globe) That spell is cast only if the Skull is removed from the globe. If the SKULL is not removed from the area of the Globe, Aztyr will cast at Prelate Aruth. She points her finger after holding onto her rod of lesser maximize. She unleashes a series of Scorching rays at him.
Cast Scorching ray (forgot to add Haste +1 to the rolls) Ray #1 Touch attack 31 damage 30 (4d6 maximized +1/d6 for draconic heritage = 5x6=30) Ray #2 Touch attack 17 damage 30 (4d6 maximized +1/d6 for draconic heritage = 5x6=30) Ray #3 Touch attack 28 damage 30 (4d6 maximized +1/d6 for draconic heritage = 5x6=30)
Wold's Blood Draws : 8/8 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)
Holy Aura, Duration 14 rounds (Malgant) Protection from Energy, 170 minutes or 120 fire damage Haste, Duration 31 rounds Shield, Duration 34 minutes (extended) Mage Armor, Duration 09 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Magic Vestment +5, Duration 13 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Confront Your Pain /DMAl Monday June 4th, 2012 11:38:10 AM
OoC to Aztyr: I'm assuming that you are using Limited Wish to duplicate the Wall of Ice spell. If so, you are limited to the parameters of the Wall of Ice spell. (Hint, you cannot create a box.)
You may wish to review the spells involved. Look at the map. Review the dimensions of things. You may have to do some math. All of the information that you need is here. After that, if you still wish to go forth with things as you have described (aside from the box idea), you may do so. Your decision.
Confront Your Pain /DMAl Monday June 4th, 2012 1:29:03 PM
OoC to Vauhwyt: Please confirm your location. Last I checked you said M-N-38-39. Please check the map. Review the dimensions of the Globe of Invulnerability and its location both in vertical distance as well on the map. All the information that you need is here. If that is still where you would like to place, Vauhwyt then that is what I will go with. Recall that when grappling you pull a creature to the nearest available space.
AC 45,Touch 34, CMD 45/35 when flying,166/211 hp Malgant Winterborn d20+19=24 ; d20+19=25 ; d20+19=39 ; d20+19=28 ; d20+14=30 ; d20+9=22 ; d100=84 ; d100=2 ; d100=32 ; d100=71 ; d100=87 ; 2d6+10=21 ; d6=3 ; d6=1 ; 2d6+10=15 ; 2d6+10=12 ; d6=5 ; d6=5 ; 2d6+10=22 ; d6=4 ; d6=2 ; 2d6+10=20 ; d6=2 ; d6=1 ; Monday June 4th, 2012 5:40:03 PM
OOC OK, so its a GoI. How does that stop a permanent effect like Holy Weapon, from working? Would it make a weapon with the Holy enchantment not Holy while it was inside? Would it stop a Flaming weapon or a Shocking weapon from triggering? I guess I think that once enchanted a magic weapon would stay enchanted unless destroyed. A caster would need to specifically target a weapon to supress it with a dispel magic. Also which attack landed? All of them seem to make the 20% miss chance ( sorry I forgot to roll that) so I am suspecting his AC is between 30 and 36 since 36 was my best hit and 30 the next best. Finally Yes Brahmah the Holy Aura is a burst spell so once it is on you it stays, no need to stay huddled under it like a Circle of Protection. The name is kinda misleading I think. IC " Jass, if it is a Globe of Invulnerability can you dispel it? That would be a good alternative to dragging his sorry butt out of it. While you deal with that, I'll deal with the clockwork Taur over here with Brahmah." Malgant turns and launches a flurry of blows at the clockwork minotaur. ( not sure if it is evil, so I'll keep the holy damage separate as usual.) Attack 1 hits AC 24( concealment ok) for 21+4 holy damage Flurry hits AC 25 (concealment misses) Haste hits AC 39 ( critical threat) AC 28 to confirm ( concealment ok) for 15+ 10 holy damage if not a critical, 27+10 holy damage if critical Attack 2 hits AC 30( concealment ok) for 22 + 6 holy damage Attack 3 hits AC 22( concealment ok) for 20+3 holy damage All attacks are blunt, magic(+5 which should overcome adamantite resistance per page 562), ghost touch and good aligned Malhgant also declares Vorelle as his interpose target this round ( sorry I skipped that last time)
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 -Magic Vestment +5 cast by Aztyr with Wold's Blood, 12 hour duration (Day 1, 0 min) CL20 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -Wrathful Mantle, +4 resistance bonus to all saves, duration 15 minutes (Day 2, 5 min) CL 17 -Shield +4 shield bonus, duration 15 minutes, ( Day 2, 5 min) CL 17 -Shield of Faith, +4 deflection bonus to AC, duration 15 minutes, ( Day 2, 5 min)CL 17 -Barkskin +5 bonus to Natural armor, duration 168 minutes, ( Day 2, 5 min) CL 17 -Greater Magic Weapon, +5 bonus to monk unarmed attacks, duration 20 hours, (Day 2, 0 min) CL 20 -Holy Aura, duration 14 rounds (day 2, 7 min+1) CL17 -Haste , duration 31 rounds, CL 17 -All hero points expended --1 con - 1 of 3 channel energy used today -symbol of pain -4 to attacks, skill checks and ability checks -fatigued
Confront Your Pain /DMAl Monday June 4th, 2012 6:24:46 PM
OoC to Malgant and All: I'll have to apologize here. I read this line: "Excluded effects include spell-like abilities and spells or spell-like effects from items." and my brain interpreted it in the exact opposite way in which it was worded. That is to say, that effects from items were included. Which bolsters the idea that buff spells outside of the Globe also lose their effect once entering, an idea that I also no longer hold.
Fortunately, this mistake hasn't changed much. There are a few points of Holy damage on the Baron. That's about it.
Also, AC for the Baron was listed, wasn't? Yes. Just checked. It was.
AC 45,Touch 34, CMD 45/35 when flying,166/211 hp Malgant Winterborn Monday June 4th, 2012 6:45:51 PM
OOC Gotcha. No biggie since almost all my attacks missed. That was why I thought it was an AM field. I was wondering why it wasn't moving with him, now I know.
Confront Your Pain /DMAl Monday June 4th, 2012 7:02:58 PM
OoC to Malgant: Your +5 bonus is from Greater Magic Weapon, right? Greater Magic Weapon specifically states that it does not allow the bypass of DR.
"This bonus does not allow a weapon to bypass damage reduction aside from magic."
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) Monday June 4th, 2012 7:12:15 PM
Kindly DM Al, the trouble here with positioning is the third dimension. Vauhwyt wants to be 15 feet from the skull, so that if/when she grabs it, it will pulled just out of the globe. The curvature of the globe is throwing me off.
How's this sound ... Can Vauhwyt end her move at L-M-37-38, then hope to drag the thing to N37, any elevation? Or to 38M, above her and out of the globe? Or to 38-N at elevation 5 ft and under the curvature of the globe? If all those options are bad, maybe she can end her move at M-N-36-37 and pull it out? Please feel free to adjust V's final destination to grant her the result she desires.
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) Monday June 4th, 2012 7:13:04 PM "This bonus does not allow a weapon to bypass damage reduction aside from magic."
OOC: OUCH!
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 142/142 (159/159 normal) Monday June 4th, 2012 7:13:21 PM
Make it a dome of ice rather than a wall of ice if the skull is moved, my brain knows these things, but my fingers just type what they want to. it would be a 10' radius, and very thick due to Aztyr's level.
AC 45,Touch 34, CMD 45/35 when flying,166/211 hp Malgant Winterborn Monday June 4th, 2012 7:38:02 PM
OOC Eeww, I hadn't seen that. Guess almost all my damage will bounce
Confront Your Pain /DMAl Monday June 4th, 2012 7:46:15 PM
OoC to Aztyr and Vauhwyt:
Facts ==== It is 25ft from the floor to the ceiling. The GoI is 10ft in radius and centered at 15ft above the ground. This means its lowest point is 5ft above the ground and its highest point touches the ceiling. Vauhwyt, you're reaching upward and drawing down toward yourself and you're upper bounds is at 10ft.
I like to leave things for people to figure out. I know that I gain a certain pleasure when I finally *get* something. (Actually, I have the same vicarious pleasure watching others come up with an answer too.)
Suffice to say, I don't think either of you are going to accomplish what you want given the facts available. One more piece of info I'll give away. It's unrelated, but will effect one of Aztyr's actions. Sir Joshua has dropped the Prelate.
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 142/142 (159/159 normal) Monday June 4th, 2012 8:13:39 PM
Aztyr steps inside a few feet (10' inside door) if there is room made for her. She then will cast a wall of Ice using her Limited wish. She makes the wall as tall as the room in the column that blocks the most of the GoI from the Skull. (example make it on the O/P and stretch it 50' from the south wall right now before any actions it would end at the 36/37 line so there would be a wall floor to ceiling on that line to the bottom of the room.) Aztyr will drop the spell along the line that keeps the Skull out of the most. Either O/P or P/Q or Q/R line
understand?
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) Monday June 4th, 2012 8:52:41 PM
Okey Doke. One more try.
Vauhwyt occupies a cube 10x10x10. If she pulls from under the skull, the best she can do is to bring the skull to an elevation of
The globe at its lowest point is 5 ft off the ground.
Ugh. Got family duties. I'll try again in a half hour or 45 minutes. If you can't wait, then go with what I have posted. I'll take whatever I can get.
Brahmah 167/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste Monday June 4th, 2012 8:53:34 PM
OOC: Yay! Go go team!
Sir Joshua steps in to the wrapped figure. His blade describes a web of steel within which the wrapped figure jerks and dances from the impacts. As the Shining Knight settles back into a stance of rest, the wrapped figure collapses to the floor in heap of severed chunks. It is still and rises no more.
Jass has never seen one of these before. But it fits perfectly with the descriptions that he's heard of a Globe of Invulnerability spell. He calls the information out to his fellow heroes from Blackbird Lake. Then he flies around to the other side of the melee, and prepares to counter whatever spell the Baron Zev Ravenka might be coming up with next.
Vauhwyt finds herself still alive. Her soul is intact and still within her body. There are advantages to being part of a group whose collective virtue is the equal of their heroism. She circles the fringe of the melee. When she has her chance, she reaches up a fluid limb and grabs the skull. She snatches it out of the air and pulls it to her, bringing it to the closest available free space. This space, unfortunately, is still within the Globe of Invulnerability. Her spikes attack the skull, but all damage is resisted.
Vorelle is now very careful with her precious bow. She brings down the wrath of the minotaur when she takes her eyes from it in order to properly store the bow. Malgant's protection, however, again shields her from a nasty blow. As she finishes, she draws her axes, that appear with the speed of magic. Vorelle tries to grant her fellows her Hunter's Bond against the minotaur, but she finds that something is wrong. This minotaur is not Undead as she naturally assumed. It is something else, and she feels, as she moves in closer, her Hunter's Bond fail.
Brahmah sees something in this minotaur. It's been such a long time. Time, and memories so different from this ragged horror that stand before him make recognition so difficult. That, and the sheer monstrosity of the idea. And yet, now that he is near enough to strike, the fact is undeniable. This is his father. Or it is his father's body. Or what has been done to it. Maybe it is the shock of this revelation, of the flurry of many strikes that Brahmah makes, only the first one hits. The damage from the cut is resisted completely. Only the Vicious energy that arcs between son and father does any damage.
Aztyr, with the Baron now drawn to one side by Vauhwyt, uses a Limited Wish spell to drop a thick wall of ice from floor to ceiling.
Malgant turns his attention to the minotaur. Malgant's fists fly. Again only one strike in five - the third - lands solidly upon the creature, and even this blow fails to leave a mark. Even more telling, the glow of Holy energy fails to flare, a good sign that this minotaur is not evil, something that Brahmah might take some small comfort in.
Caught in Vauhwyt's grasp, the Baron now says nothing. Rather, he ... it focuses once again on Vauhwyt, and she finds her soul again attempting to rise out of her body. (Vauhwyt: Fortitude Save vs DC24. Save and take 2 Permanent Negative Levels. Fail and your soul is immediately drawn into one of the gems in the Baron's head. Your soul remains trapped within the gem, visible as but a gleam except under true seeing. Your soulless body corrupts and decays rapidly, reducing to dust in a single round.)
The clockwork minotaur that Brahmah now knows is some perversion of his dead father, now abandons all other attacks. Without care for its own safety, it turns to attack Vauhwyt only to find a wall in its way. Without hesitation, it charges the only figure in the way, Sir Joshua. With true bull-like determination, the clockwork minotaur pushes the Shining Knight back ten feet. (Brahmah, Malgant, Sir Joshua, Vorelle: Take an AoO against the Minotaur.)
+++++++++++++++++++++++++++++++++++++++++++
Ceiling is 25ft high.
Center of Shimmering Sphere is at 15ft w/10ft Radius.
All Light is DIM: 20% Miss chance unless you have Darkvision, Low-Light Vision or another way for overcoming it.
Symbol of Pain is at W35
Baron Zev Ravenka (Skull): Scratched / Elevation 15ft; Magic Immunity*; DR20/-; AC32; CMD26 Prelate Aruth: Dead (again) Minotaur (Brahmah, I am your father ... ): Scratched / Magic Immunity*; AC31, Touch AC8; DR15/???
Aztyr 1 CON Drain Brahmah 1 CON Drain Malgant 1 CON Drain
Clock: 21 hours 16 minutes +6 since Entry. Clock: 7 minutes +6 since Day 2 Start.
* Magic Immunity: Immune to spells or spell-like abilities that allow spell resistance
* Resistant to Blows: Take only half damage from melee and ranged weapons, natural weapons, and falls. Apply this reduction before applying damage reduction.
AC 45,Touch 34, CMD 45/35 when flying,166/211 hp Malgant Winterborn d20+19=27 ; Monday June 4th, 2012 9:13:29 PM " Imod's stomping hooves!! The damn thing is almost solid metal. I didn't even scratch it. Wait solid metal...Aztyr, your gauntlet might dent the thing. come at it and I will shield you." AoO hits AC 27..miss
Vauhwyt (HP1155 of 138, AC47) and Mookie (HP86 of 69, AC35) d20+15=18 ; Monday June 4th, 2012 10:59:37 PM
Vauhwyt's save with two negative levels is a fort save +7 base +2 Con +4 resistance (holy aura) +2 heroism +2 feat -2 neg levels = +15. Her roll is an 18. There is just no escaping it! This time she is drawn into the gem.
"The race is not to the swift or the battle to the strong, nor does food come to the wise or wealth to the brilliant or favor to the learned; but time and chance happen to them all."
Brahmah 167/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste d6=1 ; Tuesday June 5th, 2012 3:23:04 AM
(Ooc: Al, does the Vicious damage only do the retaliation damage on sucessful strikes? Or is it for every attack made? Brahmah took 1 damage for the successful strike, but I figured I'd ask.)
Brahmah recognizes his father in the Minotaur. "It's my father. But he's been dead for years. How can this be? He was dead and buried long ago." He thinks to the group. "Put him down." But having said that, his heart is torn again with memories and he can't make an AoO as a result. His attention is redirected at the skull. The centaur who killed him must be found and dealt with. Brahmah will make it out this foul place now. He hates Scarwall with more passion than before.
He retrieves the horn this round.
------------------------------------------------------- Conditions: -1 Con
Prepared Spells: Day Two 1st - Lead Blades x3*, Hunter's Howl x2 2nd - Protective Spirit x2*, Bear's Endurance*, Pro.f.Energy 3rd - Cure Moderate Wounds x2, Mass Feather Step 4th - Aspect of the Wolf, Blessing of the Salamander*
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 Neutral Good
Active Spells or effects: Life Bubble: 4/4hrs (21hr in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 45/50min (21hr, 9 min in) darkvision 60' Vorelle, Jas, Brahmah Lead Blades (170mins, kukri 1d8, falchion 2d6) CL20 Greater Magic Weapon +5 (20 hrs) Vauhwyt (falchion and kukri) CL12 Barkskin +5 (2 hours) Vauhwyt Bear's Endurance (On Vorelle, 17mins) See Invis (Hand of Glory) Protective Spirit (14/17rnds, reduces AoO) Blessing of the Salamander (15/17rnds, fast healing 5, CMD +2, Fire Resistance 20) Haste (From Aztyr)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
Brahmah ... /DMAl Tuesday June 5th, 2012 7:46:49 AM
OoC to Brahmah: Viscious damage only applies on Hits. It is an energy damage in the same way that Fire, Cold, or Holy are. They all work this way.
Brahmah 167/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste Tuesday June 5th, 2012 8:29:18 AM
OOC: Thanks Al.
Brahmah 167/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste Tuesday June 5th, 2012 8:33:22 AM
OOC: All, should I use the horn on the minotaur, or just continue attacking whoever?
Vorelle [Darkvision; Bear's Endurance; Haste; Holy Aura; Life Bubble][HP 139/193] Tuesday June 5th, 2012 8:46:22 AM
[OOC: The way I read Hunter's Bond, it isn't necessary for the Ranger to specify which favored enemy she thinks the opponent is. So, the Favored Enemy bonus should still apply if the minotaur is a Magical Beast, Monstrous Humanoid, or Reptilian Humanoid. Okay, that last one is pretty unlikely. But if the minotaur is any of those, Hunter's Bond would still work; it's just that the granted bonus would be different.]
Brahmah ... /DMAl Tuesday June 5th, 2012 8:48:49 AM
OoC to Vorelle: It is none of those.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 d20+21=25 ; d20+21=41 ; Tuesday June 5th, 2012 9:10:39 AM
The pain lancing through Jass is now only a part of the bitterness he feels in watching Vauhwyt crumple to dust in front of Baron Skull. The sorcerer could have tried something, but did nothing, and he can't help but think that some part is his fault.
Jass flies around the room again, clockwise this time, putting space between himself and the clockwork minotaur. Getting a bead on the alter, he pulls in his magical energy, and uses it as a lance to try and shatter the skull's Globe of Invulnerability. It resists, and he summons up everything he can, all his memories of the laughing life that was Vauhwyt, to strike at the Baron's protection!
Actions... Pain; -4 penalty on attack rolls, skill checks, and ability checks Move: U,40 (beside column, perhaps Partial Cover; +2 AC, +1 Reflex) Cast Greater Dispel Magic counterspell on the GoI 25 Hero Check 41 (Nat 20!) (Jass has now 0 Hero Points)
Active Spells: Telepathic Bond, Permanent (from Aztyr)
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points; Shield Extended: 27/34min (Day2 0 min in); +4 AC force effect Resist Energy (Fire); 63/70min (Day2 0 min in): ignore first 30 points of any fire attack Life Bubble: 4/4hrs (Day2 0 min in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 43/50min (Day2 0 min in) darkvision 60' Vorelle, Jas, Brahmah Barkskin[CL12] 53/60 min (Day2 0 min in) (from Vauhwyt) +5 natural armor (negates +4 amulet) Holy Aura[CL17] 13/17 rounds (Day2 7+1min in) from Malgant; - +4 deflection bonus to AC and a +4 resistance bonus on saves. (no effect, Jass already has +4 deflect and resistance bonus') - spell resistance 25 against evil spells and spells cast by evil creatures. - immune possession and mental influence - if an evil creature hits melee attack; save vs Bilnd Fort DC 27 Haste; 13/17 rounds (from Atzyr) +30 feet, +1 AC, Reflex Fly; 139/140 min 60' fly (Jass Fly Skill: 18)
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
Brahmah 167/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste Tuesday June 5th, 2012 10:58:58 AM
OOC: Vorelle, chances are very good the minotaur is a construct. Think Frankenstein. Base flesh, majority metal.
On the other hand, given the realm we're in, the minotaur could just as easily be undead or animated in some other fashion. That said, Al has said that it is NOT clearly evil cus it didn't melt from the holy smites/etc. So it is likely not undead. So we're back to the construct theory. About 99% sure construct. :)
Next question would seem to be, what kind of construct? What materials? Flesh? Metal (what kind? adamantine? iron? steel? other?)
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 142/142 (159/159 normal) d20+14=30 ; 3d6+15=25 ; Tuesday June 5th, 2012 12:13:03 PM
Aztyr having heard Malgant yell out decides it's time to make a move. She moves north around people, ending up at R,S/33,34. As she reaches the Metallic Minotaur she reaches out with her Gauntleted hand. (Touch Attack 30, with Gauntlet of Rust. 25 damage from Spell effect Rusting Grasp (1/17 rounds duration used)) "We'll know in moments if this will work," She yells as she touches the thing. She hopes that this thing doesn't take a dislike to her, even with Malgant's protection.
Wold's Blood Draws : 8/8 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)
Rusting Grasp Effect, Duration 17 rounds (Gauntlet of Rust) Holy Aura, Duration 14 rounds (Malgant) Protection from Energy, 170 minutes or 120 fire damage Haste, Duration 31 rounds Shield, Duration 34 minutes (extended) Mage Armor, Duration 09 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Magic Vestment +5, Duration 13 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Vorelle [Darkvision; Bear's Endurance; Haste; Holy Aura; Life Bubble][HP 139/193] d20+28=31 ; 2d6+10=18 ; Tuesday June 5th, 2012 1:56:31 PM
"Must be a construct," Vorelle mutters. She tries not to think about what's happening to Vauwhyt. We'll fix that later, she thinks vaguely.
Here and now, Vorelle does have an adamantine weapon, which might do some good. Bracing herself, she moves up and tries to hit the monster with a single, solid blow.
[Move to R-37, which will mean soaking up another AoO. Use Vital Strike feat. Hit AC 31 for 18 points of magical adamantine goodness.]
Sir Joshua the Virtuous (Ken), 203/203 his, AC 37/16 Touch DR 5/evil, 25 Spell Resistance, +22 Reflex d20+29=40 ; d10+23=28 ; 8d6=34 ; d20+30=44 ; d20+30=44 ; d20+25=28 ; d20+20=34 ; d20+15=21 ; d10+26=27 ; d10+26=33 ; d10+26=27 ; Tuesday June 5th, 2012 3:35:56 PM
Sir Joshua calls out a battle yell as the mummy falls, but then feels the minotaur slam into him, pushing him back 10'... It's actions give him a chance to hit it... (AoO while still fatigued - Hit AC 40 for 32 pts of dmg - forgot FE in rolls but adjusted here)
Now is a good time for him to relieve himself of his exhaustion and he takes deep breath... (Swift action Lay on hands, heals 34 pts)
Watching the minotaur closely, he laughs at it and says, "You push like a girl you fool... You've got to do something better than that if you're going to get over on me... "
With an apology to Brahmah, he continues bashing at it, trying to keep it occupied while the others figure out how to stop it... "I don't know what we can do to hurt it but somebody figure out its weaknesses while I keep his attention!"
He launches a flurry of blows against it, trying to find a chink in its armor...
Att1 - Hit AC 44 for 27 Att2 - Hit AC 44 for 33 Att3 - Miss AC 28 Att4 - Hit AC 34 for 27 Att5 - Miss AC 21
Total - 3 Hits for total of 87 pts of dmg ______ Highlight to display spoiler: {Attack vs. Non Evil Opponent while fatigued with +5 Holy Sword = +17 BAB + 8 Str - 5 PA +1 Stone +5 Sword Enh +1 Hasted - 1 Fatigued +3 FE = +29/+29/+24/+19/+14 for 1d10+18+5 Enh+3 FE-1 Fat.
WIthout fatigue - +30/30/25/20/15 for 1d10+26 (18+5 Enh+3 FE)} ____________ Current Effects/Spells
Me - Bless Weapon (15/17 minutes + 6/10 rounds) (blocked by Holy Weapon) Me - Holy Weapon (13/17 rounds) Haste (from Aztyr) Holy Aura (from Malgant) +3 favored bonus vs. skull and minotaur (2 rds left)
Updated Stats (due to effects/spells, etc.) 1. AC - 37/Touch 16 (10 Base + 12 Armor + 4 defection (Holy Aura) + 5 Shield + 4 Natural + 1 Stone + 1 Dodge (Haste)) 2. Resistance - 25 Spell Resistance for evil spells or cast by evil, 5/evil 3. Reflex Save - +22 4. Hps 203/203
Prepared Spells Level 1 (5): Divine Favor, Ghostband Dirge, Lessor Restoration, Hero's Defiance Level 2 (3): Shield Other, Fire of Entanglement, Resist Energy 30 Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1):
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) -10/10 remaining
Other Powers Lay on Hands - 15/16 per day Smite Evil - 5/7 per day Channel Energy- 9/9 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), 186/203 hps, Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20 _______
Effects of Holy Aura - A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures. Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures. Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does. Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).
Effects of Haste - When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Brahmah ... /DMAl Tuesday June 5th, 2012 5:09:52 PM
OoC to Aztyr: The Caster Level of the Gauntlet of Rust is that of the Item. It is not your Caster Level. So, that's a CL7 or 3d6+7. Also, it appears, the Rusting Grasp feature of the item is available only once per day.
AC 45,Touch 34, CMD 45/35 when flying,166/211 hp Malgant Winterborn d20+16=23 ; Tuesday June 5th, 2012 5:18:17 PM
Malgant's heart sinks when Vauhwyt's body crumbles to dust. His heart soars as he watches Jass reach deep inside and throw a perfect dispel at the Globe of Invulnerability. " Your turn is coming Skull. Sir Joshua, smite this skeletal abomination. I need to guard Aztyr while she ends this construct. Jass has opened the door for you. Take advantage of it while he keeps the thing from erecting another barrier." Malgant takes a 5 foot step towards the construct to be sure he is close enough to Aztyr to shield her. Malgant declares Aztyr as his interpose target this round. He then puts everything he has into hitting the construct, hard.( vital strike, power attack) Vital strike hit AC 23, miss
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 -Magic Vestment +5 cast by Aztyr with Wold's Blood, 12 hour duration (Day 1, 0 min) CL20 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -Wrathful Mantle, +4 resistance bonus to all saves, duration 15 minutes (Day 2, 5 min) CL 17 -Shield +4 shield bonus, duration 15 minutes, ( Day 2, 5 min) CL 17 -Shield of Faith, +4 deflection bonus to AC, duration 15 minutes, ( Day 2, 5 min)CL 17 -Barkskin +5 bonus to Natural armor, duration 168 minutes, ( Day 2, 5 min) CL 17 -Greater Magic Weapon, +5 bonus to monk unarmed attacks, duration 20 hours, (Day 2, 0 min) CL 20 -Holy Aura, duration 13 rounds (day 2, 7 min+1) CL17 -Haste , duration 30 rounds, CL 17 -All hero points expended --1 con - 1 of 3 channel energy used today -symbol of pain -4 to attacks, skill checks and ability checks -fatigued
Death and Distraction /DMAl d20+25=39 ; d20+25=29 ; d20+25=38 ; Tuesday June 5th, 2012 7:05:32 PM
Success defines the hero. Failure ...
Vauhwyt, this time, succumbs to the tug on her soul. The Grim in her laments that she may never see the gray lands of Gargul, for, with an unexplainable certainty, she knows that the Baron intends to consume her. He will eat her soul to restore himself, smacking at it with the same relish that she might eat a juicy peach. Then the ultimate darkness falls. Vauhwyt's body violently corrupts, boiling with puss and putrefied flesh before rapidly shrinking, shriveling, and falling to dust. What is left within the dust of what was once Vauhwyt is a surprised and confused little black bird. Mookie knows in his heart what has happened. The problem comes in accepting it. She is no longer inside him. Her voice is gone. Vauhwyt is dead. (Mookie is in N38.)
Brahmah spends a moment to pull the black piece of horn from his pouch.
Jass flies to the other side of the room. From there, he targets the shimmering sphere, the Globe of Invulnerability. With an heroic effort, the sorcerer banishes it. The shimmering globe is gone.
Aztyr acts on Malgant's supposition. She moves in on the minotaur, but misjudges the distance, receiving an Attack of Opportunity for her mistake. Thankfully, Malgant has chose to protect the right person, and his auspices saves Aztyr from harm. The guess upon the nature of the minotaur, however, does seem to be right. The magic Gauntlet does do the expected amount of damage, rusting away the exposed gears and struts of the minotaur.
Vorelle comes in close enough to hit, expecting to be hit by an attack of opportunity. It doesn't come, having fallen already on Aztyr. She strikes with her adamantine axe, and is rewarded with full damage.
Sir Joshua turns to the attack in hopes of keeping the minotaur busy. His blade falls and hits thrice. But the damage is resisted by the minotaur by half or more.
Malgant strikes at the clockwork iron figure built into the dead body of Brahmah's father. He swings and misses.
The Minotaur looms over Sir Joshua, its fists raised to smash down on the puny human. Then, something causes it's hulking frame to turn. It looks behind. It looks through Malgant to Brahmah. It whirls and moves in the other direction, now ignoring the Shining Knight. It's fists batter at Malgant, both strikes easily deflected by the Hand's training. The fists, however, do not seem to be directed so much to harm Malgant as to drive him out of the way.
The Baron now rises higher into the air, rises to the ceiling. "You destroyed my Prelate." The voice of the skull is cold and dispassionate. Its words are a statement of fact, devoid of anger or other emotion. "I think I will feast upon you as well." It is Sir Joshua who now feels the pull on his soul as the Baron Zev Ravenka opens a gem embedded into its bone to the Shining Knight as well. (Sir Joshua: Fortitude Save vs DC24. Save and take 2 Permanent Negative Levels. Fail and your soul is immediately drawn into one of the gems in the Baron's head. Your soul remains trapped within the gem, visible as but a gleam except under true seeing. Your soulless body corrupts and decays rapidly, reducing to dust in a single round.)
+++++++++++++++++++++++++++++++++++++++++++
Ceiling is 25ft high.
Center of Shimmering Sphere is at 15ft w/10ft Radius.
All Light is DIM: 20% Miss chance unless you have Darkvision, Low-Light Vision or another way for overcoming it.
Clock: 21 hours 16 minutes +7 since Entry. Clock: 7 minutes +7 since Day 2 Start.
* Magic Immunity: Immune to spells or spell-like abilities that allow spell resistance
* Resistant to Blows: Take only half damage from melee and ranged weapons, natural weapons, and falls. Apply this reduction before applying damage reduction.
Mookie is a tiny sized brown and black icon.
Sir Joshua the Virtuous (Ken), 203/203 his, AC 37/16 Touch DR 5/evil, 25 Spell Resistance, +22 Reflex Tuesday June 5th, 2012 7:57:52 PM
(Quick question - since one of us is gone and several have negative levels (no chance to save vs that), 1. What's it going to take to get those levels back and save our friend? I'm not frustrated too much but am concerned that 1 d20 roll can wipe out a character you have invested a lot of your time into and also that you lose 2 levels without having a chance to save vs it.)
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 142/142 (159/159 normal) d20+29=47 ; d20+6=12 ; Tuesday June 5th, 2012 8:21:26 PM
Aztyr seeing the effect that the gauntlet had decides immediately what needs to be done.... She casts her spell on the defensive, She twists her magic that encompasses the Limited Wish magic. The results of which will imbue the target of her spell with the effects of a Rusting Grasp spell. That target is Malgant, whom she touches just before she moves to another location. (limited Wish: give Malgant the effects of Rusting Grasp for 17 rounds) (damage will be 3d6+15 from Malgant) "Here Malgant, you take care of him, I got other things to do." She then moves to M,N/35,36, she tries to do some tumbling, but it's not really effective. (acrobatics 12) (expect an AoO for that)
Wold's Blood Draws : 8/8 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)
Holy Aura, Duration 13 rounds (Malgant) Protection from Energy, 170 minutes or 120 fire damage Haste, Duration 30 rounds Shield, Duration 34 minutes (extended) Mage Armor, Duration 09 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Magic Vestment +5, Duration 13 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Death and Distraction /DMAl Tuesday June 5th, 2012 8:40:49 PM
OoC to Sir Joshua: There are remedies built into the game. Nothing I think you can bring to bear now. But they exist. You probably want to discuss them once this is over. Or, maybe via email. To tell you the truth, several of you have already had these problems and been cured of them during this module. Really, it's not much different from taking damage and then being cured by a spell later.
AC 45,Touch 34, CMD 45/35 when flying,166/211 hp Malgant Winterborn d20+21=36 ; d100=64 ; 3d6+15=22 ; Tuesday June 5th, 2012 8:42:38 PM
OOC Demilich's are bad news. What'll it take to right the party you ask? It takes me, sitting on a ton of prayers that I never memorize, crying that I keep missing because without being magiced up to the tips of my horns I am not really a good melee combatant. The faster we down this dude the less he can spread the love of his soul sucking around. But be warned, I have but one miracle memorized so any more souls sucked need to wait for me to regain spells again. IC Malgant weathers the assault by the construct, stepping away from the clumsy but powerful blows thrown by it. Standing his ground he forms a barrier between the Minotaur construct and it's quarry, Brahmah. freed of the need to penetrate the thick hide and formidable structure of the beast Malgant reaches out and touches the construct delivering the rusting grasp that now envelops his hand. Touch attack hits AC 36, concealment ok, 22 points of damage.Once again, Malgant targets Vorelle with his interpose ability.
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 -Magic Vestment +5 cast by Aztyr with Wold's Blood, 12 hour duration (Day 1, 0 min) CL20 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -Wrathful Mantle, +4 resistance bonus to all saves, duration 15 minutes (Day 2, 5 min) CL 17 -Shield +4 shield bonus, duration 15 minutes, ( Day 2, 5 min) CL 17 -Shield of Faith, +4 deflection bonus to AC, duration 15 minutes, ( Day 2, 5 min)CL 17 -Barkskin +5 bonus to Natural armor, duration 168 minutes, ( Day 2, 5 min) CL 17 -Greater Magic Weapon, +5 bonus to monk unarmed attacks, duration 20 hours, (Day 2, 0 min) CL 20 -Holy Aura, duration 12 rounds (day 2, 7 min+1) CL17 -Haste , duration 29 rounds, CL 17 -All hero points expended --1 con - 1 of 3 channel energy used today -symbol of pain -4 to attacks, skill checks and ability checks -fatigued
Sir Joshua the Virtuous (Ken), 203/203 his, AC 37/16 Touch DR 5/evil, 25 Spell Resistance, +22 Reflex Tuesday June 5th, 2012 9:05:26 PM
(Thanks guys and that makes sense. Remember this is my first experience in DnD at such a high level, so I'm learning those nuances as we go ;). LIke I said, I wasn't upset and was just trying to figure out how we'd ever be able to make up what we lost... I didn't know about the miracle ability, especially with bringing souls back... Yuck.... Learned something new today...
Mookie (HP86 of 69, AC35) d20+9=24 ; d20+19=34 ; Tuesday June 5th, 2012 9:44:29 PM
OOC from Cayzle: "Save or Die" is an old school play that has me nostalgic for the days that all poison was save or die. Giant centipedes? Scorpions? Snakes? Bad as demiliches, back in the day! It's all good for an old grognard like me, no worries!
Mookie pauses a moment in sheer shock, and then outrage. "You dirty rat!" he shouts at the skull. "You killed the Boss!"
He flies to charge the skull, shouting, "I'll do you for that, you sad excuse for a braincase!"
Fly check 24.
The raven flies 10 feet (minimum distance for a charge), at which point the skull is within his 15 ft reach due to fluid form. He activates his Holy Smite as a swift action.
His charge attack is at +2, with another +1 due to haste. That's base +9 bab +3 dex +2 size +2 heroism +2 charge +1 haste = +19. He hits AC34, a hit! His damage is a base 1 hp plus 17 smiting damage = 18 total. Any chance that a Celestial Creature's Smite Evil ability can scratch that thing?
Sanity Info:
Spells cast on Mookie: CL20 Heroism (3 hrs, 20 min) CL12 Barkskin (2 hrs) CL1 Mage Armor (60 min) CL20 False Life (20 hrs) CL20 Fluid Form (used 7 min of 20) CL?? Haste from Aztyr CL?? Holy Aura from Mal CL?? Life Bubble from Jass (4 hours)
Spells cast on Others: CL20 Greater Magic Weapon +5 (20 hrs) -- 1x Mal (monk unarmed attacks) -- 2x Brahmah (falchion and kukri) -- 3x Vorelle (2 hand axes and bow) CL20 Heroism on Aztyr (3 hrs 20 min) CL12 Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (2 hours)
Vorelle [Darkvision; Bear's Endurance; Haste; Holy Aura; Life Bubble][HP 139/193] d20+28=46 ; d20+23=32 ; d20+18=30 ; d20+13=19 ; d6+10=11 ; d6+10=15 ; Tuesday June 5th, 2012 9:55:07 PM
"Adamantine works!" Vorelle pants, lining up another attack on the minotaur. "Um....does anybody but me have it?"
She wishes she could take a moment encourage her friends against the skull, but she senses she's needed here. [Not spending the move action to renew the Favored Enemy bonus; sorry, guys]
Instead, she swings her adamantine axe 4 times against the minotaur. She does not bother with her other axe; the cold iron isn't going to do a thing.
[Hit AC 46 for 11 damage; hit AC 32 for 15 damage.]
[Interesting question for DM Al: Vorelle has the Two-Weapon Rend feat. If she hit with both weapons (one adamantine and one non-adamantine), and then rended, would the DR apply to the rend?]
Mookie (HP86 of 69, AC35) Tuesday June 5th, 2012 10:01:09 PM
Ooh! Was Vorelle's +3 Hunter Bonus in effect for Mookie? He posted before Vorelle did! And extra +3 damage means 21 damage total!
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 d20+21=40 ; Tuesday June 5th, 2012 10:25:19 PM
Jass is elated the Globe is down, but now finds all his vaunted magic... useless. The minotaur-machine and Baron are both immune to all spells that Jass can cast. He has no spells to buffer or support his friends. If his friends die, he will be at the mercy of the hideous creatures of Scarwall.
Snarling in his impotence, Jass tries to forestall that evil time by preparing to Counter any spell or spell-like ability of the demi-lich. "C'mon ya bastard, ice me, flame me, make me write bad checks!"
Actions... Pain; -4 penalty on attack rolls, skill checks, and ability checks ready Cast Greater Dispel Magic counterspell on Demilich spell or spell-like ability: 40
Active Spells: Telepathic Bond, Permanent (from Aztyr)
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points; Shield Extended: 27/34min (Day2 0 min in); +4 AC force effect Resist Energy (Fire); 63/70min (Day2 0 min in): ignore first 30 points of any fire attack Life Bubble: 4/4hrs (Day2 0 min in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 43/50min (Day2 0 min in) darkvision 60' Vorelle, Jas, Brahmah Barkskin[CL12] 53/60 min (Day2 0 min in) (from Vauhwyt) +5 natural armor (negates +4 amulet) Holy Aura[CL17] 13/17 rounds (Day2 7+1min in) from Malgant; - +4 deflection bonus to AC and a +4 resistance bonus on saves. (no effect, Jass already has +4 deflect and resistance bonus') - spell resistance 25 against evil spells and spells cast by evil creatures. - immune possession and mental influence - if an evil creature hits melee attack; save vs Bilnd Fort DC 27 Haste; 13/17 rounds (from Atzyr) +30 feet, +1 AC, Reflex Fly; 139/140 min 60' fly (Jass Fly Skill: 18)
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
Death and Distraction /DMAl Tuesday June 5th, 2012 10:48:55 PM
OoC to Vauhwyt: Hunter's Bond does not apply to Mookie. " ... to all allies within 30 feet who can see or hear him." Not from inside the pouch.
Mookie (HP86 of 69, AC35) d20+8=24 ; Tuesday June 5th, 2012 11:46:38 PM
Hey! "see OR hear" ... A pouch is not soundproof! Mookie coulda heard Vorelle, an extrovert known across the Wold as a bold, emphatic, declarative loud-talker!
Kindly merciful DM Al, at least give a poor grasping-at-straws stricken-with-grief raven a listen check ... a 24! Sure Mookie heard his second oldest friend's fabulous instructions! It was something like, "Poke him in the eye socket," IIRC.
Brahmah 167/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste Wednesday June 6th, 2012 6:44:30 AM
The minotaur is tired. So tired. Another friend down, likely for good this time. His father's form, though not him, here in this room because of this corrupt realm. His father died in a Kayleb trying to keep family honor, now his memory is tarnished due to this abomination. Not really sure how to continue, the old ranger clutches the horn and looks at Vorelle. Her statement ringing in his one good ear. Maybe with her weapons... then he notices, it has drawn the constructs attention... but what? He looks at the horn, then smiles. "Hey there gear head." He says to his 'father'. "This belong to you?" Then something occurs to the sometimes thick ranger. "It IS yours. And you want it back, right pops?" He takes a step or two away from the construct. "Stop where you are and I'll consider giving it to you." The minotaur hopes this idea works. He'd seen a similar situation years ago. Here's to hoping... "Friends, should we play keep away with the horn? It seems to be occupying the construct. By the way, father was never this rude in life. He grew grapes for blue wine... well, maybe he was a bit of a jerk at times."
Actions: Hasted move away from the construct. Free action to taunt. Readied actions to attack the construct if it is within reach. (However, if it complies to the halt command, great. Otherwise, all bets are off and pops is going down.)
(Al, how slow s pops moving?)[Is Mookie connected to the Mindlink?] ------------------------------------------------------- Conditions: -1 Con
Prepared Spells: Day Two 1st - Lead Blades x3*, Hunter's Howl x2 2nd - Protective Spirit x2*, Bear's Endurance*, Pro.f.Energy 3rd - Cure Moderate Wounds x2, Mass Feather Step 4th - Aspect of the Wolf, Blessing of the Salamander*
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 Neutral Good
Active Spells or effects: Life Bubble: 4/4hrs (21hr in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 45/50min (21hr, 9 min in) darkvision 60' Vorelle, Jas, Brahmah Lead Blades (170mins, kukri 1d8, falchion 2d6) CL20 Greater Magic Weapon +5 (20 hrs) Vauhwyt (falchion and kukri) CL12 Barkskin +5 (2 hours) Vauhwyt Bear's Endurance (On Vorelle, 17mins) See Invis (Hand of Glory) Protective Spirit (13/17rnds, reduces AoO) Blessing of the Salamander (14/17rnds, fast healing 5, CMD +2, Fire Resistance 20) Haste (From Aztyr)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
Death and Distraction /DMAl Wednesday June 6th, 2012 8:13:29 AM
OoC to Vauhwyt: Sorry. Not from inside the pouch. And more certainly not a retroactive Perception check. If you had been rolling Perception from inside the pouch all the long, I might be amenable to changing my mind. But now, no.
Death and Distraction /DMAl Wednesday June 6th, 2012 8:16:59 AM
OoC to Brahmah: Pops seems to move as fast as any of you. No, Mookie lost his connection to the Telepathic Bond during the battle with the devils. It was dispelled.
Death and Distraction /DMAl Wednesday June 6th, 2012 10:07:18 AM
OoC to Jass: BTW, you're on the opposite side of Aztyr's Wall of Ice from the Baron. You can't counterspell what you can't see.
Sir Joshua the Virtuous (Ken), 176/176 hps, AC 37/16 Touch DR 5/evil, 25 Spell Resistance, +22 Reflex d20+27=31 ; d20+9=15 ; Wednesday June 6th, 2012 12:14:38 PM
Sir Joshua roars in anger as he feels the skull drain away part of his life (Fort Save = 31) but the damage is limited... (-2 Permanent Levels, down to 15th level...)... Since the others seem to have the minotaur handled, he changes his attention to the skull...
He activates his boots of flying and hasted, flies to O38 (up 20', south 20')
(Flying - 15) ______________ Current Effects/Spells
Me - Bless Weapon (15/17 minutes + 5/10 rounds) (blocked by Holy Weapon) Me - Holy Weapon (12/17 rounds) Haste (from Aztyr) Holy Aura (from Malgant) +3 favored bonus vs. skull 2 Permanent Negative levels Updated Stats (due to effects/spells, etc.)
1. AC - 37/Touch 16 (10 Base + 12 Armor + 4 defection (Holy Aura) + 5 Shield + 4 Natural + 1 Stone + 1 Dodge (Haste)) 2. Resistance - 25 Spell Resistance for evil spells or cast by evil, 5/evil 3. Reflex Save - +22 4. Hps 176/176 5. Fort and Will both dropped by 1, as well as lost 4th attack and -2 on remaining attacks
Prepared Spells Level 1 (4): Divine Favor, Ghostband Dirge, Lessor Restoration, Hero's Defiance Level 2 (2): Shield Other, Fire of Entanglement, Resist Energy 30 Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1):
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.) - 1 used, 29/30 rounds remaining Mithril Plate of Speed (Haste - 10 rds/day) -10/10 remaining
Other Powers Lay on Hands - 15/16 per day Smite Evil - 5/7 per day Channel Energy- 9/9 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20 _______
Effects of Holy Aura - A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures. Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures. Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does. Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).
Effects of Haste - When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Giving the Bird /DMAl d20+25=29 ; d20+25=42 ; d20+25=44 2d10(9+3)+16=28 Wednesday June 6th, 2012 4:41:38 PM
Aztyr wishes upon a spell, and she wishes big. The grand spirits of the magical weave assess the power of her spell and decide to grant 2 Rusting Grasp spells to Malgant instead of 17. (But, at CL17.) She then tries to skip nimbly around minotaur, but finds that, not only is her skill lacking, but that the minotaur is extremely difficult to catch off guard in this way. It hits her. (Aztyr: Take 28hp Slam Damage.)
Malgant uses the wish conferred upon him - limited, though it may be to 2 uses - and is rewarded by the sight of gears and struts that rust away within the flesh suit of Brahmah's long dead father. He extends his protection to Vorelle.
Mookie charges the Baron. Years of service to his beloved mistress have granted the little bird Celestial status, and he now smites the murderer of Vauhwyt. Silver light flares at the beak-strike of the black raven. The skull looks much more damaged than Mookie had thought. (First strike of a smite vs undead is 2xLevel. Also bypasses all DR.)
Vorelle now begins hacking away at the minotaur. Her adamantine axe bites through its damage resistance.
Jass can bring nothing to bear against two magically immune opponents. He stands ready, however, to counter any spells that the Baron might unleash.
Brahmah recognizes the sudden change in the minotaur's purpose, and divines the intent as an attempt to get at him and the piece of black horn. He plays on a bet, and commands the minotaur to halt. Then, Brahmah backs away and readies to retaliate should the creature come within range.
Sir Joshua activates the power of flight and joins Mookie.
The minotaur, though battered and rusted to the point of near collapse, is single minded in its pursuit of Brahmah and the tip of horn. It continues to slam at the only thing standing in its way: Malgant. And still the minotaur is unable to break through the Hand's web of defense.
The Baron appears surprised. (If a naked skull can be said to wear an expression of surprise.) How could a small back bird have done such harm to him? It is this surprise, more than anything else, that causes the Baron to direct his powers against the black bird. Mookie now feels his soul drawn from his body and towards one of the gems in the skull. (Mookie: Fortitude Save vs DC24. Save and take 2 Permanent Negative Levels. Fail and your soul is immediately drawn into one of the gems in the Baron's head. Your soul remains trapped within the gem, visible as but a gleam except under true seeing. Your soulless body corrupts and decays rapidly, reducing to dust in a single round.)
+++++++++++++++++++++++++++++++++++++++++++
Mookie is effectively at 20ft elevation and shares the same square as The Baron. Sir Joshua is at 20ft elevation.
Ceiling is 25ft high.
Center of Shimmering Sphere is at 15ft w/10ft Radius.
All Light is DIM: 20% Miss chance unless you have Darkvision, Low-Light Vision or another way for overcoming it.
Symbol of Pain is at W35
Baron Zev Ravenka (Skull): Injured / Elevation 20ft; Magic Immunity*; DR20/-; AC32; CMD26 Prelate Aruth: Dead (again) Minotaur: Near Death / Magic Immunity*; AC31, Touch AC8; CMD39 DR15/???
Aztyr 1 CON Drain Brahmah 1 CON Drain Malgant 1 CON Drain
Clock: 21 hours 16 minutes +8 since Entry. Clock: 7 minutes +8 since Day 2 Start.
* Magic Immunity: Immune to spells or spell-like abilities that allow spell resistance
* Resistant to Blows: Take only half damage from melee and ranged weapons, natural weapons, and falls. Apply this reduction before applying damage reduction.
Mookie (HP86 of 69, AC35) d20+12=22 ; Wednesday June 6th, 2012 5:51:08 PM
OOC: Let's get that pesky Fort save out of the way! Mookie has a +7 base -1 con +2 heroism +4 holy aura = +12. He rolls a 22.
Mookie feels a burst of triumph as he lands a solid blow on the skull! "Take that, you hard-headed halibut! That'll learn ya!"
But his joy is short lived as his soul is drawn out of his body. With his dying breath, he decides to go out with his best Fred G. Sanford. "I'm coming to meet you, Vauhwyt! It's the Big One! You hear that, Boss? I'm comin' to ya!"
And that's the end of Mookie.
AC 45,Touch 34, CMD 45/35 when flying,166/211 hp Malgant Winterborn d20+21=33 ; d100=43 ; 3d6+17=27 ; Wednesday June 6th, 2012 7:26:21 PM
Malgant again reaches out with his newly enchanted hand and touches the construct, rusting away more gears with each touch. Touch attack 33, concealment OK, damage 27 Vorelle is still my interpose target.
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 -Magic Vestment +5 cast by Aztyr with Wold's Blood, 12 hour duration (Day 1, 0 min) CL20 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -Wrathful Mantle, +4 resistance bonus to all saves, duration 15 minutes (Day 2, 5 min) CL 17 -Shield +4 shield bonus, duration 15 minutes, ( Day 2, 5 min) CL 17 -Shield of Faith, +4 deflection bonus to AC, duration 15 minutes, ( Day 2, 5 min)CL 17 -Barkskin +5 bonus to Natural armor, duration 168 minutes, ( Day 2, 5 min) CL 17 -Greater Magic Weapon, +5 bonus to monk unarmed attacks, duration 20 hours, (Day 2, 0 min) CL 20 -Holy Aura, duration 11 rounds (day 2, 7 min+1) CL17 -Haste , duration 28 rounds, CL 17 -All hero points expended --1 con - 1 of 3 channel energy used today -symbol of pain -4 to attacks, skill checks and ability checks -fatigued
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 114/142 (159/159 normal) Wednesday June 6th, 2012 7:49:23 PM
Aztyr, even knowing that her granting Malgant the ability to rust that "machine" would not last anywhere near as long as it should, she had other things to do, getting swatted by that thing while it didn't surprise her, still hurt quite a bit. Getting over far enough to see the skull, it was time to wreck the Baron's day.. well, whatever you called it here in the Scarwall. *Nobody disturb Vauhwyt's or Mookie's ashes and someone alert Joshua to not disturb them either. I have an Idea, but I don't want to let the Baron know it comes from me.* Aztyr has seen a pair of her friends turned to ash, so before attracting the Baron's ire she decides to protect herself, she uses her Limited Wish spells malleability to grant herself a Death Ward's protection.
Wold's Blood Draws : 8/8 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)
Death Ward, Duration 17 minutes Holy Aura, Duration 12 rounds (Malgant) Protection from Energy, 170 minutes or 120 fire damage Haste, Duration 29 rounds Shield, Duration 34 minutes (extended) Mage Armor, Duration 09 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Magic Vestment +5, Duration 13 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Vorelle [Darkvision; Bear's Endurance; Haste; Holy Aura; Life Bubble][HP 139/193] d20+28=41 ; d20+28=41 ; d20+23=36 ; d20+18=36 ; d20+13=23 ; d6+10=13 ; d6+10=13 ; d6+10=13 ; d6+10=14 ; Wednesday June 6th, 2012 10:40:20 PM
A part of Vorelle mourns for Vauhwyt and Mookie, but she also knows she needs to finish off this clockwork minotaur. She goes in again with her adamantine axe.
[Hit AC 41 for 13 damage; hit AC 41 for 13 damage; hit AC 36 for 13 damage; hit AC 36 for 14 damage, just when I thought the d6 roller was stuck. :) ]
Brahmah 167/202hps, AC 35(36 hasted) +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste d20+27=33 ; d20+29=42 ; d20+23=33 ; d20+25=42 ; d20+18=35 ; d20+13=33 ; 2d6+12=17 ; 2d6+12=20 ; 2d6+12=17 ; d8+12=13 ; d8+12=20 ; d8+12=18 ; d6=1 ; d6=6 ; d6=1 ; d8=1 ; 2d6=7 ; d10=10 ; 2d6=12 ; 2d6=11 ; 2d6=8 ; 2d6=6 ; 2d6=10 ; 2d6=7 ; Thursday June 7th, 2012 6:14:51 AM
The ranger moves up to Malgant's side and attacks the construct. He does not activate his Defender ability from his blades. Hits ACs 34, 43, 34, 43, 35( threat if Bahmah is holding the scarab or whatever of daddy bane) and 34 (nat 20, cirt threat) (hasted +1)
Actions: Hasted move. Does not activate Defender. Full attack. Hits six times. For 17, 13(1 cold damage),20, 20(6 cold damage),17(24 if crit),18(19 if crit, 1 cold damage), 10 Rend damage, Vicious damage 12, 11, 8, 6, 10 and 7 respectively. ------------------------------------------------------- Conditions: -1 Con
Prepared Spells: Day Two 1st - Lead Blades x3*, Hunter's Howl x2 2nd - Protective Spirit x2*, Bear's Endurance*, Pro.f.Energy 3rd - Cure Moderate Wounds x2, Mass Feather Step 4th - Aspect of the Wolf, Blessing of the Salamander*
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 Neutral Good
Active Spells or effects: Life Bubble: 4/4hrs (21hr in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 45/50min (21hr, 9 min in) darkvision 60' Vorelle, Jas, Brahmah Lead Blades (170mins, kukri 1d8, falchion 2d6) CL20 Greater Magic Weapon +5 (20 hrs) Vauhwyt (falchion and kukri) CL12 Barkskin +5 (2 hours) Vauhwyt Bear's Endurance (On Vorelle, 17mins) See Invis (Hand of Glory) Protective Spirit (12/17rnds, reduces AoO) Blessing of the Salamander (13/17rnds, fast healing 5, CMD +2, Fire Resistance 20) Haste (From Aztyr) Holy Aura
Item Provided junk: Daylight 1/day See Invisibility 1/day* Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
Brahmah 167/202hps, AC 35(36 hasted) +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste Thursday June 7th, 2012 6:20:07 AM
OOC: Curiosity has me wondering if the minotaur would have stopped eventually. Aw well. My suspicion is it is dead again.
Al, fast healing. Is that only actual damage taken while the spell is active? Or can it restore previous damage? I know not to expect Con damage to return, the question is that of timing I suppose.
Giving the Bird /DMAl Thursday June 7th, 2012 7:10:11 AM
OoC to Brahmah: No. Fast Healing is the same as natural healing only faster. You recover all hit points up until the maximum allowed by your current Con * Level.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 d20+23=32 ; Thursday June 7th, 2012 7:36:28 AM
Jass is wracked with pain, physical, emotional, and spiritual from the Symbol, the sight of putrefyied ash that used to be Vauhwyt and Mookie, and a feeling of helplessness that his magic can't do anything right now. Literally! He can't even counter the supernatural power of the Baron in sucking the life out of his friends one by one until it can play with the sorcerer at his liesure.
The prudent thing would be to flee and be less a target, but Jass isn't thinking straight right now. He stands his ground, throwing the only weapon he has left, his voice.
"Keep em busy boys", he says, "As soon as I get this Maximized Greater Shatter spell out, I'll turn that Skull to dust!"
Jass reaches into his pocket and retrieves a Daylight Scroll, pretending to get ready to cast a BIG spell on the Demi-Lich and hopefully turning him into a target for the things wrath rather than his friends who CAN do something.
Actions... Pain; -4 penalty on attack rolls, skill checks, and ability checks Bluff Baron: 32; 28 because of pain
Active Spells: Telepathic Bond, Permanent (from Aztyr)
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points; Shield Extended: 27/34min (Day2 0 min in); +4 AC force effect Resist Energy (Fire); 63/70min (Day2 0 min in): ignore first 30 points of any fire attack Life Bubble: 4/4hrs (Day2 0 min in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 43/50min (Day2 0 min in) darkvision 60' Vorelle, Jas, Brahmah Barkskin[CL12] 53/60 min (Day2 0 min in) (from Vauhwyt) +5 natural armor (negates +4 amulet) Holy Aura[CL17] 11/17 rounds (Day2 7+1min in) from Malgant; - +4 deflection bonus to AC and a +4 resistance bonus on saves. (no effect, Jass already has +4 deflect and resistance bonus') - spell resistance 25 against evil spells and spells cast by evil creatures. - immune possession and mental influence - if an evil creature hits melee attack; save vs Bilnd Fort DC 27 Haste; 11/17 rounds (from Atzyr) +30 feet, +1 AC, Reflex Fly; 139/140 min 60' fly (Jass Fly Skill: 18)
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
Sir Joshua the Virtuous (Ken), 176/176 hps, AC 41/20 Touch DR 5/evil, 25 Spell Resistance, +22 Reflex d20+9=27 ; d20+25=40 ; d20+25=30 ; d20+20=24 ; d20+15=20 ; d10+50=60 ; d6=5 ; d6=5 ; Thursday June 7th, 2012 10:58:45 AM
Sir Joshua roars in fury as his new little friend is destroyed... So many of his companions falling all at once... With a renewed anger, he smites the baron with all of his righteous anger and holy might...
(Fly check to stay where he's at = 27)
Att1 - Hit AC 40 (Bypasses All DR since Smite Evil) for 73 + 10 holy = 83 Att2 - Miss AC 30 Att3 - Miss AC 24 Att4 - Miss AC20
Me - Bless Weapon (15/17 minutes + 4/10 rounds) (blocked by Holy Weapon) Me - Holy Weapon (11/17 rounds) Haste (from Aztyr) Holy Aura (from Malgant) +3 favored bonus vs. skull 2 Permanent Negative levels Updated Stats (due to effects/spells, etc.)
1. AC - 41 vs Skull (37)/Touch 20 vs skull (16) (10 Base + 12 Armor + 4 defection (Holy Aura) + 5 Shield + 4 Natural + 1 Stone + 1 Dodge (Haste)) 2. Resistance - 25 Spell Resistance for evil spells or cast by evil, 5/evil 3. Reflex Save - +22 4. Hps 176/176 5. Fort and Will both dropped by 1, as well as lost 4th attack and -2 on remaining attacks
Prepared Spells Level 1 (4): Divine Favor, Ghostband Dirge, Lessor Restoration, Hero's Defiance Level 2 (2): Shield Other, Fire of Entanglement, Resist Energy 30 Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1):
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.) - 1 used, 29/30 rounds remaining Mithril Plate of Speed (Haste - 10 rds/day) -10/10 remaining
Other Powers Lay on Hands - 14/14 (lost 2 due to negative levels) per day Smite Evil - 4/6 per day Channel Energy- 8/8 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20 _______
Effects of Holy Aura - A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures. Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures. Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does. Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).
Effects of Haste - When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Mookie, or, rather the long fluid arm of Mookie, falls away. As it falls, it goes through the same horrible transformation that Mookie's mistress underwent. Then, the dust that is faithful Mookie mingles with the dust of his mistress. Together in death.
Malgant touches the minotaur again. He watches as virulent rust spreads from the spot.
Aztyr begins a covert operation against the evil Baron Ravenka. But first, a Death Ward spell.
Vorelle strikes again and again with her adamantine axe.
Brahmah move in now for a single hit on this abomination of his father.
Jass attempts a bluff to draw the attention of the baron demilich high-priest of Scarwall. The Baron, however, appears far too canny to fall for the sorcerer's pain impaired ruse.
Sir Joshua smites the demilich baron. The net of steel carved by the Shining Knight's blade only connects once. But it is enough to bring the evil undead very near to its destruction. Close, but not close enough.
The minotaur's internal framework finally gives way with an audible crack as it is struck from several different directions. Its inner works - no longer meshed, no longer held together - now releases its collective energy against itself. It bucks. It clashes. It spins. Finally, it explodes in a shower of razor-sharp gears and debris. (Brahmah, Malgant, Vorelle: Take 46hp slashing damage. Reflex vs DC18 for half.)
"YOU WILL SUFFER! I CURSE YOU ALL! YOUR BRIGHTEST MOMENT WILL BE YOUR DARKEST FALL!" Then once again, Sir Joshua feels the deadly tug upon his soul. The skull, smitten and cracked, on the verge of being destroyed, once again, tries to pull Sir Joshua into one of his gems. (Sir Joshua: Fortitude Save vs DC24. Save and take 2 Permanent Negative Levels. Fail and your soul is immediately drawn into one of the gems in the Baron's head. Your soul remains trapped within the gem, visible as but a gleam except under true seeing. Your soulless body corrupts and decays rapidly, reducing to dust in a single round.)
+++++++++++++++++++++++++++++++++++++++++++
Sir Joshua is at 20ft elevation.
Ceiling is 25ft high.
All Light is DIM: 20% Miss chance unless you have Darkvision, Low-Light Vision or another way for overcoming it.
Symbol of Pain is at W35
Baron Zev Ravenka (Skull): Nearly Destroyed / Elevation 20ft; Magic Immunity*; DR20/-; AC32; CMD26 Prelate Aruth: Dead (again) Minotaur: Dead
Aztyr 1 CON Drain Brahmah 1 CON Drain Malgant 1 CON Drain
Clock: 21 hours 16 minutes +9 since Entry. Clock: 7 minutes +9 since Day 2 Start.
* Magic Immunity: Immune to spells or spell-like abilities that allow spell resistance
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 114/142 (159/159 normal) d20+14=27 ; 8d6=25 ; Thursday June 7th, 2012 5:26:43 PM
Aztyr, seeing the Baron is in Dire Straights, (he wasn't the one who played Bass was he?), Pulls up both of her hands and with a gesture like grabbing hold with both hands and then they twist away from each other and finally seem to tear apart. (casts Limited Wish, effect Shatter)
Wold's Blood Draws : 8/8 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)
Death Ward, Duration 16 minutes Holy Aura, Duration 11 rounds (Malgant) Protection from Energy, 170 minutes or 120 fire damage Haste, Duration 28 rounds Shield, Duration 34 minutes (extended) Mage Armor, Duration 09 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Magic Vestment +5, Duration 13 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
AC 45,Touch 34, CMD 45/35 when flying,143/211 hp Malgant Winterborn d20+16=29 ; Thursday June 7th, 2012 8:25:43 PM
My move will be contingent on Vorelle's save. I had interpose set on her, if she fails then Malgant will take the explosion for her. It is an obvious attack so I should be able to step in front of it. I doubt she'll fail, but we have had a string of bad luck recently. Reflex 29 23 damage taken
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 -Magic Vestment +5 cast by Aztyr with Wold's Blood, 12 hour duration (Day 1, 0 min) CL20 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -Wrathful Mantle, +4 resistance bonus to all saves, duration 15 minutes (Day 2, 5 min) CL 17 -Shield +4 shield bonus, duration 15 minutes, ( Day 2, 5 min) CL 17 -Shield of Faith, +4 deflection bonus to AC, duration 15 minutes, ( Day 2, 5 min)CL 17 -Barkskin +5 bonus to Natural armor, duration 168 minutes, ( Day 2, 5 min) CL 17 -Greater Magic Weapon, +5 bonus to monk unarmed attacks, duration 20 hours, (Day 2, 0 min) CL 20 -Holy Aura, duration 10 rounds (day 2, 7 min+1) CL17 -Haste , duration 27 rounds, CL 17 -All hero points expended --1 con - 1 of 3 channel energy used today -symbol of pain -4 to attacks, skill checks and ability checks -fatigued
Brahmah 167/202hps, AC 35(36 hasted) +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste d20+20=28 ; Friday June 8th, 2012 3:23:28 AM
(Reflex save, 29 w/ Haste, Improved Evasion, no damage.)
Will move with Malgant.
Actions: Hold to move with Malgant.
------------------------------------------------------- Conditions: -1 Con
Prepared Spells: Day Two 1st - Lead Blades x3*, Hunter's Howl x2 2nd - Protective Spirit x2*, Bear's Endurance*, Pro.f.Energy 3rd - Cure Moderate Wounds x2, Mass Feather Step 4th - Aspect of the Wolf, Blessing of the Salamander*
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 Neutral Good
Active Spells or effects: Life Bubble: 4/4hrs (21hr in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 45/50min (21hr, 9 min in) darkvision 60' Vorelle, Jas, Brahmah Lead Blades (170mins, kukri 1d8, falchion 2d6) CL20 Greater Magic Weapon +5 (20 hrs) Vauhwyt (falchion and kukri) CL12 Barkskin +5 (2 hours) Vauhwyt Bear's Endurance (On Vorelle, 17mins) See Invis (Hand of Glory) Protective Spirit (12/17rnds, reduces AoO) Blessing of the Salamander (13/17rnds, fast healing 5, CMD +2, Fire Resistance 20) Haste (From Aztyr)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
He stays flying (Fly - 15) and though weakened due to the drain of 4 negative levels, he still has the strength to stand firm and bashes and smites at this thing...
(Smite bypasses DR too... Used wrong die on damage... Rerolling with d10) Smite1 = Miss AC 25 Smite2 = Hit AC 38 for 47 + 4 holy = 51 Smite3 = Miss AC 19 Smite4 = Hit AC 33 for 44 + 7 holy = 51
Me - Bless Weapon (15/17 minutes + 3/10 rounds) (blocked by Holy Weapon) Me - Holy Weapon (10/17 rounds) Haste (from Aztyr) Holy Aura (from Malgant) +3 favored bonus vs. skull 4 Permanent Negative levels Updated Stats (due to effects/spells, etc.)
1. AC - 41 vs Skull (37)/Touch 20 vs skull (16) (10 Base + 12 Armor + 4 defection (Holy Aura) + 5 Shield + 4 Natural + 1 Stone + 1 Dodge (Haste)) 2. Resistance - 25 Spell Resistance for evil spells or cast by evil, 5/evil 3. Reflex Save - +22 4. Hps 166/166 5. Saves dropped by 4, as well as lost 4th attack and -4 on remaining attacks
Prepared Spells Level 1 (4): Divine Favor, Ghostband Dirge, Lessor Restoration, Hero's Defiance Level 2 (2): Shield Other, Fire of Entanglement, Resist Energy 30 Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1):
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.) - 1 used, 29/30 rounds remaining Mithril Plate of Speed (Haste - 10 rds/day) -10/10 remaining
Other Powers Lay on Hands - 12/12 (lost 4 due to negative levels) per day Smite Evil - 3/5 per day Channel Energy- 8/8 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20 _______
Effects of Holy Aura - A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures. Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures. Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does. Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).
Effects of Haste - When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Friday June 8th, 2012 12:32:05 PM
Jass smiles grimly as the Baron let's out his futile threats. Sir Joshua is a bastion of purity against the lich's attacks, and Jass at least gave Atzyr a suggestion to attack the Skull. That's something. Jass isn't totally useless.
That thought brings the sorcerer into a downward spiral of emotional recrimination and he spends several seconds doing nothing other than twisting his cloak further around his body, fighting with his own inner demons.
Actions... Pain; -4 penalty on attack rolls, skill checks, and ability checks
Active Spells: Telepathic Bond, Permanent (from Aztyr)
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points; Shield Extended: 27/34min (Day2 0 min in); +4 AC force effect Resist Energy (Fire); 63/70min (Day2 0 min in): ignore first 30 points of any fire attack Life Bubble: 4/4hrs (Day2 0 min in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 43/50min (Day2 0 min in) darkvision 60' Vorelle, Jas, Brahmah Barkskin[CL12] 53/60 min (Day2 0 min in) (from Vauhwyt) +5 natural armor (negates +4 amulet) Holy Aura[CL17] 11/17 rounds (Day2 7+1min in) from Malgant; - +4 deflection bonus to AC and a +4 resistance bonus on saves. (no effect, Jass already has +4 deflect and resistance bonus') - spell resistance 25 against evil spells and spells cast by evil creatures. - immune possession and mental influence - if an evil creature hits melee attack; save vs Bilnd Fort DC 27 Haste; 11/17 rounds (from Atzyr) +30 feet, +1 AC, Reflex Fly; 139/140 min 60' fly (Jass Fly Skill: 18)
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
Vorelle [Darkvision; Bear's Endurance; Haste; Holy Aura; Life Bubble][HP 139/193] d20+24=34 ; Friday June 8th, 2012 1:58:33 PM
The clockwork minotaur dies in an explosion of gears and metal, but Vorelle manages to avoid any damage (Reflex save 34; Evasion).
She maneuvers closer to the skull, and once again focuses to help her friends destroy it.
[Not sure about the movement, because I'm not sure what that white line is. Can I move to P-40 and be in position to thwack it? Or is that a wall or something? If I can't do that, I'll move to N-38 instead.]
[Use a move action to grant my allies the Hunter's Bond. Everybody gets a +3 Favored Enemy bonus against the skull]
AC 45,Touch 34, CMD 45/35 when flying,143/211 hp Malgant Winterborn d20+22=31 ; 4d6+11=28 ; d6=1 ; d6=4 ; Friday June 8th, 2012 3:56:40 PM
Malgant move to somewhere he can strike the skull from ( the skull isn't clear on the map, I want to be sure Brahmah and Vorelle can get swings in too). He then launches a single solid punch at it. Hit AC 32 (34 if I have flanking wherever I end up, also I forgot the haste) 31 damage + 5 holy damage All damage is blunt,magical, holy good aligned and ghost touch
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 -Magic Vestment +5 cast by Aztyr with Wold's Blood, 12 hour duration (Day 1, 0 min) CL20 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -Wrathful Mantle, +4 resistance bonus to all saves, duration 15 minutes (Day 2, 5 min) CL 17 -Shield +4 shield bonus, duration 15 minutes, ( Day 2, 5 min) CL 17 -Shield of Faith, +4 deflection bonus to AC, duration 15 minutes, ( Day 2, 5 min)CL 17 -Barkskin +5 bonus to Natural armor, duration 168 minutes, ( Day 2, 5 min) CL 17 -Greater Magic Weapon, +5 bonus to monk unarmed attacks, duration 20 hours, (Day 2, 0 min) CL 20 -Holy Aura, duration 10 rounds (day 2, 7 min+1) CL17 -Haste , duration 27 rounds, CL 17 -All hero points expended --1 con - 1 of 3 channel energy used today -symbol of pain -4 to attacks, skill checks and ability checks -fatigued
The Silence of Loss /DMAl 2d6=8 ; Friday June 8th, 2012 7:00:03 PM
With only one opponent left, the heroes from Blackbird Lake converge. Blows come from man directions, from magic as well as weapons. It is Sir Joshua's blade that strikes down the demilich, though. His blade splits the skull and sends the pieces flying. For the third time, our heroes hear the sound in their heads. It is the metallic *crack* of links shattering, and they all know that the third anchor has been cut from its chains.
As the final echoes of the chains fade and die, a great silence returns. The silence of a tomb. The silence of the fallen. Vauhwyt and Mookie lie fallen. Their ashes mingling with each other. Can they be brought back as Vorelle was? At least Vorelle had a body to which her soul could be returned. And where would their souls have gone? Into Scarwall? Vauhwyt was the Grim. She had the sight. Now there is no one to interpret Gargul's mysteries of death for the group.
The group is diminished. And if the spirit of Targo Flatjaw is to be believed, there is one more anchor remaining, and then Mithrodar himself.
+++++++++++++++++++++++++++++++++++++++++++
Sir Joshua is at 20ft elevation.
Ceiling is 25ft high.
All Light is DIM: 20% Miss chance unless you have Darkvision, Low-Light Vision or another way for overcoming it.
Symbol of Pain is at W35
Baron Zev Ravenka (Skull): Destroyed Prelate Aruth: Dead (again) Minotaur: Dead
Aztyr 1 CON Drain Brahmah 1 CON Drain Malgant 1 CON Drain
Same as the last one. Unless someone wants to be in a particular spot. The White line is a Wall of Ice erected by Aztyr.
Clock: 21 hours 17 minutes +0 since Entry. Clock: 9 minutes +0 since Day 2 Start.
Brahmah 167/202hps, AC 35(36 hasted) +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste Friday June 8th, 2012 9:51:02 PM
It is only now that Brahmah truly feels the depletion in the ranks, one less voice in the link he once despised. There was white noise filling Vorelle's absence when she had gone, but this was different. A void. The Mindlink was valuable, to everyone. Looking at the ashes, the ranger says, "We need a Miracle now more than ever. A true Resurrection might do it. But then again, we are here in the Scarwall still. If we destroy the demon at the core, will she return to Gargul? He will be short one Grim if we do not succeed." ------------------------------------------------------- Conditions: -1 Con
Prepared Spells: Day Two 1st - Lead Blades x3*, Hunter's Howl x2 2nd - Protective Spirit x2*, Bear's Endurance*, Pro.f.Energy 3rd - Cure Moderate Wounds x2, Mass Feather Step 4th - Aspect of the Wolf, Blessing of the Salamander*
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 Neutral Good
Active Spells or effects: Life Bubble: 4/4hrs (21hr in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 45/50min (21hr, 9 min in) darkvision 60' Vorelle, Jas, Brahmah Lead Blades (170mins, kukri 1d8, falchion 2d6) CL20 Greater Magic Weapon +5 (20 hrs) Vauhwyt (falchion and kukri) CL12 Barkskin +5 (2 hours) Vauhwyt Bear's Endurance (On Vorelle, 17mins) See Invis (Hand of Glory) Protective Spirit (11/17rnds, reduces AoO) Blessing of the Salamander (12/17rnds, fast healing 5, CMD +2, Fire Resistance 20) Haste (From Aztyr)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
Sir Joshua the Virtuous (Ken), 166/166 hps, AC 41/20 Touch DR 5/evil, 25 Spell Resistance, +22 Reflex Saturday June 9th, 2012 10:33:57 AM
Sir Joshua allows himself to return to the ground, and wearily rests himself. The extended drain of 4 levels has wore him out but he does say a prayer for the souls of his lost friends... He asks, "So we've got 2 things we need to do here... We need to bring our friends back and is there some way we can renew my life force..."
AC 45,Touch 34, CMD 45/35 when flying,143/211 hp Malgant Winterborn Saturday June 9th, 2012 11:27:50 AM " More than that, much more. This seems to be some kind of lich, whose body has fallen to ruin and only it's skull remains. Liches have a phylactery in which their soul hides when their form is destroyed, so that it can reform in a few days, presumably when the destroyer of their body is gone. If this IS some kind of Lich, we need to be sure it is dead. Also, though I have been dealt grievous wounds in the past, few compare to the pain from that symbol. Does anyone know if it will stop or if there is a way to stop it?" As he speaks he steps over to Sir Joshua and with a word from Imod, removes the drain from him. (cast Greater Restoration). He then bends down and retrieves the skull. With careful patience he removes each of the gems from the skull and stares intently into them. He saw their souls dragged into the gems, now he intends to find them. " Aztyr, what was your plan for the dust of their remains? Did you have an idea how to restore their form so that their soul could return if released?"
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 -Magic Vestment +5 cast by Aztyr with Wold's Blood, 12 hour duration (Day 1, 0 min) CL20 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -Wrathful Mantle, +4 resistance bonus to all saves, duration 15 minutes (Day 2, 5 min) CL 17 -Shield +4 shield bonus, duration 15 minutes, ( Day 2, 5 min) CL 17 -Shield of Faith, +4 deflection bonus to AC, duration 15 minutes, ( Day 2, 5 min)CL 17 -Barkskin +5 bonus to Natural armor, duration 168 minutes, ( Day 2, 5 min) CL 17 -Greater Magic Weapon, +5 bonus to monk unarmed attacks, duration 20 hours, (Day 2, 0 min) CL 20 -Holy Aura, duration 9 rounds (day 2, 7 min+1) CL17 -Haste , duration 26 rounds, CL 17 -All hero points expended --1 con - 1 of 3 channel energy used today -symbol of pain -4 to attacks, skill checks and ability checks -fatigued
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Saturday June 9th, 2012 1:20:16 PM
Jass winces and mumbles where he stands. "Demi-lichs' phylacraties almost always are dust by the time they become as they are. Thier own power holds them together. That we heard the chain break tells me that this was true of the Baron, and so we are free to find the last Guardian."
His body aches, and pins and needles are going up and down his arms and legs like a sleeping limb that never wants to end. "The only thing I can think of to restore our friends is to gather the Baron's Gems and the Dust and cart them both out of Scarwall. If Vauhwyt and Mookie's souls are in the gems, they are NOT bound to Scarwall and we can get them out."
Actions... Pain; -4 penalty on attack rolls, skill checks, and ability checks
Active Spells: Telepathic Bond, Permanent (from Aztyr)
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points; Shield Extended: 27/34min (Day2 0 min in); +4 AC force effect Resist Energy (Fire); 63/70min (Day2 0 min in): ignore first 30 points of any fire attack Life Bubble: 4/4hrs (Day2 0 min in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 43/50min (Day2 0 min in) darkvision 60' Vorelle, Jas, Brahmah Barkskin[CL12] 53/60 min (Day2 0 min in) (from Vauhwyt) +5 natural armor (negates +4 amulet) Holy Aura[CL17] 11/17 rounds (Day2 7+1min in) from Malgant; - +4 deflection bonus to AC and a +4 resistance bonus on saves. (no effect, Jass already has +4 deflect and resistance bonus') - spell resistance 25 against evil spells and spells cast by evil creatures. - immune possession and mental influence - if an evil creature hits melee attack; save vs Bilnd Fort DC 27 Haste; 11/17 rounds (from Atzyr) +30 feet, +1 AC, Reflex Fly; 139/140 min 60' fly (Jass Fly Skill: 18)
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
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 114/142 (159/159 normal) Saturday June 9th, 2012 1:39:23 PM "I'm fairly sure I can restore Mookie's body, but.... Vauhwyt's body would be well over a thousand drops of Wolds Blood. I fear that is far beyond even my abilities. Is there anyone else that needs restoration of abilities? I think we are going to have to use very powerful magics to bring Vauhwyt's body back into a shell that would accept a soul again."
Wold's Blood Draws : 8/8 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)
Death Ward, Duration 16 minutes Holy Aura, Duration 11 rounds (Malgant) Protection from Energy, 170 minutes or 120 fire damage Haste, Duration 28 rounds Shield, Duration 34 minutes (extended) Mage Armor, Duration 09 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Magic Vestment +5, Duration 13 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
ooc: in Crow form, Mookie weights what? 2 or 3 pounds?
Mookie (HP86 of 69, AC35) Saturday June 9th, 2012 6:48:50 PM
From within her gem, maybe Vauhwyt sees a giant minotaur eye peering in at her. If so, she waves.
OOC: Per wikipedia, a common raven weighs 2.6 lbs on average.
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 114/142 (159/159 normal) d20+23=42 ; Saturday June 9th, 2012 9:12:51 PM
Aztyr looks at the dust that is Mookie and with a careful opening of her storage vessel with draws three precious drops of Wold's Blood. "Don't disturb me while I do this, it could be bad for you all." She uses the Wold's Blood to recreate Mookie's lifeless body. (Using Class Ability of Restore All: He can restore any object that has been burned to ashes, dissolved by an acid, ground into powder, shattered into fragments, etc. for a cost of 1 drop per pound that the object weighed.) Mookie was under 3 pounds, so 3 drops should restore the body to all but alive. Once she's done with that, it's onto the impossible..... Aztyr crouches down on the floor and taking her time she plans out what she wants. Then suddenly she has other thoughts... (knowledge Arcana 42: anything on how to prevent a Demi-Lich from coming back to "undeath") After she shakes off the thoughts about the Demi-Lich, she again refocus' on the pile that was Vauhwyt. Casting her limited wish she words her wants..... I limited wish that the ash that was Vauhwyt should once again become the body of my friend, as it was before the Baron withdrew her soul and it crumbled into ash. It need not be alive and breathing, but as it would be, with out her life force animating it." Aztyr thinks her wording is correct and proper, but time would tell...... As she finishes her wording, she closes her eyes, and waits to see if the others confirm she did it right or wrong.....
Vorelle [Darkvision; Bear's Endurance; Haste; Holy Aura; Life Bubble][HP 139/193] Sunday June 10th, 2012 1:44:20 AM
A few tears slide down Vorelle's face. "I hate this place," she murmurs.
Brahmah 167/202hps, AC 35(36 hasted) +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste Monday June 11th, 2012 2:33:39 AM
He looks at Vorelle and nods, saying nothing else. ------------------------------------------------------- Conditions: -1 Con
Prepared Spells: Day Two 1st - Lead Blades x3*, Hunter's Howl x2 2nd - Protective Spirit x2*, Bear's Endurance*, Pro.f.Energy 3rd - Cure Moderate Wounds x2, Mass Feather Step 4th - Aspect of the Wolf, Blessing of the Salamander*
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 Neutral Good
Active Spells or effects: Life Bubble: 4/4hrs (21hr in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 45/50min (21hr, 9 min in) darkvision 60' Vorelle, Jas, Brahmah Lead Blades (170mins, kukri 1d8, falchion 2d6) CL20 Greater Magic Weapon +5 (20 hrs) Vauhwyt (falchion and kukri) CL12 Barkskin +5 (2 hours) Vauhwyt Bear's Endurance (On Vorelle, 17mins) See Invis (Hand of Glory) Protective Spirit (11/17rnds, reduces AoO) Blessing of the Salamander (12/17rnds, fast healing 5, CMD +2, Fire Resistance 20) Haste (From Aztyr)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
While the others focus on bringing their friends back from the dead, Sir Joshua turns and begins searching for the phylactery... The only way he can think of finding it (at least what he personally can do) is to try to find the evil that it emits, which would certainly be much more than the background radiation/evil...
Detect Evil...
Also, he'll begin looking around the area too, near anything of interest that he finds in the room... Percep = 31;
AC 45,Touch 34, CMD 45/35 when flying,143/211 hp Malgant Winterborn d20+6=10 ; Monday June 11th, 2012 5:06:24 PM
Knowledge religion to recall anything about demi liches 10. clearly that won't help matters. " If the bodies are restored, I can miracle at least Vauhwyt back to life. Likely that will require contacting the power that resides here and will most likely exhaust us all again."
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 -Magic Vestment +5 cast by Aztyr with Wold's Blood, 12 hour duration (Day 1, 0 min) CL20 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -Wrathful Mantle, +4 resistance bonus to all saves, duration 15 minutes (Day 2, 5 min) CL 17 -Shield +4 shield bonus, duration 15 minutes, ( Day 2, 5 min) CL 17 -Shield of Faith, +4 deflection bonus to AC, duration 15 minutes, ( Day 2, 5 min)CL 17 -Barkskin +5 bonus to Natural armor, duration 168 minutes, ( Day 2, 5 min) CL 17 -Greater Magic Weapon, +5 bonus to monk unarmed attacks, duration 20 hours, (Day 2, 0 min) CL 20 -Holy Aura, duration 9 rounds (day 2, 7 min+1) CL17 -Haste , duration 26 rounds, CL 17 -All hero points expended --1 con - 1 of 3 channel energy used today -symbol of pain -4 to attacks, skill checks and ability checks -fatigued
Hate and Revival /DMAl Monday June 11th, 2012 5:47:14 PM
Thoughts turn to restoring the group before moving on.
Thoughts also turn to the Baron, and the idea that he may not truly be destroyed. Ultimately, though, will this matter? The chains have clearly been broken.
Malgant begins the casting of a Greater Restoration spell, to remove the affliction on Sir Joshua. This takes as much as a minute. When done, the Hand considers what he has picked up on demiliches in his forays into the Religions of the Wold. He cannot, however, seem to recall anything.
Aztyr, in the meantime, applies her arts as a Fixer to restore Mookie's body from the pile of dust on the floor. The result, is the whole and uninjured body of a small black bird that is completely recognizable as Mookie. Aztyr considers what might prevent a demilich from reconstructing itself. But, these questions that involve the undead are in the sphere of Religion and not the Arcane. The knowledge of the Arcane provides no answers. Aztyr then turns her hand to restoring Vauhwyt. There is great risk here. Aztyr's copious knowledge of the arcane tells her that this spell is insufficient to the task. Only the more powerful Wish spell should be able to accomplish this. To attempt this with the less powerful Limited Wish spell will invite the intervention of Fate and any dominant god. (I'll let you consider this action, Aztyr, with those caveats in place. If you still wish to proceed and expend the spell, please state your wish to do so.)
Sir Joshua, now rejuvenated by Malgant's spell, begins a search for ... many things. His search for evil finds little more than the background evil of Scarwall itself. His scrutiny of the chamber, this temple to an unknown god, picks out the eyes and teeth of the demilich. The eyes are now revealed to be huge rubies. The teeth are rubies as well, of a slightly smaller size. On the altar is a strand of beads along with a chain with spiked links that is obviously a weapon of some sort.
For the souls of Vauhwyt and Mookie, this is a captivity of the worst kind. There is no light. There is no dark. There is no sensation of any kind. There is nothing by which to measure the passage of time. Even their thoughts cannot be relied on. Each thought passes instantaneously, and, at the same time, lingers for an eternity. How long have they been this way? Trapped, with nothing but themselves?
+++++++++++++++++++++++++++++++++++++++++++
BTW, we are now out of combat rounds. The longest action determines the passage of time.
All Light is DIM: 20% Miss chance unless you have Darkvision, Low-Light Vision or another way for overcoming it.
Symbol of Pain is at W35
Baron Zev Ravenka (Skull): Destroyed Prelate Aruth: Dead (again) Minotaur: Dead
Aztyr 1 CON Drain Brahmah 1 CON Drain Malgant 1 CON Drain
Same as the last one. Unless someone wants to be in a particular spot. The White line is a Wall of Ice erected by Aztyr.
Clock: 21 hours 18 minutes +0 since Entry. Clock: 10 minutes +0 since Day 2 Start.
Vorelle [Darkvision; Bear's Endurance; Haste; Holy Aura; Life Bubble][HP 139/193] Monday June 11th, 2012 11:34:38 PM
"Three down; one to go," Vorelle says. She doesn't sound optimistic.
Inwardly, she focuses her thoughts as best as she can. Targo, if you're still out there, we are your best chance of getting out of here. If you can provide any help at all, now would be the time.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 d20+14=31 ; d20+8=17 ; Tuesday June 12th, 2012 7:20:40 AM
Jass' body aches like an old man. He moves to the doorway to take watch while his friends search the room.
"Next steps, next steps. Targo said we have to kill the guardians, then MIthrodar, then get the sword which is in the sealed tower, then leave. He also gave us the names of all the guardians, and the only one left is 'Castothrane, who used to be the captain of the guard here.' Yet the poem says: "
"A spirit first, red war his thirst Still stands at post of old;"
Every stanza had a clue. Castothrane must be a spirit, and I don't think that the word 'thirst' is a coincidence. What undead spirit thirsts?" He tries to think.
"Oh, and Targo said that the Baron's area would be safe for resting from the spirits here, remember?"
"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."
Actions... Pain; -4 penalty on attack rolls, skill checks, and ability checks Perception: 31 Know Religion: 17 Thinking about red thirsty spirits
Active Spells: Telepathic Bond, Permanent (from Aztyr)
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points; Shield Extended: 27/34min (Day2 0 min in); +4 AC force effect Resist Energy (Fire); 63/70min (Day2 0 min in): ignore first 30 points of any fire attack Life Bubble: 4/4hrs (Day2 0 min in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 43/50min (Day2 0 min in) darkvision 60' Vorelle, Jas, Brahmah Barkskin[CL12] 53/60 min (Day2 0 min in) (from Vauhwyt) +5 natural armor (negates +4 amulet) Holy Aura[CL17] 11/17 rounds (Day2 7+1min in) from Malgant; - +4 deflection bonus to AC and a +4 resistance bonus on saves. (no effect, Jass already has +4 deflect and resistance bonus') - spell resistance 25 against evil spells and spells cast by evil creatures. - immune possession and mental influence - if an evil creature hits melee attack; save vs Bilnd Fort DC 27 Haste; 11/17 rounds (from Atzyr) +30 feet, +1 AC, Reflex Fly; 139/140 min 60' fly (Jass Fly Skill: 18)
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
Brahmah 167/202hps, AC 35(36 hasted) +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste d20=8 ; d20+25=30 ; Tuesday June 12th, 2012 10:18:09 AM
The ranger is anxious to leave, but knows there is good to be done here. But the doubt still lingers with the ranger.
Perception 30
(OOC: I'll assume the Haste from Aztyr has run out?) ------------------------------------------------------- Conditions: -1 Con
Prepared Spells: Day Two 1st - Lead Blades x3*, Hunter's Howl x2 2nd - Protective Spirit x2*, Bear's Endurance*, Pro.f.Energy 3rd - Cure Moderate Wounds x2, Mass Feather Step 4th - Aspect of the Wolf, Blessing of the Salamander*
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 Neutral Good
Active Spells or effects: Life Bubble: 4/4hrs (21hr in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 45/50min (21hr, 9 min in) darkvision 60' Vorelle, Jas, Brahmah Lead Blades (170mins, kukri 1d8, falchion 2d6) CL20 Greater Magic Weapon +5 (20 hrs) Vauhwyt (falchion and kukri) CL12 Barkskin +5 (2 hours) Vauhwyt Bear's Endurance (On Vorelle, 17mins) See Invis (Hand of Glory) Haste (From Aztyr)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 114/142 (159/159 normal) Tuesday June 12th, 2012 10:44:23 AM "Trying to recreate Vauhwyt without using the most powerful of spells will only cause irrevocable damage, there is no way I can reform her body. It will have to be Malgant that does so, my spells are just not powerful enough." With that Aztyr ceases the casting of her limited wish.
Wold's Blood Draws : 8/8 Wold's Blood in storage : 5/8 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)
Death Ward, Duration 16 minutes Protection from Energy, 170 minutes or 120 fire damage Shield, Duration 34 minutes (extended) Mage Armor, Duration 09 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Magic Vestment +5, Duration 13 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Mookie (HP86 of 69, AC35) Tuesday June 12th, 2012 11:42:53 AM
OOC: Lim wish could simulate a Reincarnate, right? That could be amusing. Especially for a Grim, since Gargul frowns on Reincarnation! LOL! V could come back as a goblin, finish the mission, and hope to get fixed up as a liontaur later? :-)
Also, he mentions the rubies on the idol, the chain and the weapons he finds too... "Anyone want to ID these and see if we can get the rubies without setting off a trap? They may be worth something or at least help us in a spell later..."
Hate and Revival /DMAl Tuesday June 12th, 2012 4:20:05 PM
OoC to Brahmah: Yes, Haste has run its course and has expired.
Hate and Revival /DMAl Tuesday June 12th, 2012 4:35:15 PM
OoC to Malgant: Sorry, I missed the part in which you acquired the gems from the demilich. These are in addition to the rubies found by Sir Joshua. There are 10 of them. Two of these 10 gems gleam in the dim light that pervades the temple.
AC 45,Touch 34, CMD 45/35 when flying,143/211 hp Malgant Winterborn d20+6=15 ; Tuesday June 12th, 2012 4:50:55 PM
Out of option, losing patience and aching to his very core Malgant sums up the plight of the group." Ok, we aren't going by half measures then. I will ask Imod for a miracle to restore Vauhwyt's body to wholeness. We then will need to wait until morning tomorrow, yup, about 23 hours, for me to pray for the prayers necessary to reunite her soul with her body. In the mean time we can return to the dance hall, and I can hallow it, killing the Danse Macabre for good and maybe making the place safe to stay for the night again. While I pray, the rest of you scour this place for loot, gems particularly since I will likely need them for the prayers to reunite her with her body. As for Mookie we will see how long we want to sit around in this place. What I do know is I will not be playing second string when we go after the fourth anchor and Mithrodar. I will be praying for fighting prayers, enough for both fights. I will not be powerless against a foe like this again. Any questions? "
Knowledge religion 15
Malgant will await responses. If no one stops him he will go to the pile of dust that once was his friend and pray that Imod restore Vauhwyt's body to wholeness, awaiting the return of the soul that was ripped from it and now resides in the teeth Malgant ripped from the skull.(cast Miracle) ( Yeah, plucked those out a couple of posts ago AL, looking for Vauhwyt and Mookie. If you recall Vauhwyt waved to me from inside. So no, they are not still in the skull)
Removing short term spells for clarity. 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 -Magic Vestment +5 cast by Aztyr with Wold's Blood, 12 hour duration (Day 1, 0 min) CL20 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -Wrathful Mantle, +4 resistance bonus to all saves, duration 15 minutes (Day 2, 5 min) CL 17 -Shield +4 shield bonus, duration 15 minutes, ( Day 2, 5 min) CL 17 -Shield of Faith, +4 deflection bonus to AC, duration 15 minutes, ( Day 2, 5 min)CL 17 -Barkskin +5 bonus to Natural armor, duration 168 minutes, ( Day 2, 5 min) CL 17 -Greater Magic Weapon, +5 bonus to monk unarmed attacks, duration 20 hours, (Day 2, 0 min) CL 20 -All hero points expended --1 con - 1 of 3 channel energy used today -symbol of pain -4 to attacks, skill checks and ability checks -fatigued
Hate and Revival /DMAl Tuesday June 12th, 2012 5:20:04 PM
OoC to Malgant: Actually, the gems that you got are in addition to the teeth. And they are of an unidentifiable type of gem.
Miracles Happen /DMAl Tuesday June 12th, 2012 5:58:28 PM
Vorelle sends out a mental call for the spirit of her dead husband. There is no reply. Only the sound of Jass' voice.
Jass, ever the repository of such information, reviews the lines of Kleestad's verse that are relevant to the next and last chained anchor. He also recites the words of Targo Flatjaw, most notably, what Vorelle's ex (as in dead) husband said about the place in which they now stand, namely, that this place should be free of spirits. Could this be the reason Vorelle receives no reply from Targo? Could it be because she's no longer dead herself? Could Targo simply be sulky and uncommunicative? Is there any way to find out?
Brahmah, ever vigilant, keeps a weathered eye out. He detects nothing threatening. But his eyes do fall upon the body of his father. The flesh is tattered and torn, though bloodless. One more desecration visited upon the honored taur.
Aztyr chooses not to attempt to restore Vauhwyt's body with a Limited Wish.
Sir Joshua just happens to recall something about demiliches. To permanently destroy a demilich, holy water must be poured over its remains within the area of a hallow spell. To complete the destruction, holy word or dispel evil must be cast. (And ... If the caster succeeds at a caster level check with a DC equal to 10 + the demilich's Hit Dice, the demilich is permanently destroyed.)
Malgant, with great force, outlines a plan. Then the Hand of Imod raises hands in supplication and requests a Miracle. Nothing happens. The temple of the unknown god remains silent. Only the sharpest of eyes will have noticed that the gleam has gone out of one of the gems in Malgant's possession. A breeze stirs the dead air of Scarwall, possibly for the first time in hundreds of years. It stirs the dust that was once Vauhwyt, growing in strength, lifting the flakes and grains into the air as the breeze grows to a wind, pulling dust together, building shape, creating form. As the wind grows, each hero from Blackbird Lake feels discomfort build to pain. Pain builds to agony, an agony well beyond that of the puny symbol upon the temple floor. And a presence invades their minds - a bare skull with a spiked chain threaded through its eye sockets. The presence manifests as the statue behind the altar in the temple in which they stand. It shrieks through their minds, riding the pain. It fights the magic, ripping at Vauhwyt's soul as it seeks to return to life. The pain rises to a peak, such that it becomes ecstasy, it becomes love, it becomes worship.
Then it dies away, leaving behind a monumental silence. Each hero feels wrung, tired beyond exhaustion. But on the floor lies Vauhwyt. She stirs. She lives.
(Each PC now has the Exhausted condition. Even Vauhwyt. Additionally, Vauhwyt gains one permanent negative level. Though she is restored to full hit points, vigor, and health, with no loss of prepared spells from this Resurrection. Mookie is still dead, however, trapped within his gem. If anyone cares to check, they are poorer by 10000gp worth in diamonds.)
+++++++++++++++++++++++++++++++++++++++++++
All Light is DIM: 20% Miss chance unless you have Darkvision, Low-Light Vision or another way for overcoming it.
Symbol of Pain is at W35
Aztyr 1 CON Drain Brahmah 1 CON Drain Malgant 1 CON Drain
Same as the last one. Unless someone wants to be in a particular spot. The White line is a Wall of Ice erected by Aztyr.
Clock: 21 hours 19 minutes +0 since Entry. Clock: 11 minutes +0 since Day 2 Start.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Tuesday June 12th, 2012 6:22:09 PM
Jass finds himself panting on the floor, shaking with the after effects of the resurrection of Vauhwyt, and the human finds himself weeping. "I can't... I can't do that again. I want it too much. I need... need..." The sorcerer forcibly makes one of his hands to stop wringing his other wrist. "I need to rest", he concludes feebly, not feeling it or very convincing at all.
Actions... Pain; -4 penalty on attack rolls, skill checks, and ability checks Exhausted
Active Spells: Telepathic Bond, Permanent (from Aztyr)
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points; Shield Extended: 27/34min (Day2 0 min in); +4 AC force effect Resist Energy (Fire); 63/70min (Day2 0 min in): ignore first 30 points of any fire attack Life Bubble: 4/4hrs (Day2 0 min in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 43/50min (Day2 0 min in) darkvision 60' Vorelle, Jas, Brahmah Barkskin[CL12] 53/60 min (Day2 0 min in) (from Vauhwyt) +5 natural armor (negates +4 amulet) Fly; 139/140 min 60' fly (Jass Fly Skill: 18)
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
Vauhwyt (HP138 of 138, AC44) Tuesday June 12th, 2012 6:38:43 PM
"Wowsy," groans Vauhwyt.
OOC: Thanks DM Al and everybody! Um, what's the status on Vauwhyt's former ongoing spells, effects, etc? Those cast by her, by item, by others?
Status: Exhausted, 1 perm neg level.
AC 45,Touch 34, CMD 45/35 when flying,143/211 hp Malgant Winterborn Tuesday June 12th, 2012 6:52:19 PM
Malgant, already fatigued, passes out from the pain and exhaustion. As he lies on the temple floor, his body continues to twitch as the god of this temple takes his toll.
OOC Is the pain he inflicts mind affecting? Does it get through the effects of the Mind shield I have going this time? Note, mind shield had been dispeled last time we did this.
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 -Magic Vestment +5 cast by Aztyr with Wold's Blood, 12 hour duration (Day 1, 0 min) CL20 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -Wrathful Mantle, +4 resistance bonus to all saves, duration 11 minutes (Day 2, 5 min) CL 17 -Shield +4 shield bonus, duration 11 minutes, ( Day 2, 5 min) CL 17 -Shield of Faith, +4 deflection bonus to AC, duration 11 minutes, ( Day 2, 5 min)CL 17 -Barkskin +5 bonus to Natural armor, duration 164 minutes, ( Day 2, 5 min) CL 17 -Greater Magic Weapon, +5 bonus to monk unarmed attacks, duration 20 hours, (Day 2, 0 min) CL 20 -All hero points expended --1 con - 1 of 3 channel energy used today -symbol of pain -4 to attacks, skill checks and ability checks -fatigued -Exhauseted
Miracles Happen /DMAl Tuesday June 12th, 2012 7:02:45 PM
OoC to Vauhwyt: I would have to say that all spell effects upon your person ceased upon your death. The Resurrection restored your body, mind and soul, but it doesn't make sense to me that it would restore you to the exact state you were in before death, spells and all.
I've a question in on the Rules Board regarding Permanency spells.
Miracles Happen /DMAl Tuesday June 12th, 2012 7:04:15 PM
OoC to Malgant: The pain is divine and soul effecting. In otherwords, the Mindblank spell has no effect on it. Lets put it this way, it's in lieu of a Gargul-ation. So, there's no escaping it.
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 114/142 (159/159 normal) Tuesday June 12th, 2012 9:32:27 PM
Aztyr rocks as the effect of the resurrection takes it's toll on everyone, she doesn't pass out, but she is a bit woozie from it. OK now it's time to fix what needs fixing.... She first casts Limited Wish, mirroring the ability of a Restoration spell. She casts the first one on herself, removing the ability drain and all of the exhaustion she feels.... She repeats the short prayer to Alemi and casts it on Brahmah and Malgant. She then goes over to Vauhwyt laying on the floor."I hope this helps my friend" She repeats it a fourth time, casting it on Vauhwyt.
(having cast 4 spells (3 - 7th level and 1- 8th level as a 7th level) Aztyr waits for the others to decide what to do next)
Wold's Blood Draws : 8/8 Wold's Blood in storage : 5/8 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)
Death Ward, Duration 16 minutes Protection from Energy, 170 minutes or 120 fire damage Shield, Duration 34 minutes (extended) Mage Armor, Duration 09 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Magic Vestment +5, Duration 13 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Brahmah 167/202hps, AC 35(36 hasted) +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste Wednesday June 13th, 2012 6:05:42 AM
Ooc: I'm taking a day off of posting. I avoided stepping on my cat but in the process fell hard into the fireplace and hit my head hard enough to blackout for short time. Taking it easy. Will return tomorrow.
Miracles Happen /DMAl Wednesday June 13th, 2012 8:29:17 AM
OoC to Brahmah: Take care. Sounds like a nasty fall.
Vorelle [Darkvision; Bear's Endurance; Holy Aura; Life Bubble][HP 139/193][Exhausted] d20+19=34 ; d20+19=35 ; d20+19=21 ; d20+19=27 ; Wednesday June 13th, 2012 11:05:55 AM
Vorelle feels as if her skin is still twitching from the searing agony. Or whatever it had been. She catches her breath.
"Okay, nobody else die. That just keeps getting worse."
She pulls out her Healer's kit. Magical healing is all very well, but sometimes people need a bandage. Or smelling salts. She tends to anyone who needs it, starting with Malgant.
[Some Heal checks: 34, 35, 21, 27]
Sir Joshua the Virtuous (Ken), 203/203 hps, AC 37/16 Touch, DR 5/evil Wednesday June 13th, 2012 3:12:51 PM
Sir Joshua watches the spell casting with interest, and is greatly relived when his friend is restored.... However, he does miss little Mookie and prays that they are able to save him soon...
He's also glad that he paid attention in Destroying the Undead 101, and was able to contribute something to the group's efforts... Normally, his value is found in his sword...
Finally, he says, "If we can hallow this place, let's do so and then make sure this lich doesn't come back later to bug us... Then, I suggest we get Mookie back if we can, and we also need a rest before fighting again... I'll take watch while you all heal up and do what's needed...
He'll also take the rubies if the others deem them safe, and give them to whoever's carrying their treasure...
____
Current Effects/Spells
Me - Bless Weapon (15/17 minutes + 1/10 rounds) (blocked by Holy Weapon) Me - Holy Weapon (8/17 rounds)
Prepared Spells Level 1 (4): Divine Favor, Ghostband Dirge, Lessor Restoration, Hero's Defiance Level 2 (2): Shield Other, Fire of Entanglement, Resist Energy 30 Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1):
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.) - 1 used Mithril Plate of Speed (Haste - 10 rds/day) -10/10 remaining
Other Powers Lay on Hands - 14/16 per day Smite Evil - 4/7 per day Channel Energy- 8/8 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20 _______
Miracles Happen /DMAl Wednesday June 13th, 2012 4:16:33 PM
OoC to Vauhwyt: Here's a list of the spells that I would say are still active after the Res.
Spells cast on Vauhwyt: CL20 Greater Magic Weapon +5 (20 hrs) Only if on Armor Spikes. CL16 Magic Vest +5 x2 (from Aztyr) (21 hrs used of 32) CL16 Various Shrink Items (in haversack) CL16 Dragon Hide (Dont' know what this is.) CL20 Light (3 hrs 20 minutes)
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn d6=6 ; d6=1 ; d6=5 ; d6=4 ; d6=6 ; d6=6 ; d6=5 ; d8=3 ; d8=8 ; d8=2 ; d8=7 ; d8=5 ; d8=7 ; Wednesday June 13th, 2012 5:24:18 PM
OOC to Brahmah, ouch, take it easy, to Aztyr, John, call me, I can't get you on the phone
IC Malgant rises when Aztryr relieves his weakness. He sits for a moment, looking sheepish for having fallen over. He hears Sir Joshua's mumbled prayers about missing Mookie and cannot help but laugh. It starts small, but soon tears are streaming down his face . Between fits of laughter he says, " Oh no, no, no,no. You only think you miss him because you have only known him for a day and have not been mind linked to him. He is really the most verbose, quick witted and razor sharp wit among us and a temporary reprieve from his every thought is a refreshing change. We will get him back, but I am not sure we want to spend another day doing so. You are also not quite right about the hallow. We need a hallow where the Danse Macabre was buried and tortured to lay it to rest. We only need to douse bonehead here's skull in holy water in a hallowed area and then dispel his evil and hope I can beat his terrible will to be rid of him. The skull is mobile and can be taken to the dance hall. Also I am not going to spend the night in a temple devoted to the god that keeps causing us all that pain each time we save one of our own. To think of the profane rituals that have been carried on here in his name sickens me. If we are all mobile lets beat a retreat to the dance hall so I can do some praying." " Welcome back Vauhwyt, How was that tiny tiny room?" Once all are ready and any loot that has been spotted can be gathered, Malgant will head back to the ballroom ( Malgant will carry the Demi Lich skull). He will peer into the room, trying to see if the Danse has returned. Assuming it has not he will channel energy to heal the wounded, and thank Vorelle for her aid in tending his wounds. He will then try to get those not exhausted ( Aztyr, Brahmah and Vauhwyt) to stand watches while the others sleep and he prays for the hallowing of the ballroom.
All are included in the channel energy to heal them for 33 points of healing CLW on Malgant for 8 and 13 CCW on Vorelle for 38
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 -Magic Vestment +5 cast by Aztyr with Wold's Blood, 12 hour duration (Day 1, 0 min) CL20 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -Barkskin +5 bonus to Natural armor, duration 164 minutes, ( Day 2, 5 min) CL 17 -Greater Magic Weapon, +5 bonus to monk unarmed attacks, duration 20 hours, (Day 2, 0 min) CL 20 -All hero points expended - 3 of 3 channel energy used today -symbol of pain -4 to attacks, skill checks and ability checks
Vauhwyt (HP138 of 138, AC44) Wednesday June 13th, 2012 6:48:37 PM
OOC: Al, thanks for the legwork! You're the best! The "CL16 Dragon Hide" refers to the Shrink Item spells cast on the dragon hide and dragon loot chest to make them portable -- but they are not in the haversack because the haversack is inaccessible.
Vauhwyt rises to her feet, trying to get hold of herself after her death. She takes the gem with Mookie's soul and his perfect little corpse. It reminds her too much of her black-fledged harpie chicks that she failed to rescue from death.
She'll cast Shrink Item on Mookie's corpse to prevent any decomposition, and then stow away that and the gem carefully in a secure pocket.
"Thank you, everybody," she says. "You are all true friends."
She asks about the chain-breaking sound, and is relieved to hear that it was heard.
She offers to shrink the corpse of Brahmah's father, if he would like to take it out of here and maybe grant the taur a restful grave. Or even a raise, maybe?
Not knowing how her friends are fairing. she asks if they need to camp and rest, or would it be better to press on?
Sanity Info to start:
Spells cast on Vauhwyt: CL20 Greater Magic Weapon +5 (20 hrs) on Armor Spikes. CL16 Magic Vest +5 x2 (from Aztyr) (21 hrs used of 32) CL16 Various Shrink Items (in haversack) CL16 Dragon Hide and Loot (Shrunken) CL16 Mookie's Body (Shrunken) CL20 Light (3 hrs 20 minutes)
OOC to Al: Spells cast by V on others are still okay, seeing as they have continued to be valid targets?
Spells cast on Others: CL20 Greater Magic Weapon +5 (20 hrs) -- 1x Mal (monk unarmed attacks) -- 2x Brahmah (falchion and kukri) -- 3x Vorelle (2 hand axes and bow) CL20 Heroism on Aztyr (3 hrs 20 min) CL12 Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (2 hours)
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 2 of 3 Darkwalk: used 0 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 4 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Karma Bead: used 10 min of 10 Wand of mage armor: used 6 Wand of barkskin: used 14 Scrolls of Lesser Restoration: used 2 of 2 Scrolls of Vision: used 1 of 2 Hero Points: used 5 of 5
Spells Used 0 of 7 lvl 1 spells Used 5 of 7 lvl 2 spells (FLx4, SI) Used 7 of 7 lvl 3 spells (GMWx7) Used 7 of 7 lvl 4 spells (Shrinkx2, Herox3, DetScry, Grtr Invis) Used 0 of 6 lvl 5 spells Used 2 of 5 lvl 6 spells (FFx2) Used 0 of 3 lvl 7 spells
Miracles Happen /DMAl Wednesday June 13th, 2012 8:44:43 PM
OoC to Vauhwyt: Yes, your spells cast on others continue to exist. No problem there.
Back to the Ballroom /DMAl Wednesday June 13th, 2012 8:57:18 PM
Weakened within the temple of the unknown god, several of our heroes collapse. Aztyr of the arcane, however, also knows the ways of Alemi. She Wishes Restoration upon her fellows, and they rise.
Malgant is adamant on the course they should take. As he gathers the fractured pieces of the destroyed skull, Vorelle tends to the physical injuries, and Sir Joshua relates what he knows about keeping a demilich down. Vauhwyt stores the bodies of both Mookie and that of Brahmah's father. Then our heroes file out of the temple of pain and return to the Rosette ballroom.
The ballroom is empty. The hole in the middle of the floor still remains, the place from which they had excavated the remains of the unlucky warrior from so long ago. The Danse Macabre has not yet returned. Or so it seems. The Hallowing of the ballroom will take a full day. If the Danse Macabre has not yet returned, then with hope, he will not do so before the spell is finished.
The material components of the spell will be necessary. Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area. And, not only will Malgant be unable to rest until the spell is complete. But the other heroes from Blackbird Lake will have nothing to do in the meantime. It will be a long day.
Clock: 21 hours 24 minutes +0 since Entry. Clock: 16 minutes +0 since Day 2 Start.
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Wednesday June 13th, 2012 9:17:59 PM
GRRR.... Did Malgant notice any of the incense or herbs in the evil temple. Any incense I have is stored in my inaccessible pockets. I truly hate this dimensional anchor crap. The added costs are only if I designate an effect meant to last for a year. If I have enough to cast the spell without the effect I will. would fabricated incense, like from woldsblood count?
Vauhwyt (HP138 of 138, AC44) Wednesday June 13th, 2012 9:29:41 PM
Vauwhyt maybe can fabricate some? But what raw plant matter is there aroundabouts here? And would that even work?
Back to the Ballroom /DMAl Wednesday June 13th, 2012 9:46:56 PM
OoC to Malgant and Vauhwyt: Yes, I'd think fabrication of some sort would work. As for biotic material for the herbs and incense ... clothing is often largely plant based. Wood is plant pulp.
Vauhwyt (HP138 of 138, AC44) d20+10=30 ; Wednesday June 13th, 2012 11:01:59 PM
Great! Vauhwyt will cast Heroism and Crafter's Blessing, then Fabricate. She asks if anyone would like to aid another, that is, her.
Untrained Craft Herbology check is 1d20 +3 Int +2 heroism +5 blessing = 1d20+10 = nat 20! a 30!
Sure, now I get the nat 20! Die roller, where were you when I was making en-gem-ment saves! LOL!
Vorelle [Darkvision; Bear's Endurance; Holy Aura; Life Bubble][HP 139/193][Exhausted] Thursday June 14th, 2012 12:32:51 AM
Many of her friends have been restored, but Vorelle is still Exhausted. She sips a little water, but it does not refresh the way it should. As Malgant prepares to cast his Hallow, Vorelle finds an out-of-the way spot to set up her bedroll and try to sleep.
Brahmah 167/202hps, AC 35(36 hasted) +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste Thursday June 14th, 2012 7:21:31 AM
OOC: Feeling a bit better this morning. But only a short post.
IC: Tired, but willing to help as much as possible, the ranger with assist with whatever he can before he too sets his bedroll and sacks out.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Thursday June 14th, 2012 7:24:23 AM
Jass numbly follows where the group goes, absently noting they are back in the rosette room. It will be a day and some of little to do, but the sorcerer doesn't mind: he is wrapped up in his own dark thoughts, frightened of this person that he is becoming.
The normally extroverted sorcerer is quiet and brooding, only speaking enough to wave off any queries for concern or help. Jass is in a crisis of conscious, being forced to reevaluate the who/what that he is. The crisis that started below the waters of Floating City's lake when the black necromantic magics replaced his previously lighter enchantments. And now, with the chained god of pain twice caressing Jass with joyful agony, the thin man is in an arcane, spritual, and emotional whirl. He has to sort this out, and having a day or more of nothing to do other than confront his inner demons... in a perverse way, Jass smiles grimly, it is just what the cleric ordered!
Actions... Pain; -4 penalty on attack rolls, skill checks, and ability checks Exhausted
Active Spells: Telepathic Bond, Permanent (from Aztyr)
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points;
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
Back to the Ballroom /DMAl Thursday June 14th, 2012 9:29:42 AM
OoC to All: Just to move things along ... Vauhwyt is able to Fabricate the necessary material components for the Hallow spell.
This does not, however, give her carte blanche to begin fabricating expensive herbs and incense out of wood scraps and then go sell them in the Catacombs. Any attempt to do so will result in the instant appearance of the Magic Police who will then incarcerate her in a force cube for so many years that when she gets out she'll be eating her steak through a straw.
Vauhwyt (HP138 of 138, AC44) Thursday June 14th, 2012 10:19:16 AM
Vauhwyt would never do that! :-)
Vauhwyt (HP138 of 138, AC44) Thursday June 14th, 2012 1:38:53 PM
After fabricating the herbs for the spell. Vauhwyt pauses. It is almost as if she hears a ghost voice in her mind. Jeezum Crow, Boss! Seems like you've had lots of practice mixing up that wacky weed.
The liontaur just stands still. Guarding while her friends rest and cast. Yeah, guarding.
Sanity Info:
Spells cast on Vauhwyt: CL20 Greater Magic Weapon +5 (20 hrs) on Armor Spikes. CL16 Magic Vest +5 x2 (from Aztyr) (21 hrs used of 32) CL16 Various Shrink Items (in haversack) CL16 Dragon Hide and Loot (Shrunken) CL16 Mookie's Body (Shrunken) CL20 Light (3 hrs 20 minutes) CL16 Heroism (160 min)
Spells cast on Others: CL20 Greater Magic Weapon +5 (20 hrs) -- 1x Mal (monk unarmed attacks) -- 2x Brahmah (falchion and kukri) -- 3x Vorelle (2 hand axes and bow) CL20 Heroism on Aztyr (3 hrs 20 min) CL12 Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (2 hours)
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 2 of 3 Darkwalk: used 0 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 4 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Karma Bead: used 10 min of 10 Wand of mage armor: used 6 Wand of barkskin: used 14 Scrolls of Lesser Restoration: used 2 of 2 Scrolls of Vision: used 1 of 2 Hero Points: used 5 of 5
Spells Used 0 of 7 lvl 1 spells (Crafter's Blessing) Used 5 of 7 lvl 2 spells (FLx4, SI) Used 7 of 7 lvl 3 spells (GMWx7) Used 7 of 7 lvl 4 spells (Shrinkx2, Herox3, DetScry, Grtr Invis) Used 2 of 6 lvl 5 spells (Heroism, Fabricate) Used 2 of 5 lvl 6 spells (FFx2) Used 0 of 3 lvl 7 spells
Sir Joshua the Virtuous (Ken), 203/203 hps, AC 37/16 Touch, DR 5/evil Thursday June 14th, 2012 4:23:44 PM
Sir Joshua laughs with Malgant and replies, "It may have only been a day, but I make friends quickly... at least usually its with fair maidens or lord's that need my help... But I do have a soft spot for animals..."
Back at their resting spot, he'll keep watch while the arcane types do their casting...
For now, his sword is ready and he's looking for anything threatening to show its face...
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Thursday June 14th, 2012 5:14:03 PM " Mookie will fix that soft spot right up. Just screw up memorably in front of him once. And Memorably is a loose term around him. Now This will take time. I would like Aztyr, Vauhwyt, and Brahmah to sort out a watch schedule and keep an eye peeled for the Danse to return. If it does, wake the others and get them the heck out of this room. I'll do what I can against it until Sir Joshua kills it again. With Imod's spells still in effect on me this time, I should be able to resist it's dance. The rest of you pass out for at least long enough to let sleep refresh you minds and bodies. And you, Jass, stop brooding. You are usually one of the happy people here in this group. A little pain that you find exhilarating turns you into a brooding Jass? I'll have none of it. Search your soul, find your real path, but do it rested. A tired mind is easy to lead astray. I don't know your religious leanings, or if you have any. When things like this bother me, I fall back into the weapon forms I learned as an apprentice, the same ones I repeat as my prayers every morning. Clarity comes from repetition for me at least. When I practice them with a troubled heart, I have to struggle to remember every move. Once I have solved my dilemma, the forms flow from me like silk with no thought required to move from one to another. I am sure you know apprentice tasks that would serve just as well. Try them, find yourself and then puzzle through your problem. Now if you'll excuse me, I have a ball room to turn into a bastion of goodness in this vile pit of evil. If evil you can handle comes knocking, handle it and let me continue. If it is too much or seriously threatens me then disturb me. I have only one shot at this ritual until I rest. I do not want both the danse and the demi lich reawakening together. That would be worse than bad." Cast Hallow for 24 hours
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 -Magic Vestment +5 cast by Aztyr with Wold's Blood, 12 hour duration (Day 1, 0 min) CL20 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -Barkskin +5 bonus to Natural armor, duration 164 minutes, ( Day 2, 5 min) CL 17 -Greater Magic Weapon, +5 bonus to monk unarmed attacks, duration 20 hours, (Day 2, 0 min) CL 20 -All hero points expended - 3 of 3 channel energy used today -symbol of pain -4 to attacks, skill checks and ability checks
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 114/142 (159/159 normal) Thursday June 14th, 2012 6:35:55 PM
Aztyr smiles as Malgant yanks Jass up short to get him straightened up, she has enough trouble with keeping herself from losing a couple screws here and there.
"As for a watch, I'll take the first few hours, Joshua you cover the next few and Brahmah you stand the final few, then since the others will be rested up, they can cover a few hours spread during the "night" then all we'll have to worry over is Malgant. I'll need a decision from You Vauhwyt and you Joshua, I have enough energy to make one more permanent link with the Mind Link spell, then before we move out if people think it's smart I can add the other. Just remember it takes a bit of magic to sustain it."(2 spell castings, 1 for spell 1 for permanence for each person) "Oh, by the way, I will need any clothes you have that are not magical. I have a plan to be able to take all of that dragon's hoard of treasure with us, when we leave."
Wold's Blood Draws : 8/8 Wold's Blood in storage : 5/8 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)
Death Ward, Duration 16 minutes Protection from Energy, 170 minutes or 120 fire damage Shield, Duration 34 minutes (extended) Mage Armor, Duration 09 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Magic Vestment +5, Duration 13 hours (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC)
Hallowed Ground /DMAl Thursday June 14th, 2012 8:38:17 PM
The remains of old wooden wash buckets, decrepit shelves unfit to hold anything now. and the remains of other once plant based items preserved in the still dry environment of Scarwall, litter the rooms between the temple of the pain god and the Rosette ballroom. Vauhwyt collects a sufficient amount to Fabricate the herbs and incense for Malgant's spell.
Malgant begins the marathon ritual to Hallow the ballroom. Still ravaged by the ordeal of the Resurrection, some of the other heroes collapse in various different spots on the floor or against one of the walls. For some, Scarwall has been as emotionally wrenching as it has been physically trying.
An hour or so into the ritual, those who are on watch notice faintest strains of music. Occasionally, at the corners of the eye, a brief flash of dancers comes and goes. These are so faint and so brief that one might almost pass them off as imagination, memories from a terrible encounter. As time passes, though, another hour, and then another, the music grows. The dancers appear more often, sometimes fully before several witnesses.
But Malgant's ritual continues. Hour after hour. The music grows no stronger. The sightings of the dancers grow no more numerous. The ritual appears to be holding them at bay. The hours of the day pass to the hours of the night. All is the same within Scarwall, not even hunger marks the hours. Only rangers' innate sense of natural rhythms tells our heroes that it is once again morning.
While others slept, Malgant has worked on, doggedly performing the words and movements of the ritual. The Hallowing ends, and not a sign of the music or the dancers remains. Malgant ends the ritual, filling with the gratification of success, but also weighed down with a deep and profound exhaustion.
+++++++++++++++++++++++++++++++++++++++++++
Malgant, you have worked for 24 hours straight without a break. You now hold the Exhausted condition once again.
Clock: 45 hours 31 minutes +0 since Entry. Clock: 24 hours 23 minutes +0 since Day 2 Start. Clock: 0 minutes +0 since Day 3 Start.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Thursday June 14th, 2012 10:22:16 PM
Jass frowns and barely hears Malgant, though there are some words that get through. It makes sense to rest, and so the sorcerer does. As the cleric goes through his exhausting ritual, Jass tries to find an anchor. Family and childhood memories? Jass got away from that as fast as possible. His glib tongue? Killed him under Floating City. His magic? Tainted by necromancy. Religion? Ha! Jass barely believes in the Powers let alone gods that give solace to a soul.
Jass is convinced that he needs even just one anchor, something he KNOWS is durable and supportive, or else he is afraid the next time the chained god appears... The sorcerer shies away from the thought.
Actions... Pain; -4 penalty on attack rolls, skill checks, and ability checks Rested:
Active Spells: Telepathic Bond, Permanent (from Aztyr)
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points;
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
Sir Joshua the Virtuous (Ken), 203/203 hps, AC 37/16 Touch, DR 5/evil Friday June 15th, 2012 9:35:24 AM
Sir Joshua says, "If you want to give Vauhwhyt the spell, go ahead... But I'll take it too if he doesn't want it... It'll help us both re: tactics and strategies and I'll defer to your decision..."
While taking watch, he hears the sweet music and hums along... However, it has a sinister undercurrent and he's glad that it finally is gone with the casting of the hallow spell... He's had enough of ghostly creatures to last a long time...
(OOC - DM - My LOH ability can reduce someone's fatigued state to normal, so would it move exhausted to fatigued? Didn't know if it was a "step wise" progression and would 2 LOH's bring Malgant to a full state?)
Hallowed Ground /DMAl Friday June 15th, 2012 10:28:19 AM
OoC to Sir Joshua: Yes. One application of LoH would reduce Exhausted to Fatigued. A second would reduce Fatigued to normal. Alternately, an hour of rest will reduce Exhausted to Fatigued anyway.
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Friday June 15th, 2012 3:31:27 PM " Save your god's power Sir Joshua. It may be the difference between sucess and failure for you later. A few hours sleep will make me better. In the mean time, can any of you locate a person with magic, from the safety of this room? If so then look for this knight., He is the last link in the chains binding Mithrodar. Then, once that notable soul has been defeated we can claim the blade and disperse this realm forever. I have no spare clothes outside of my pockets, but I would bet that Vauhwyt can make some by fabrication from the many rotted tapestry we have passed in this place, Aztyr. When we are set to go this time I would like to have Jass cast his eyes spell, probably while I pray, and that will give us much more expendable scouts than our previous foray."
Brahmah 167/202hps, AC 35(36 hasted) +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 30, Fire Resistance 20, Fast Healing, Haste d20+24=37 ; Friday June 15th, 2012 6:45:40 PM
The minotaur is willing to help with watches, as long as he gets sleep enough to reduce his own fatigue.
Perception 37, plus any bonus ------------------------------------------------------- Conditions: -1 Con
Prepared Spells: Day Two 1st - Lead Blades x3*, Hunter's Howl x2 2nd - Protective Spirit x2*, Bear's Endurance*, Pro.f.Energy 3rd - Cure Moderate Wounds x2, Mass Feather Step 4th - Aspect of the Wolf, Blessing of the Salamander*
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 Neutral Good
Active Spells or effects: Life Bubble: 4/4hrs (21hr in): breathe free in any environment; immune to inhaled gasses, vapors, disease, poison Brahmah, Vorelle, Sir J, Malgant, Atzyr, Vauhwyt, Mookie, and Jass Darkvision:[CL 5] 45/50min (21hr, 9 min in) darkvision 60' Vorelle, Jas, Brahmah Lead Blades (170mins, kukri 1d8, falchion 2d6) CL20 Greater Magic Weapon +5 (20 hrs) Vauhwyt (falchion and kukri) CL12 Barkskin +5 (2 hours) Vauhwyt Bear's Endurance (On Vorelle, 17mins) See Invis (Hand of Glory) Haste (From Aztyr)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
Vorelle [Darkvision; Bear's Endurance; Holy Aura; Life Bubble][HP 139/193][Exhausted] Saturday June 16th, 2012 2:04:36 PM
Other than her cloak, none of Vorelle's clothes are magical. She's not quite as body-shy as she used to be, but.....
"I'll give you as much as I can," she tells Aztyr. "But I'm not wearing a chain shirt next to my bare skin. Also, I'm keeping my pants on. And I'd rather not be barefoot in here."
Aztyr AC 37 ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 114/142 (159/159 normal) Sunday June 17th, 2012 1:11:09 PM
OOC: Brahmah, if you look above, Aztyr did a restoration on you. Your Con point is back and you are not exhausted.
BIC:
Before resting for the night.
Aztyr says, "Vauhwyt, I'm going to add Joshua to the mind link, I'll re-add you as soon as I get some extra energy. He needs it more right now, you just need to be more careful is all." Aztyr then goes to Joshua, she begins to cast the series of spells needed to make the mind link. (Cast telepathic Bond, single target and cast Permanency (limited wish))
After resting
After taking her required 2 hours of rest, Aztyr sits up and watches as Malgant completes his spell.
She casts an Extended Mage Armor spell (using one of her Rods of lesser extend) She also uses the last five drops of blood (in her storage, 1 drop in her holy symbol) to put a Magic Vestment on Malgant. "That's the last of my available blood, we really need to get out of here."
Wold's Blood Draws : 8/8 Wold's Blood in storage : 0/8 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)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) ***** Magic Vestment +5, (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC) (not erasing just marked as not up)
Hallowed Ground /DMAl Sunday June 17th, 2012 5:46:49 PM
OoC to Azytr: I don't see Telepathic Bond on your spell sheet. Below are the spells listed. Are you getting both Permanancy and Telepathic Bond from Limited Wishes?
BTW, Cayzle, here's that Spellweaver not needing Material Components again.
Level 0
Prestidigitation, Detect Magic, Read Magic, Touch of Fatigue Dancing Lights, Detect Poison, Spark, Ray of Frost, Disrupt Undead
Level 1
Bloodline : Mage Armor Magic Missile, Protection from Evil, Ray of Enfeeblement, Hydraulic Push, Shield
Level 2
Bloodline : Resist Energy Mirror Image, Scorching Ray, See Invisible, Knock, Blur
Level 3
Bloodline : Fly Devolution, Fireball, Protection From Energy, Haste
Teleport, Cone of Cold, Fire Snake, Waves of Fatigue
Level 6
Disintegrate, Contagious Flame, Transformation
Level 7
Firebrand, Limited Wish*, Plane Shift
Level 8
Iron Body
Level 9
The Beginning of Day 3 /DMAl Sunday June 17th, 2012 6:03:09 PM
Though the Rosette Ballroom seems safe enough, proof against bodily or spiritual harm, there is nothing that can be done for the endless oppressive darkness of Scarwall. Even the lights that the group can produce seem small and fragile against the overwhelming eternal dark.
When morning is declared by the rangers, Azytr has already added Sir Joshua to the group's Telepathic Bond. For all those who call upon their gods with the rise of the morning sun, now is the time to do so. For those who's powers simply renew, they once again feel the swelling of their powers.
After doing so, Malgant declares a rest.
Aztyr places an extended spell upon herself and prepares to use the last of her precious Wold's Blood on Malgant.
+++++++++++++++++++++++++++++++++++++++++++
OoC to Aztyr: Are you sure you want to apply the Magic Vestment now? Before Malgant begins his rest?
OoC to Malgant: I'll need to know the amount of time you intend to rest. This will move the clock forward. One hour of rest takes you from Exhausted to Fatigued. Eight more hours removes the Fatigued.
OoC to Everyone Else: Spells are renews in the same manner as they were the morning of Day 2. I'd like new spell lists from those of you who Prepare spells.
Clock: 45 hours 31 minutes +1 since Entry. Clock: 24 hours 23 minutes +1 since Day 2 Start. Clock: 0 minutes +1 since Day 3 Start.
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Sunday June 17th, 2012 7:01:09 PM
I will rest 1 hour and then use a lesser restoration to remove the fatigue . I have one prayed for at this time or I can pray for it this morning. Either way I will have one 2nd level spell less due to the recent casting limit .
Vorelle [Darkvision; Bear's Endurance; Holy Aura; Life Bubble][HP 139/193] Monday June 18th, 2012 10:08:32 AM
Vorelle feels a little better on awakening, and will gladly stand watch while Malgant gets some much-needed rest.
[DM Al, do we recover any hit points while we rest?]
Brahmah 202/202hps, AC 30 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 25 d20+25=27 ; 2d8(3+7)+10=20 2d8(8+8)+10=26 Monday June 18th, 2012 10:15:22 AM
Before resting, Brahmah casts his two cure moderate spells on himself. (Assuming the restoration doesn't return hit points too. healing 46 total, healing to full)
After waking, Brahmah finally feels restored and healthy, but not yet at ease. (Perception 27 plus bonuses) Then he makes a quick scan of the area and then prepares new spells in the 'morning'.
"Thank you Aztyr." "There's new static in my head. Who is..." Then it clicks into place. "Aw, Mr. Josh has joined the mental fold as it were. Super." He looks mildly amused. "BOO!"
"I could use another reboot of Greater Magic Weapon on both weapons and Barkskin. I'll take care of Darkvision myself today. Spread out the spells better."
He casts Darkvision. ------------------------------------------------------- Conditions: NONE
Prepared Spells: Day Two.5 1st - Lead Blades x4, Resist Energy 2nd - Protective Spirit x2, Pro.f.Energy x2 3rd - Cure Moderate Wounds x2, Darkvision* 4th - Grove of Respite, Blessing of the Salamander
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 Neutral Good
Active Spells or effects: Darkvision (14 hours)
Item Provided junk: Daylight 1/day See Invisibility 1/day Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
The Beginning of Day 3 /DMAl Monday June 18th, 2012 10:38:31 AM
OoC to Vorelle: Yes. Thanks for reminding me. Everyone except Malgant benefits from a full night's rest and Natural Healing. Everyone who forgoes watch and rests the entire time benefits from twice the results of Natural Healing.
Natural Healing: With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.
If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.
Sir Joshua the Virtuous (Ken), 203/203 hps, AC 37/16 Touch, DR 5/evil Monday June 18th, 2012 3:38:30 PM
Sir Joshua grimaces at Brahmah's attempt at humor, as he's not much of a morning person. However, he tries his best to smile, though it looks more like a frown... "Booh to you too my friend..." he adds...
Now that they're rested, he says his morning prayers for safety this day and is ready for whatever events the day holds for them...
____ Current Effects/Spells
Prepared Spells Level 1 (5): Knight's Calling, Ghostbane Dirge, Lessor Restoration, Hero's Defiance, Bless Weapon Level 2 (3): Shield Other, Fire of Entanglement, Resist Energy 30 Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1): Holy Weapon
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) -10/10 remaining
Other Powers Lay on Hands - 16/16 per day Smite Evil - 7/7 per day Channel Energy- 8/8 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Monday June 18th, 2012 4:53:53 PM
OOC Rant on For the love of GOD please read posts. I have healed EVERYONE before I started the Hallow. Read my Wednesday post again. I have to find a way to make my text bigger and red for when I do healing I guess. Rant off
Aztyr AC 36 (37) ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 d20+8=23 ; Monday June 18th, 2012 7:07:15 PM
Aztyr, decides to just relax a bit after getting everything settled. She once again wracks her brain for the final time to recall any information on demi-lichs and how to get rid of them.
Know religion roll 23
"I just don't remember much about them Malgant, but I think they are different than full fledged lichs."
Wold's Blood Draws : 8/8 Wold's Blood in storage : 5/8 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)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) ***** Magic Vestment +5, (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC) (not erasing just marked as not up)
Spells on others :
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Monday June 18th, 2012 7:57:15 PM
After a short rest Malgant wakes and says a short prayer, renewing his vigor.( ! hour sleep to fatigued, Lesser restoration to remove fatigued. He Prays and prepares to deal with the Demi Lich. Hearing Aztyr he says" Sir Joshua remembered his texts yesterday. To destroy it we need Holy Water and me to not mess up a Dispel Evil."
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 -Mind Blank, at duration 24 hours( Day 2, 0 min) -Continual Flame CL17( Permanent) -All hero points expended - 0 of 3 channel energy used today
Preparing for Day 3 /DMAl d20+27=45 ; d20+21=32 Monday June 18th, 2012 9:09:34 PM
An hour is spent in prayer or other forms of worship. Another hour is taken in which Malgant sleeps or meditates. He comes from this rest fatigued, but a spell fixes this.
Brahmah, ever wary, maintains a watch. He detects nothing out of the ordinary, though.
Aztyr fishes again for alternate methods for ensuring a demilich is destroyed for good. She can, however, recall nothing. Certainly nothing more than Sir Joshua was able to come up with yesterday.
And so, rested and largely recovered, our heroes face another day within the dark and deadly environs of Scarwall. If their wits and good fortune remain with them, they will not need to spend another night here, for who knows how long this place will remain safe? Who knows now long until the spirits of Scarwall find out that the Danse Macabre is gone? Or that the Baron Zev Ravenka is no longer in the Don jon?
The first order of the day appears to be to the Baron remains destroyed. Malgant prepares to go through the steps outlined by Sir Joshua. After that, what path our heroes will take remains to be seen.
Clock: 47 hours 31 minutes +4 since Entry. Clock: 27 hours 23 minutes +4 since Day 2 Start. Clock: 02 hours 00 minutes +4 since Day 3 Start.
Sub for Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Monday June 18th, 2012 9:53:58 PM
Not quite seeming himself this day, Jass keeps fairly quiet but goes through the routine of bolstering his spells for the upcoming task.
Hi there! Jim C here, I'll be subbing for SteveK for the week. If there's anything Jass should be doing spell wise, please let me know. Thanks!
Active Spells: Telepathic Bond, Permanent (from Aztyr)
False Life: 24/24 hours; (Day3) +25 temp hit points;
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
Vauhwyt (HP155 of 138, AC37) d10+10=17 ; Monday June 18th, 2012 11:00:22 PM
Vauhwyt thanks her friends, especially Mal for his work in making sure these undead things are gone for good.
"Mal, you did good. I know I've given up the life of an avengerr, but it makes me glad that bastard is dead."
It is a new day, so the daily routine begins. When the party is ready to move out, she activates her karma bead and begins a flurry of casting.
On a whim and a hunch, she adds Resistance to four energy types to her usual mix.
After all that, Vauhwyt asks, "Where to next? Let's get going there!"
Sanity Info:
OOC: I'm assuming that the Magic Vestment effects from Aztyr are worn off and not being replaced, which is fine.
OOC: False Life gives +17 hp.
OOC: New AC calculation: base 10 +6 armor +3 enhancement +8 dex -1 size +2 shield +2 ring +1 natural +5 barkskin +1 ioun stone = 37
Spells cast on Vauhwyt: CL16 Various Shrink Items (in haversack) CL16 Shrunken Dragon Hide and Loot CL16 Shrunken Mookie's Body CL20 Greater Magic Weapon +5 (20 hrs) on Armor Spikes. CL20 Light (400 min) CL20 Extended Heroism (400 min) CL20 Detect Scrying (24 hours) CL20 Extended See Invis (400 minutes) CL20 Resist Energy Acid (200 min) CL20 Resist Energy Fire (200 min) CL20 Resist Energy Cold (200 min) CL20 Resist Energy Elec (200 min) CL20 False Life (+17 hp, 20 hrs) CL12 Barkskin (120 min) CL8 GMF x2 (paws) (8 hrs)
Spells cast on Others: CL20 Greater Magic Weapon +5 (20 hrs) -- 1x Mal (monk unarmed attacks) -- 2x Brahmah (falchion and kukri) -- 3x Vorelle (2 hand axes and bow) CL20 Extended Heroism on Aztyr (400 min) CL12 Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (2 hours)
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 3 of 3 Darkwalk: used 0 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 6 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Karma Bead: used 3 min of 10 Wand of mage armor: used 6 Wand of barkskin: used 19 Scrolls of Lesser Restoration: used 2 of 2 Scrolls of Vision: used 1 of 2 Hero Points: used 5 of 5
Spells Used 0 of 7 lvl 1 spells Used 6 of 7 lvl 2 spells (FL, SI, REx4) Used 7 of 7 lvl 3 spells (GMWx7) Used 3 of 7 lvl 4 spells (Herox2, DetScry) Used 0 of 6 lvl 5 spells Used 0 of 5 lvl 6 spells Used 0 of 3 lvl 7 spells
Aztyr AC 36 (37) ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 Tuesday June 19th, 2012 12:20:08 AM
Aztyr begins scrounging about for a cup or anything in which to hold water, she is certain that it is she who will be required to supply the holy water needed to destroy the baron once and for all. "I need something to hold water in, since I assume you don't have any blessed water outside of a haversack of bag of holding. Once I have that, it'll be relatively easy for the rest of it. To think that a mug or something could hold us up."
Wold's Blood Draws : 8/8 Wold's Blood in storage : 5/8 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)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) ***** Magic Vestment +5, (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC) (not erasing just marked as not up)
Spells on others :
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Tuesday June 19th, 2012 3:28:50 AM
Jim, I think Prying eyes is one of Jass's spells. It takes an hour to cast I think. We could use that for today if you would. He also has a wand of darkvision that he has been using to allow us to see since this place is pitch black otherwise.
Sub for Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Tuesday June 19th, 2012 4:45:05 AM
Reminded by Malgant, Jass casts the Prying Eyes spell he's been using and afterward uses the darkvision wand when needed on his friends and himself.
Brahmah 202/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 25 d20+25=39 ; Tuesday June 19th, 2012 4:59:17 AM
OOC: Sorry Malgant, but I thought I'd help out the healers by removing the burden. I forgot you had a Mass Cure type spell. I'll try to remember next time.
The ranger favors mornings most times, but here, it is rapid decline in attitude when he remembers where he is.
"So, what is going to happen this morning?" Perception 39 + bonuses. He casts Resist Energy Sonic, Protection from Energy Electricity and Cold. ------------------------------------------------------- Conditions: NONE
Prepared Spells: Day Two.5 1st - Lead Blades x4, Resist Energy* 2nd - Protective Spirit x2, Pro.f.Energy x2** 3rd - Cure Moderate Wounds x2, Darkvision* 4th - Grove of Respite, Blessing of the Salamander
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 Neutral Good
Active Spells or effects: Darkvision (14 hours) CL20 Greater Magic Weapon +5 (20 hrs) Brahmah (falchion and kukri) CL12 Barkskin Brahmah (2 hours) Resist Energy Sonic [30 per] (140mins) Protection from Energy Electricity (120pnts)(140mins) Protection from Energy Cold (120pnts)(140mins)
Item Provided junk: Daylight 1/day See Invisibility 1/day Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
Preparing for Day 3 /DMAl Tuesday June 19th, 2012 9:27:24 AM
OoC to Aztyr and All: A few of the many rooms you have encountered between the Courtyard and the Rosette Ballroom are old baths. In them are quite a few old, dried-out wooden wash buckets. They won't hold water for long. But they should hold water for long enough for your spell.
Preparing for Day 3 /DMAl Tuesday June 19th, 2012 9:40:31 AM
OoC to Brahmah, Malgant, Jass and All: If Jass is going to cast Prying Eyes, you might want to wait to cast protective spells after the search is done.
Also, Prying Eyes only takes a minute to cast. It's duration is 1 hour/CL, or, in this case, 17 hours. I'll post the rule for Prying Eyes below. I need the following things from Jim/Jass or someone else.
1) The number of Eyes. 1d4+17 2) Your instructions to the eyes. 25 words or less.
I if Jass has Darkvision on him at the time of casting, I will allow that this ability passes on to the Prying Eyes.
++++++++++++++++++++
You create a number of semi-tangible, visible magical orbs (called "eyes") equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.
While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with a +20 bonus on Fly skill checks and a +16 bonus on Stealth skill checks. It has a Perception modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch.
When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. Any knowledge you possess is known by the eyes as well.
In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.
If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.
The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.
Brahmah 202/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 25 d20=20 ; d20+25=38 ; d20+25=38 ; d20+36=45 ; Tuesday June 19th, 2012 12:14:09 PM
OOC: Will hold off casting the protective spells, but darkvision remains an action.
Instead of casting, he will search or track when necessary. (Perception 38, Survival tracking 45 plus any bonus)
Disregard the nat 20 and second 38, my mouse was having fits.
Vorelle [][HP 156/159] Tuesday June 19th, 2012 1:46:30 PM
Vorelle makes sure her bow, arrows and axes are ready.
"We have one more chain to sever, right?" she asks her friends.
She adds, "Jass, if you could use your Darkvision wand on me again, I'd appreciate it."
[OOC, and you might want to use it on yourself, too! :) ]
Sub for Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 d4=4 ; Tuesday June 19th, 2012 1:50:37 PM
Jass will use the darkvision wand on himself prior to casting the Prying Eyes spell, then on the rest in his group.
21 eyes are formed and given the instruction:
Maintain a circle with a radius of one hundred twenty feet around me and report dangerous creatures or if a prying eye is destroyed.
Sir Joshua the Virtuous (Ken), 203/203 hps, AC 37/16 Touch, DR 5/evil Tuesday June 19th, 2012 2:03:58 PM
While the others prepare their spells, Sir Joshua helps get some containers to hold water for the rituals... He'll then continue guarding the entrance to their redoubt, ready for any dangers that may show up...
Vauhwyt (HP155 of 138, AC37) Tuesday June 19th, 2012 2:22:27 PM
Vauhwyt will wait to cast her buffs until the prying and eyeing is done, per her post above.
Preparing for Day 3 /DMAl Tuesday June 19th, 2012 2:40:31 PM
OoC to All: I think Jass is going to need some help. I take it that your intent with the Prying Eyes spell is to do some long distance reconnaissance in the castle. Our current Jass does not have the benefit of previous experience with the other parts of the castle like the rest of you do. For that reason, if you do want to scout the various portions of the castle, you'll have to provide your input.
Also, keep in mind that the Prying Eyes have no intelligence, initiative, or judgement of their own. They can only act on your relatively short commands. They have no defense mechanisms and no sense of self preservation. (I mean, they smack into walls in the darkness, fer crying out loud.)
And, they have to return to your hand before relaying their recorded information.
So, they can't perform the maneuver that you're describing, Jass. Sorry, about that.
Here are some larger maps of the discovered areas if they help.
Sub for Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Tuesday June 19th, 2012 3:38:14 PM
okay, how about:
Scout rooms ahead. One eye per room shall return and report. If running out of rooms, split evenly, hide at crossroads, reporting when seeing me.
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Tuesday June 19th, 2012 3:42:58 PM
OOC Can they be held in reserve ( like a holding pattern) and sent out with individual instructions for each eye ( within the 25 word limit)? Also I prayed for find the path. given what we know we should be able to find the shortest way to the last guardian correct? Excellent use of 25 words Jim, but wait for al's verdict. If Find the path will work, we can have them stay ahead of us and relay what they see. Jass has used this before to good effect, though we didn't need it when he did 8).
Preparing for Day 3 /DMAl Tuesday June 19th, 2012 4:21:10 PM
OoC to Jass and Malgant:
1) Yes, I don't see why some can't be held in reserve while others go out and scout, each given their own 25 word instructions. 2) No, I don't think that Find the Path will work for the purpose you intend. Find the Path specifically states that it works with Prominent Locales. It also states that it cannot be used with creatures or objects. Here's most of the description:
The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon. The locale can be outdoors or underground, as long as it is prominent. For example, a hunter's cabin is not prominent enough, but a logging camp is. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting.
The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense what cavern corridor to take when a choice presents itself. The spell ends when the destination is reached or the duration expires, whichever comes first.
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Tuesday June 19th, 2012 4:39:30 PM
My thinking is we are looking for the armory ( or that's our theroy) and there SHOULD be only one here. If I ask for the nearest armory, the spell should take me to it. Will it work that way? I don't devine very much, so I am rusty at it.
Sub for Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Tuesday June 19th, 2012 4:45:03 PM Why am I reminded of the movie Prometheus and the "hounds" sent out to search :)
Preparing for Day 3 /DMAl Tuesday June 19th, 2012 6:01:33 PM
OoC to Malgant: You could do that. That's within the parameter of the rules.
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn d20+17=30 ; Tuesday June 19th, 2012 7:15:02 PM
Malgant finishes his combat forms and turns to his friends filled with renewed strength from Imod. " First things first, we rid Scarwall of this Demi-Lich. Aztyr, if Alemi would bless us with holy water created from a drop of Wolds Blood and water I can begin the Dispel Evil required to destroy this creature for good. I have never done this before so I don't know what to expect. You should all likely stand back and pray that my faith is strong enough." Malgant casts his normal complement of spells.( Mind Blank, Magical Vestment, and Greater Magic Weapon) Once all is ready Malgant will pour some of the Holy water over the remains of the Demi-Lich and then cast dispel evil upon it. Caster level check 30
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 -Mind Blank, duration 24 hours( Day 3, 0 min) -Greater Magic Weapon, duration 17 hours CL 17 ( +4 bonus) -Magic Vestment, duration 17 hours CL 17 ( +4 bonus) -Continual Flame CL17( Permanent) -All hero points expended - 0 of 3 channel energy used today
OOC I will cover my own GMW and Magic Vestment so that I can benefit from Imod the Warrior and to save Woldsblood. I don't know how magical Sir Joshua's armor is, you might consider the magic vestment for him on his armor or shield, or just save the blood. It is pretty useful. Also can't Vauhwyt fabricate a good cloth tapestry or clothes for you Aztyr to do your magic trick to gather the dragon's hoard?
Aztyr AC 36 (37) ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 Tuesday June 19th, 2012 8:47:51 PM
Aztyr scrounges about, finding a bucket that has fewer leaks that most and then uses her tattoo to fill it with water, then she with draws one drop of Wold's Blood. Saying a short prayer of thanks and asking for help, she drops it into the water, causing it to become blessed. (holy water) "Take it quickly Mal, before it leaks all over the floor. Heck, just drop the skull into the bucket than cast. I'll watch from over there." Aztyr points towards a fall wall and heads there, waiting for Malgant to do his thing.
Wold's Blood Draws : 8/8 Wold's Blood in storage : 4/8 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)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) ***** Magic Vestment +5, (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC) (not erasing just marked as not up)
Malgant crowns his renewed energy by disposing of the remains of the demilich Baron Zev Ravenka. After fetching one of the old wooden buckets from one of the washrooms north of the ballroom, Aztyr creates holy water. The hand casts a Dispel Evil spell upon the fragmented skull, and the demilich cannot match the power. The already fragmented bone crumbles to a fine dust upon the floor of the Rosette Ballroom, and then even that fades to nothing.
Jass then becomes busy. He casts Darkvision on everyone except Brahmah and Sir Joshua. (Jass, when you return, that's 5 more uses of Darkvision off of the wand.) Next he casts a Prying Eyes spell in preparation for a little early warning.
The way from the ballroom itself back to the Courtyard is fairly well-known by now. Our heroes have been wandering the various rooms to scavenge various materials since the previous day, and nothing has appeared to challenge them. It appears that the Danse Macabre kept the entire south wing clear of other presences. Now it is gone, but for the moment at least, the spirits of Scarwall are still wary of this place. The heroes from Blackbird Lake make their way without incident to the door that opens out onto the Courtyard.
Brahmah keeps his eyes and ears open. He also watches the ground for signs of the passage of anyone other than his party. He finds no tracks. He neither hears nor sees anything either.
+++++++++++++++++++++++++++++++++++++++++++
Jim: Jass is the icon with the glowing blue hands in the 55 Row on the map.
And another note on Prying Eyes. In order to know what each eye sees, it must return to you and report. Once a Prying Eye reports, it is expended and disappears. That means you are limited to 21 uses. Also, you'll have to make a Perception and a Stealth check for each. Perception at +15. Stealth at +16.
Notice that you are now back just south of the Courtyard.
Clock: 47 hours 32 minutes +8 since Entry. Clock: 27 hours 24 minutes +8 since Day 2 Start. Clock: 02 hours 01 minutes +8 since Day 3 Start.
Sub for Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Wednesday June 20th, 2012 1:52:53 AM "Where do you guys want me to send these eyes, or eye?" Jass rubbed his head, maybe he had a concussion and wasn't thinking straight. Maybe it was a tumor--oh gods, a tumor, at my age. I'll be dead by 30 for sure. Think of all I haven't done, all the books I meant to read and didn't because I thought I had more time. I never even got that plaid armored kilt I was meaning too.
Brahmah 202/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 25 d20+25=39 ; d20+36=50 ; Wednesday June 20th, 2012 6:25:20 AM
The ranger continues with the search. (Perception 39, plus bonuses) The tracking seems somewhat pointless however. (Survival 50, plus bonuses) His quarries haven't had physical feet, apart from the dragon. ------------------------------------------------------- Conditions: NONE
Prepared Spells: Day Two.5 1st - Lead Blades x4, Resist Energy* 2nd - Protective Spirit x2, Pro.f.Energy x2** 3rd - Cure Moderate Wounds x2, Darkvision* 4th - Grove of Respite, Blessing of the Salamander
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 Neutral Good
Active Spells or effects: Darkvision (14 hours) CL20 Greater Magic Weapon +5 (20 hrs) Brahmah (falchion and kukri) CL12 Barkskin Brahmah (2 hours) Resist Energy Sonic [30 per] (140mins) Protection from Energy Electricity (120pnts)(140mins) Protection from Energy Cold (120pnts)(140mins) (BOLD)Going to cast at some point.
Item Provided junk: Daylight 1/day See Invisibility 1/day Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
Vorelle [][HP 156/159] Wednesday June 20th, 2012 11:57:01 AM
"The Captain of the Guard is next, right?" Vorelle says. "Do we know where we can find him?"
Sir Joshua the Virtuous (Ken), 203/203 hps, AC 37/16 Touch, DR 5/evil d20+18=26 ; Wednesday June 20th, 2012 4:20:42 PM
Waiting in the courtyard, Sir Joshua watches their flanks and the sky too... He knows that the forces of evil they fought before are somewhere near, and now they just need to locate the armory...
For now, he'll try to detect localized sources of evil over the background "noise"... He'll also cast Bless Weapon in case they're surprised by bad guys...
Perc = 26
___________ Current Effects/Spells Bless Weapon - 17/17 minutes
Prepared Spells Level 1 (5): Knight's Calling, Ghostbane Dirge, Lessor Restoration, Hero's Defiance, Level 2 (3): Shield Other, Fire of Entanglement, Resist Energy 30 Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1): Holy Weapon
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) -10/10 remaining
Other Powers Lay on Hands - 16/16 per day Smite Evil - 7/7 per day Channel Energy- 8/8 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20
Hunting /DMAl Wednesday June 20th, 2012 4:46:25 PM
OoC to Sir Joshua: If you cast Detect Magic from now on, could you give me a quadrant (preferably with map coordinates) to start in. Also, indicate a direction of rotation to proceed to next if nothing is found in the first quadrant.
Vauhwyt (HP155 of 138, AC37) Wednesday June 20th, 2012 5:07:18 PM
Vauhwyt activates her bead and casts her spells at the 2 hour mark. It takes her about 28 rounds to get it all done. Her karma bead at that point has been on for three of its 10 minutes.
She is grateful for the Darkvision. She asks if anyone needs anything Fabricated.
She waits for guidance to the next location. She is still in a bit of a fuddle after losing Mookie. Sometimes her hand strays to the belt pouch where his teensy shrunken body can be found.
Sanity Info:
OOC: False Life gives +17 hp.
OOC: New AC calculation: base 10 +6 armor +3 enhancement +8 dex -1 size +2 shield +2 ring +1 natural +5 barkskin +1 ioun stone = 37
Spells cast on Vauhwyt: CL16 Various Shrink Items (in haversack) CL16 Shrunken Dragon Hide and Loot CL16 Shrunken Mookie's Body CL20 Greater Magic Weapon +5 (20 hrs) on Armor Spikes. CL20 Light (400 min) CL20 Extended Heroism (400 min) CL20 Detect Scrying (24 hours) CL20 Extended See Invis (400 minutes) CL20 Resist Energy Acid (200 min) CL20 Resist Energy Fire (200 min) CL20 Resist Energy Cold (200 min) CL20 Resist Energy Elec (200 min) CL20 False Life (+17 hp, 20 hrs) CL12 Barkskin (120 min) CL8 GMF x2 (paws) (8 hrs) CL?? Darkvision
Spells cast on Others: CL20 Greater Magic Weapon +5 (20 hrs) -- 1x Mal (monk unarmed attacks) -- 2x Brahmah (falchion and kukri) -- 3x Vorelle (2 hand axes and bow) CL20 Extended Heroism on Aztyr (400 min) CL12 Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (2 hours)
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 3 of 3 Darkwalk: used 0 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 6 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Karma Bead: used 3 min of 10 Wand of mage armor: used 6 Wand of barkskin: used 19 Scrolls of Lesser Restoration: used 2 of 2 Scrolls of Vision: used 1 of 2 Hero Points: used 5 of 5
Spells Used 0 of 7 lvl 1 spells Used 6 of 7 lvl 2 spells (FL, SI, REx4) Used 7 of 7 lvl 3 spells (GMWx7) Used 3 of 7 lvl 4 spells (Herox2, DetScry) Used 0 of 6 lvl 5 spells Used 0 of 5 lvl 6 spells Used 0 of 3 lvl 7 spells
Hunting /DMAl Wednesday June 20th, 2012 5:15:01 PM
OoC to Vauwhyt: The Darkvision coming from a wand would necessarily be at the minimum CL: CL2.
Aztyr AC 36 (37) ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 Wednesday June 20th, 2012 5:52:04 PM "Vauhwyt, I'll need a few yards of fabric. The more the merrier."
Wold's Blood Draws : 8/8 Wold's Blood in storage : 4/8 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)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) ***** Magic Vestment +5, (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC) (not erasing just marked as not up)
Spells on others :
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Wednesday June 20th, 2012 6:52:06 PM
Seeing Vauhwyt's hand stray to the pouch for the third time in about an hour, Malgant tries to comfort her." Don't worry, we will get him back. Right now tough we need to focus on getting out of here.We decided that the armory was the most likely place to find the captain of the guard right? I can allow Jass to know the shortest path to the armory in this castle and he can use the eyes as he sees fit to scout ahead of us. Sound like a plan?" If no one objects, Malgant will then cast Find the Path on Jass selecting the castle's armory as the place to find. He will then stay up front with Jass as the Sorcerer uses the eyes to navigate the path . He will declare Jass as his interpose target in case something jumps from the shadows to assault the Sorcerer as he walks the path.
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 -Mind Blank, duration 24 hours( Day 3, 2 hours in) -Greater Magic Weapon, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Magic Vestment, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Darkvision duration 2 hours CL2 (Day 3, 2 hours in) -Continual Flame CL17( Permanent) -All hero points expended - 0 of 3 channel energy used today
Vauhwyt (HP155 of 138, AC37) Wednesday June 20th, 2012 7:40:40 PM
Vauhwyt smiles at Mal, says she thinks the plan is great, and fabricates all the cloth Aztyr needs.
Sub for Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 d20+18=36 ; d20+18=28 ; d20+18=35 ; d20+18=28 ; d20+18=36 ; Wednesday June 20th, 2012 7:49:48 PM
Jass will follow the path set by Malgants spell and send out a single eye to scout 120' ahead and then return to him. If the eye doesn't return, he stops and informs the others and sends out an eye half the distance to see what's up.
Not sure how many perception rolls required, so I'll make a few:
36 28 35 28 36
The Path to the Armory /DMAl d20+38=54 ; d20+27=43 ; d20+21=35 ; Wednesday June 20th, 2012 8:48:18 PM
Where to next? That is the question. It's a question possibly best informed by a review of where they have already been and what they have seen there.
First, and most notable for its emptiness is the south wing. They already know it well enough. They have found nothing there that has threatened. And the only path they have not yet scouted has been the trapdoor in the ceiling behind the cursed statue.
To the east lies the place in which our heroes entered Scarwall. There lie some doors left unexplored. There, also, on the second floor, is the Great Hall where Mithrodar lies, both bound as well as binding, within his web of chains. Some avenues lie unexplored on the second floor as well, including a stairwell that lead upwards to what must be a third floor.
In fact, there must indeed be a third floor. For during the battle with Nihil and her devils, the greatest portion of the combat was on the roof of what must surely have been a third floor.
To the north is the kennels where the dark dragon Belshallam was slain. The tower directly to the east of the kennels was explored briefly by Vauhwyt, and nothing appeared to be there. There is also a door to the west of the kennels as well, yet to be explored.
To the west and up the stairs lies the don jon. There are several doors and passageways there still left unexplored.
Jass asks for suggestions.
Brahmah keeps watch but detects nothing. He finds no tracks that he has not seen before. He also intuits a very reasonable explanation as to why that might be.
Vorelle brings up the Captain of the Guard. A term used by Targo Flatjaw.
Sir Joshua casts a Bless Weapon spell and then steps into the Courtyard. He begins using his innate ability to detect evil, starting with the eastern half of the Courtyard. (Without direction I defaulted to the lowest numbers on a clock and will work clockwise.) After a moment he is satisfied that there is nothing but the background evil of Scarwall, and he switches to the western half. Again, he waits. Again he detects nothing but the background evil of Scarwall. He also detects nothing threatening with his normal sight.
Vauhwyt, for some time now, has been involved in spell casting. As Sir Joshua scans for evil ahead, she continues her casting.
Aztyr requests fabric from Vauhwyt, something her fellow liontaur might get to after she finishes.
Malgant proposes a Find the Path spell. He casts, designates the Armory as the target, then he places the spell on Jass. This spell is a little longer. But it still completes before Vauhwyt comes to the last of her many layers of spells.
As the spell settles upon Jass of Downs he is struck with a surety that the direction in which to go lies nearly straight ahead, though somewhat off to the west. Jass leads, passing Sir Joshua who is now just outside the door in the Courtyard itself. Malgant follows. Jass commands one Prying Eye to proceed in the direction he indicates for 120 feet and then return. After a count of twenty four, the eye returns and drops into Jass' hand and then disappears. The sorcerer instantly sees the crossing. The eye encounters nothing. It sees nothing but Scarwall itself. It arrives at the northwest corner of the Courtyard, just to the west of the double doors that lead into the Kennels. There are two doors on either side of the corner. Jass knows that the direction to the armory is through this corner. But he also knows with a certainty, that the quickest way to the armory is to go through the doors to the Kennel.
+++++++++++++++++++++++++++++++++++++++++++
Jass: If you're sending out a Prying Eye, I'll need a Perception and a Stealth check from you. Perception at +15. Stealth at +16. One perception roll per eye should be fine. And you don't need a Stealth check. But the eye won't be stealthy without one.
Clock: 47 hours 34 minutes +3 since Entry. Clock: 27 hours 26 minutes +3 since Day 2 Start. Clock: 02 hours 03 minutes +3 since Day 3 Start.
Sub for Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 d20+15=31 ; d20+15=34 ; d20+16=20 ; d20+16=35 ; Thursday June 21st, 2012 3:46:29 AM
Jass sends one eye to the armory by the corner route to scout and return, he also orders another eye to sneak under the kennel door if possible and go to the armory and return.
Perception 31 and 34 Stealth 20 and 35
Brahmah 202/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 25 Thursday June 21st, 2012 5:12:20 AM
Brahmah begins wondering, and pipes up internally. "Friends, if we encounter undead, are we supposed to try and kite them back to the Hallowed area?"
(OOC: Al, I just realized, I intended to do something and didn't. Could I have had time to cast Grove of Respite in the Hallowed area?) ------------------------------------------------------- Conditions: NONE
Prepared Spells: Day Two.5 1st - Lead Blades x4, Resist Energy* 2nd - Protective Spirit x2, Pro.f.Energy x2** 3rd - Cure Moderate Wounds x2, Darkvision* 4th - Grove of Respite, Blessing of the Salamander
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 Neutral Good
Active Spells or effects: Darkvision (14 hours) CL20 Greater Magic Weapon +5 (20 hrs) Brahmah (falchion and kukri) CL12 Barkskin Brahmah (2 hours) Resist Energy Sonic [30 per] (140mins) Protection from Energy Electricity (120pnts)(140mins) Protection from Energy Cold (120pnts)(140mins) (BOLD)Going to cast at some point. On hold to cast
Item Provided junk: Daylight 1/day See Invisibility 1/day Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
The Path to the Armory /DMAl Thursday June 21st, 2012 6:20:40 AM
OoC to Brahmah: Grove of Respite would not work in the Rosette Ballroom. Grove of Respite must be cast on "Outside on Open Ground".
The Path to the Armory /DMAl Thursday June 21st, 2012 9:08:16 AM
OoC to Jass/JimC: By the way, if you don't state that you are physically moving to a place, I will generally leave you where you are. This is one reason that I provide a map with a grid along with every post. Did you intend to move north across the Courtyard? Or are you remaining at the south end and awaiting the return of the Prying Eyes?
Also, I forgot you weren't here for the initial description of this area. Although it does not look like it on the map, the double doors to the Kennels are wide open already. Do you want the eye to enter? By the way, I think you have to be physically present at any turns in a corridor in order for Follow the Path to tell you which way is "The Way". Otherwise, if you stay a distance away, you only get a general direction. That is to say, your Prying Eyes know what you know up to the current moment, but cannot make decisions after that. If you send it down a corridor and it comes to a 4-way intersection, it cannot feel Follow the Path and take the right direction. It will probably go straight ahead, or follow whatever path is most logical for the directions that you gave it. However, when it returns to you, and plays back what it has seen, you will know which path is correct, even though the Prying Eye may not have taken it.
Does that make sense? I don't know whether I'm describing that well or not.
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Thursday June 21st, 2012 10:16:34 AM
OOC Was there another door in the kennels other than the dragon's 'treasure room'? I don't recall one and the map doesn't extend to the back wall. Thanks.
The Path to the Armory /DMAl Thursday June 21st, 2012 10:36:38 AM
OoC to Malgant: There was no door on the back (North) wall. However, there was what appeared to be a hallway of sorts in the northwest corner of the kennels. Back in that area there appeared to be two or three avenues to explore.
Sir Joshua the Virtuous (Ken), 203/203 hps, AC 37/16 Touch, DR 5/evil d20+18=22 ; Thursday June 21st, 2012 11:46:38 AM
As the group moves forward, Sir Joshua keeps his relative position on the flank, walking and scanning for localized evil, checking the area from noon - 3 pm with his detect evil ability, also watching for unexpected threats...
Perception = 22
_______________ Current Effects/Spells Bless Weapon - 16/17 minutes, 9/10 rounds
Prepared Spells Level 1 (5): Knight's Calling, Ghostbane Dirge, Lessor Restoration, Hero's Defiance, Level 2 (3): Shield Other, Fire of Entanglement, Resist Energy 30 Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1): Holy Weapon
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) -10/10 remaining
Other Powers Lay on Hands - 16/16 per day Smite Evil - 7/7 per day Channel Energy- 8/8 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20
The Path to the Armory /DMAl Thursday June 21st, 2012 12:06:07 PM
OoC to Sir Joshua: Given that it takes 3 rounds to produce (or at least two rounds) to produce meaningful information from Detect Evil, I'm going to have to ask you to declare a grid square from which you are Detecting Evil. If you attempt to Detect Evil on the move, you will get no more than the Round One results. The ability/spell resets every time you change squares on the map grid.
Aztyr AC 36 (37) ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 Thursday June 21st, 2012 12:18:41 PM
Aztyr, "We might want to wait for everyone, those of us who've been around the longest remember what happens to the group members who strike off on their own. Of course the one I'm referring to was stupid enough to go off alone and then decides to take a nap. He make a nice juicy target invisible assailant."
Wold's Blood Draws : 8/8 Wold's Blood in storage : 4/8 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)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) ***** Magic Vestment +5, (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC) (not erasing just marked as not up)
Spells on others :
Sir Joshua the Virtuous (Ken), 203/203 hps, AC 37/16 Touch, DR 5/evil Thursday June 21st, 2012 2:24:51 PM (DM - It appears for this round that we are waiting on feedback from the eyes, as no one has posted location changes, so I'll stay where I am... Thanks for the note on Detect Evil, as I'll try to keep track of my "moving" vs. "staying"... That said, if everyone decides to move forward, I'll have to reset my Detect Evil search. I'd prefer that to going out on my own and staying while everyone else moves forward...)
Vauhwyt (HP155 of 138, AC37) Thursday June 21st, 2012 4:02:27 PM
Vauhwyt waits for intel with her friends. But the kennel seems like the best bet. She ignores the comment about going off alone. :-)
But then her natural restlessness kicks in. She moves 40 feet north to 46-47-I-J and then casts a Taur's Try spell to boost her Stealth and Acrobatics by 1.
Sub for Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Thursday June 21st, 2012 4:42:54 PM
Jass was going to send the eyes out, then move after they returned with their report. Seems everyone else is waiting on that too...and yes, send the one eye through the Kennel.
Vorelle [][HP 156/159] d20+26=27 ; Thursday June 21st, 2012 5:06:51 PM
While her friends cast their spells and continue in their preparations, Vorelle begins drifting toward the Kennels. She does not get out of sight of her party, but she is alert to what her ordinary senses might discover.
[Perception 27, natural 1]
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Thursday June 21st, 2012 7:03:34 PM
Malgant stops Vauhwyt before her cast when she tries to put Greater Magic weapon upon him. He asks for heroism instead, like she did to Aztyr. He stays near Jass, waiting for the eyes to do their work. He recalls several partially blocked doors in the kennels. From Jass' description the path must lie through one of them. Jass remains Malgant's interpose target until he changes this.
Active spells(effects) on Malgant or cast by him -Interpose on Jass -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 -Mind Blank, duration 24 hours( Day 3, 2 hours in) -Greater Magic Weapon, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Magic Vestment, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Heroism(extended) duration 6 hours 40 minutes CL20 (hopefully)(day 3, 2 hours in by Vauhwyt) -Darkvision duration 2 hours CL2 (Day 3, 2 hours in) -Continual Flame CL17( Permanent) -All hero points expended - 0 of 3 channel energy used today
Jass remains in place, sending more Prying Eyes. At the last moment, he remembers that the two doors in the corner were shut. There will be no way in which an Eye will be able to open a door by itself. And, being around the size of a small apple, there will be no slipping under doors like a certain liontaur. He only sends one Prying Eye. It will be at least another count of 24 before the eye returns. In the meantime, some of Jass' fellow heroes get restless.
Brahmah and Sir Joshua, and Aztyr at least, remain with Jass. Sir Joshua keeps a vigil, but spies nothing unusual.
Vauhwyt, on the other hand, comes out into the Courtyard and moves to the fore.
Vorelle moves out front as well. Her eyes and ears are open, but she detects nothing.
Malgant remains with Jass, protecting the sorcerer from harm.
The Prying Eye is gone for little more than a count of six, when something catches Vauhwyt's enchanted eyes. Normally the least perceptive of the group Vauhwyt just manages to make out the still form crouching quietly on the floor of the Courtyard. (Spotted first at AH-AI/39-40.) How did the others miss it? Unless ... Vauhwyt realizes that it must be her spell that allows her to see what the others have not been able to. It is watch the group with great intent. It is one of the Ice Devils. And it must be invisible.
Unfortunately, at the same time that Vauhwyt sees the Ice Devil, it sees that she sees it. It backs quietly away to the north. It leaves the limits of Vauhwyt's Darkvision and fades away.
+++++++++++++++++++++++++++++++++++++++++++
The Prying Eye is still 5 rounds from returning.
Aztyr, you did not see the Ice Devil because it was out of the range of your Darkvision.
Clock: 47 hours 34 minutes +5 since Entry. Clock: 27 hours 26 minutes +5 since Day 2 Start. Clock: 02 hours 03 minutes +5 since Day 3 Start.
Vauhwyt (HP155 of 138, AC37) Thursday June 21st, 2012 10:40:05 PM
Vauhwyt casts a Message cantrip so she can whisper to all her friends, and then she whispers her news about the ice devil she saw. She uses the delay action before taking a move action because she only wants to move further ahead if her friends do too.
Brahmah 202/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 25 Friday June 22nd, 2012 1:10:59 AM
Brahmah now casts Protection from Energy Cold.
Actions: Casts Pro f. Cold Draws Weapons. ------------------------------------------------------- Conditions: NONE
Prepared Spells: Day Three 1st - Lead Blades x4, Resist Energy 2nd - Protective Spirit x2, Pro.f.Energy x2* 3rd - Cure Moderate Wounds x2, Darkvision* 4th - Grove of Respite, Blessing of the Salamander
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 Neutral Good
Active Spells or effects: Darkvision (14 hours) CL20 Greater Magic Weapon +5 (20 hrs) Brahmah (falchion and kukri) CL12 Barkskin Brahmah (2 hours) Protection from Energy Cold (120pnts)(140mins)
Item Provided junk: Daylight 1/day See Invisibility 1/day Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
Sir Joshua the Virtuous (Ken), 203/203 hps, AC 37/16 Touch, DR 5/evil Friday June 22nd, 2012 3:51:52 PM
Sir Joshua hears about their stalker and says, "Shall we pursue it or keep moving towards our original destination... I don't want to get hit by some unknown force while we're battling in the armory... We know there's a threat waiting for us and watching us while we move...."
He'll ask where the hidden creature was last seen and then detect evil in that direction, centering his search there and then 45 degrees on each side...
Also, he'll follow Brahmah's wisdom and cast Resist Cold too...
_____________ Current Effects/Spells Bless Weapon - 16/17 minutes, 8/10 rounds Resist Energy 30 (Cold) - 170/170 mins
Prepared Spells Level 1 (5): Knight's Calling, Ghostbane Dirge, Lessor Restoration, Hero's Defiance, Level 2 (3): Shield Other, Fire of Entanglement, Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1): Holy Weapon
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) -10/10 remaining
Other Powers Lay on Hands - 16/16 per day Smite Evil - 7/7 per day Channel Energy- 8/8 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn d20+7=25 ; Friday June 22nd, 2012 4:04:50 PM
knowledge planes 25 Assuming Vauhwyt swapped Heroism for GMW on Malgant. " Ice devils are generals in Hell's Army. They may have heard or felt the exchange between the Baron and us and be looking to see if we won or are depleted in some way. I would let them go, and watch for them to hit us when we return from severing the last chain. I would think they crave to leave this place too and would not interrupt us now that we have taken the head of their group. I could be wrong though, Fiends were not the most studied thing at the Temple. If they attack us it will certainly be after we sever the last chain. Since I doubt we will be able to rest again I am not worried about whatever ambush they lay. We draw them inside where they cannot keep moving and setting up walls and we kill them. Sir Joshua or I can kill any one of them in a round, likely most of you can do similarly well." "Lets keep going."
Active spells(effects) on Malgant or cast by him -Interpose on Jass -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 -Mind Blank, duration 24 hours( Day 3, 2 hours in) -Greater Magic Weapon, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Magic Vestment, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Heroism(extended) duration 6 hours 40 minutes CL20 (hopefully)(day 3, 2 hours in by Vauhwyt) -Darkvision duration 2 hours CL2 (Day 3, 2 hours in) -Continual Flame CL17( Permanent) -All hero points expended - 0 of 3 channel energy used today
Spying Eyes /DMAl Friday June 22nd, 2012 4:37:03 PM
OoC to Malgant: Go ahead and assume that.
Aztyr AC 36 (37) ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 Friday June 22nd, 2012 5:18:45 PM
Aztyr takes the chance to cast a spell, casting Protection from energy : cold. She then moves toward the kennel with the rest.
Wold's Blood Draws : 8/8 Wold's Blood in storage : 4/8 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)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Protection from Energy: Cold , 120/120 duration 170 minutes ***** Magic Vestment +5, (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC) (not erasing just marked as not up)
Spells on others :
Vauhwyt (HP155 of 138, AC37) Friday June 22nd, 2012 6:01:06 PM
Vauhwyt grins, glad that she is protected from Cold already. She turns and casts Resist Energy Cold on Vorelle too.
BTW -- V certainly does NOT swap GMW for Heroism on Mal -- She gives him both!
Sanity Info:
OOC: False Life gives +17 hp.
OOC: New AC calculation: base 10 +6 armor +3 enhancement +8 dex -1 size +2 shield +2 ring +1 natural +5 barkskin +1 ioun stone = 37
Spells cast on Vauhwyt: CL16 Various Shrink Items (in haversack) CL16 Shrunken Dragon Hide and Loot CL16 Shrunken Mookie's Body CL20 Greater Magic Weapon +5 (20 hrs) on Armor Spikes. CL20 Light (400 min) CL20 Extended Heroism (400 min) CL20 Detect Scrying (24 hours) CL20 Extended See Invis (400 minutes) CL20 Resist Energy Acid (200 min) CL20 Resist Energy Fire (200 min) CL20 Resist Energy Cold (200 min) CL20 Resist Energy Elec (200 min) CL20 False Life (+17 hp, 20 hrs) CL12 Barkskin (120 min) CL8 GMF x2 (paws) (8 hrs) CL3 Darkvision CL20 Message CL20 Taurs Try - acro and stlth
Spells cast on Others: CL20 Greater Magic Weapon +5 (20 hrs) -- 1x Mal (monk unarmed attacks) -- 2x Brahmah (falchion and kukri) -- 3x Vorelle (2 hand axes and bow) CL20 Extended Heroism on Aztyr (400 min) CL12 Barkskin on Vorelle, Aztyr, Brahmah, and Jass. (2 hours) CL20 RE Cold on Vorelle (200 min) CL20 Heroism on Mal (200 min)
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 3 of 3 Darkwalk: used 0 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 6 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Karma Bead: used 3 min of 10 Wand of mage armor: used 6 Wand of barkskin: used 19 Scrolls of Lesser Restoration: used 2 of 2 Scrolls of Vision: used 1 of 2 Hero Points: used 5 of 5
Spells Used 0 of 7 lvl 1 spells Used 7 of 7 lvl 2 spells (FL, SI, REx4, RE on Vorelle) Used 7 of 7 lvl 3 spells (GMWx7) Used 4 of 7 lvl 4 spells (Herox3, DetScry) Used 0 of 6 lvl 5 spells Used 0 of 5 lvl 6 spells Used 0 of 3 lvl 7 spells
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Friday June 22nd, 2012 11:56:43 PM
I give up. I already cast GMW on myself and get the same net effect.
Spying Eyes /DMAl Saturday June 23rd, 2012 8:31:34 AM
OoC to Malgant: I let you guys do whatever you want.
Vauhwyt (HP155 of 138, AC37) Saturday June 23rd, 2012 8:55:41 AM
LOL! Friends sometimes go overboard for each other. :-)
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Saturday June 23rd, 2012 12:34:33 PM
I'll make the save...so help me 8)
Vorelle [Darkvision; Resist Energy Cold; GMW][HP 156/159] d20+26=39 ; Sunday June 24th, 2012 1:35:06 AM
"Thanks, Vayhwyt," Vorelle murmurs through the Message spell. "Are we ready to go in?"
[Perception 39]
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Sunday June 24th, 2012 10:21:34 AM
ooc: JimC, thanks for playing Jass this week. A very difficult thing to jump into the middle of a high-level campaign like this!
ooc2: Jass doesn't have Prying Eyes. He has Greater Prying Eyes which gives each eye True Seeing for 120 feet. ..............
Jass shakes his head and straightens up. His mind has been scattered on many fantasies and has not been able to concentrate. An armored kilt? What was he thinking? (ooc: LOL) Yet his wandering mind has latched onto the anchor that Malgant urged on the sorcerer. He has seen it unwavering and true, even beyond death, and it comforts the thin man. It gives him a surge of confidence that his own magic, his own personality, even the Powers have been unable to achieve. Jass smiles and flexes his hands, the Greater Prying Eyes about his head bobbing in unison.
Hearing the Message from Vauhwyt, Jass sees the others prepare, but doesn't set himself any additional protections. Malgant's Interpose and Jass' own immunity from Cold effects should be all the protection he needs.
Still, what if there are more than just the Ice Devil? Jass turns to two of his Greater Prying Eyes for instructions. "Three: Fly counterclockwise around the Court and report what you see in and above the Court." and "Four: Fly clockwise around the Court and report what you see in and above the Court." Finally, "Five: stay in place, making a spherical search and report what you see in and above the Court."
He tells his friends through the Telepathic Bond all that the Eyes report.
Actions... Instruct Eye#3, Eye#4, and Eye#5 Inform Friends
Active Spells: Telepathic Bond, Permanent (from Aztyr) Barkskin 118/120min (Day 3 2 hrs start) (from Vauhwyt) +5 nat armor (only +1 above Jass amulet) Darkvision [CL5] 5/5hr (Day 3 2 hrs start) Greater Prying Eyes: 21 total; Fine construct, , AC 18 HP 1; Fly 30 Skills +20 Fly +16 Stealth, +17 Perception; Darkvision 60 feet, True Seeing 120feet 1 used 2,3,4 and 5 on Scout 16 Hovering
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points;
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
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Sunday June 24th, 2012 7:27:10 PM
ooc My bad, I didn't look at your spell list. Welcome back!
News of the Ice Demon sets off a series of protection spells.
Many express the desire to press ahead. But before then, Jass sends his Greater Prying Eyes out to scout the area. They see all - through darkness and illusion. (However, Jass, you still need to make Perception checks +17 for each eye. And Stealth checks +16 if you wish them to remain undetected. I've made checks for you this time.) It takes a count of thirty for Prying Eyes to return. Prying Eye 2 returns six counts before this.
Prying Eyes Two lands in Jass' hand and then disappears, leaving an image of the Kennels in Jass' mind. (View from PE2.)
Prying Eyes Three and Four reveal the location of the Ice Devil very soon after leaving Jass behind. It is at the far end of the Courtyard just above the door to the Kennels flying in a loose, sideways figure-eight in the air between roughly 50 to 60feet in the air. Jass' image from the point of view of the Prying Eyes approaches the door to the Kennels. The Ice Devil is still above, flying in its pattern. Then it changes direction. I flies down and to the northwest. The rear view of the Prying Eyes as they pass each other lose sight of it as it passes beyond the edge of the roof line.
Prying Eyes Five returns from aloft. From above, and with the benefit of True Seeing, Prying Eyes Five sees the Ice Devil land upon a parapet on the roof of the Kennels and enter a door that appears to lead into a tower in the northwest of Scarwall. It also gives Jass an overview of the structure of Scarwall itself from above. Most notable is a view of the eastern roofs where our heroes had first encountered the devils and slain Nihil the Ashbringer.
Clock: 47 hours 35 minutes +1 since Entry. Clock: 27 hours 27 minutes +1 since Day 2 Start. Clock: 02 hours 04 minutes +1 since Day 3 Start.
Brahmah 202/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 25 d20+25=40 ; Monday June 25th, 2012 5:15:56 AM
The ranger casts Protection from Energy electricity. Perception 40. He then waits for them to move.
Prepared Spells: Day Three 1st - Lead Blades x4, Resist Energy 2nd - Protective Spirit x2, Pro.f.Energy x2** 3rd - Cure Moderate Wounds x2, Darkvision* 4th - Grove of Respite, Blessing of the Salamander
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 Neutral Good
Active Spells or effects: Darkvision (14 hours) CL20 Greater Magic Weapon +5 (20 hrs) Brahmah (falchion and kukri) CL12 Barkskin Brahmah (2 hours) Protection from Energy Cold (120pnts)(140mins) Protection from Energy Electricty (120pnts)(140mins)
Item Provided junk: Daylight 1/day See Invisibility 1/day Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Monday June 25th, 2012 12:04:57 PM
ooc: thanks Al for the Perception and Stealth checks. ...................
Jass dutifully reports and then gives his own thoughts. "Looks like the devils are keeping tabs on us and regrouped from that tower to the northwest. It could be that it's now reporting to the last Guardian and that we should go north-west to find the Captain."
"Still, there is a whole nother area of Scarwall that looks like the Gatehouse and Battlements to the east. The Captain could be there, at post."
"Whichever way we go, I suggest going to the Kennels and get out of aerial observation, eh?"
Jass prepares himself to move off to be in the Kennels, but waits for Malgant to move with him.
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points;
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
Vauhwyt (HP155 of 138, AC37) Monday June 25th, 2012 12:27:23 PM
Vauhwyt pauses. She whispers via her spell (since her telepathy is gone). "Guys, should we consider maybe talking with the devils? For one thing, with their hero dead, maybe they want out as much as we do. Maybe we can make an alliance of convenience. If we hadn't been so rash with the hag, we might not have had the trouble we've had. Maybe dealing with devils will not be a bad idea?"
"What do you think, Sir Josh? I trust your instinct here more than I trust my own."
Sir Joshua the Virtuous (Ken), 203/203 hps, AC 37/16 Touch, DR 5/evil Monday June 25th, 2012 3:02:45 PM
Sir Joshua listens to the conversations but speaks up fervently when talking with the devils is mentioned. "Thank you for considering my opinion but my friend, I took an oath to eliminate all evil and the thought of negotiating or working with them is repugnant to me, a man of honor. I cannot be a part of any such dealing and will not work by their side... My only use for devils is as target practice for my weapons... That said, regarding where we go from here, whether we go to the kennels or attack the devils, I'm OK with either one... However, let's remember that we only need to kill one more guardian before we can go after the final bad one... I don't want to the devils draining away our abilities and strength before then... "
(OOC - He's a paladin after all and trying to do what a devoted paladin would do if I was in his shoes...)
He continues sensing evil, and if they didn't move forward this turn (as it appears), he'll change his detect evil sensing to the area b/t 3 and 6 o'clock, including above them...
Current Effects/Spells Bless Weapon - 16/17 minutes, 7/10 rounds Resist Energy 30 (Cold) - 169/170 mins, 9/10 rounds
Prepared Spells Level 1 (5): Knight's Calling, Ghostbane Dirge, Lessor Restoration, Hero's Defiance, Level 2 (3): Shield Other, Fire of Entanglement, Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1): Holy Weapon
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) -10/10 remaining
Other Powers Lay on Hands - 16/16 per day Smite Evil - 7/7 per day Channel Energy- 8/8 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20
Aztyr AC 36 (37) ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 Monday June 25th, 2012 4:44:11 PM
Aztyr was about to say something, when Joshua spoke up. She wasn't fond of making a deal with them, due to the fact that if they saw an opening to jump the party even after the deal was struck, they'd no doubt attack even if it wasn't in their best interest.
"I tend to agree for my own reasons, but I do agree with Joshua, we need to concentrate on the last binding chain, and then on the final monster we already encountered. I very much doubt we will be allowed to get any more rest in foul place."
Wold's Blood Draws : 8/8 Wold's Blood in storage : 4/8 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)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Protection from Energy: Cold , 120/120 duration 170 minutes ***** Magic Vestment +5, (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC) (not erasing just marked as not up)
Spells on others :
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Monday June 25th, 2012 5:23:16 PM
Malgant places a large hand on Sir Joshua's shoulder. " Nor will I negotiate with them. I would like nothing more than to not have them stalking our every step, but even allied to them their evil would eventually overcome their adherence to a bargain. Evil feeds upon anything it senses is weak. In a confined space, our group would destroy them to the last feather on the Eyrines wings. Aztyr is right as well. They know where we have been resting and will not let that happen again. We need to push on and finish this. I thought the same as Jass when I saw the full overhead view. The structure to the east does indeed appear to be the main gate. I would have thought where we entered to be that, but it seems I was wrong. The armory was the only other place I could envision a guard captain holding his post. Can you send an eye over the top to the toher side of the structure and look at the supposed gate Jass?"
Active spells(effects) on Malgant or cast by him -Interpose on Jass -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 -Mind Blank, duration 24 hours( Day 3, 2 hours in) -Greater Magic Weapon, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Magic Vestment, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Heroism(extended) duration 6 hours 40 minutes CL20 (hopefully)(day 3, 2 hours in by Vauhwyt) -Darkvision duration 2 hours CL2 (Day 3, 2 hours in) -Continual Flame CL17( Permanent) -All hero points expended - 0 of 3 channel energy used today
Multi-View /DMAl Monday June 25th, 2012 6:35:21 PM
OoC to Malgant: Are you going into the Kennels in the meantime? Jass' action is contingent upon yours.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 d20+16=26 ; d20+16=27 ; d20+17=24 ; d20+17=19 ; Monday June 25th, 2012 6:39:35 PM
Jass can and does, sending 2 Eyes. "Six. Move east outside the castle or until a mile, then return and report. Avoid the black clouds." And then "Seven. Follow Six 50 feet behind. If Six is destroyed, return and report."
Six stealth 26 Perception 24 Seven stealth 24 Perception 19
"That's going to take a while. Do lets move into the Kennels, eh?"
Vauhwyt (HP155 of 138, AC37) Monday June 25th, 2012 6:40:26 PM
Vauhwyt will go to the kennels with her friends.
Vorelle [Darkvision; Resist Energy Cold; GMW][HP 156/159] d20+26=36 ; Monday June 25th, 2012 8:58:07 PM
Since the Kennels seem to be the interim destination, Vorelle moves that way with the group. She continues to stay on alert.
[Perception 36]
Scouts Far and Near /DMAl d20+18=38 ; d20+27=29 ; d20+18=19 ; d20+27=42 ; d20+21=38 ; d20+21=30 ; Monday June 25th, 2012 9:03:29 PM
The decision is fairly overwhelming. The majority decide to move into the Kennels. Before leaving, however, Jass gives orders to two more Prying Eyes to scout the east. As our heroes move across the Courtyard, they see the two Eyes rise upward and head to the east, ostensibly over the roofs and under the deadly Black Miasma.
The Kennels is a reasonably familiar area to our heroes. All looks the same as they last left it. The dragon's horde appears untouched. Even the remains of the butchery of the dark dragon appear undisturbed, though the smell is beginning to become rank.
Sir Joshua detects nothing beyond the evil of Scarwall itself.
Brahmah, however, believes that he hears a soft scraping sound to west where a short hallway or landing opens onto other places yet unexplored. This is a noise that Vorelle misses. The noise is reasonably brief. Then it is gone.
The party waits for the return of Jass' Prying Eyes. They wait one minute. They wait two minutes. The Prying Eyes do not, have not, and possibly cannot return.
Clock: 47 hours 37 minutes +2 since Entry. Clock: 27 hours 29 minutes +2 since Day 2 Start. Clock: 02 hours 06 minutes +2 since Day 3 Start.
Brahmah 202/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 25 d20+25=31 Tuesday June 26th, 2012 9:46:45 AM
Thinking to the group, "Friends, did you hear that scraping? from that direction. Shouldn't we see what is there?" (Perception 31 plus bonuses)
But in the meantime, he follows the group to the kennels and casts Lead Blades, just in case.
Prepared Spells: Day Three 1st - Lead Blades x4*, Resist Energy 2nd - Protective Spirit x2, Pro.f.Energy x2** 3rd - Cure Moderate Wounds x2, Darkvision* 4th - Grove of Respite, Blessing of the Salamander
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 Neutral Good
Active Spells or effects: Darkvision (14 hours) CL20 Greater Magic Weapon +5 (20 hrs) Brahmah (falchion and kukri) CL12 Barkskin Brahmah (2 hours) Protection from Energy Cold (120pnts)(140mins) Protection from Energy Electricty (120pnts)(140mins) Lead Blades (14minutes)[falchion 2d6, kukri 1d8]
Item Provided junk: Daylight 1/day See Invisibility 1/day Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
Sir Joshua the Virtuous (Ken), 203/203 hps, AC 37/16 Touch, DR 5/evil Tuesday June 26th, 2012 2:40:31 PM
Sir Joshua continues in his flanking position, and the grip on his axe tightens as Brahmah "mentions" a noise... He turns his head in that direction, trying to see if he can pick up any specific evils...
Current Effects/Spells Bless Weapon - 16/17 minutes, 6/10 rounds Resist Energy 30 (Cold) - 169/170 mins, 8/10 rounds
Prepared Spells Level 1 (5): Knight's Calling, Ghostbane Dirge, Lessor Restoration, Hero's Defiance, Level 2 (3): Shield Other, Fire of Entanglement, Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1): Holy Weapon
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) -10/10 remaining
Other Powers Lay on Hands - 16/16 per day Smite Evil - 7/7 per day Channel Energy- 8/8 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20
Aztyr AC 36 (37) ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 Tuesday June 26th, 2012 3:21:02 PM
Aztyr heads in with the of the group, as usual, she's ready to cast about any spell at a moments notice.
Wold's Blood Draws : 8/8 Wold's Blood in storage : 4/8 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)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Protection from Energy: Cold , 120/120 duration 170 minutes ***** Magic Vestment +5, (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC) (not erasing just marked as not up)
Spells on others :
Scouts Far and Near /DMAl Tuesday June 26th, 2012 4:31:33 PM
OoC to All: BTW, what I'm looking at here is a direction. Everyone so far is ready to go, but no one is indicating where you want to be going.
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn d20+22=23 ; Tuesday June 26th, 2012 5:12:28 PM
Malgant doesn't hear what Brahmah heard, but he trusts the Ranger's senses, he shifts toward the sound, placing himself in the hallway between whatever Brahmah heard and the group.( Move to Y,Z/18,19 This causes him to abandon his overwatch of Jass while the sorcerer concentrates on his prying eyes. He looks into the areas not seen from the main kennels. Perception 23 ( Natural 1)
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 -Mind Blank, duration 24 hours( Day 3, 2 hours in) -Greater Magic Weapon, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Magic Vestment, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Heroism(extended) duration 6 hours 40 minutes CL20 (hopefully)(day 3, 2 hours in by Vauhwyt) -Darkvision duration 2 hours CL2 (Day 3, 2 hours in) -Continual Flame CL17( Permanent) -All hero points expended - 0 of 3 channel energy used today
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Tuesday June 26th, 2012 8:04:42 PM
waiting on some eyes. They aren't back and Jass hasn't sensed them getting killed.
Vorelle [Darkvision; Resist Energy Cold; GMW][HP 156/159] Tuesday June 26th, 2012 8:21:34 PM
Vorelle frowns. "Wait, weren't they supposed to be back by now?" She thinks for a moment. "If they haven't been destroyed....could they be prevented somehow from carrying out their orders?"
Scouts Far and Near /DMAl Tuesday June 26th, 2012 8:34:56 PM
OoC to Jass and All: It hadn't occured to me that the caster of Prying Eyes would know when a Prying Eye would be destroyed. "If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event." That's pretty vague. It does, however, imply that the caster knows, though not necessarily the cause.
So, sorry for not getting you the info sooner, but Jass knows that both Prying Eyes were destroyed. Number 7 first. Then about two or three rounds later, Number 6.
Signs and Indicators /DMAl Tuesday June 26th, 2012 9:05:46 PM
Brahmah casts a preparatory spell and listens for more movement. He hears nothing more.
Sir Joshua turns his ability to Detect Evil. He finds none.
Aztyr prepares to reply with spell.
Malgant moves to investigate. He sees no threatening creatures. But he does find a room to the south, and one of the doors that opens to the Courtyard. And, to the north, a set of stairs. From Jass' description of the Prying Eye's report, these stairs must lead to the parapets below the northwest tower, the same tower into which the Prying Eye reported that the Ice Devil had entered.
Vorelle echoes what Jass already knows. The timing, though, is odd. Number 6 proceeded Number 7. And yet, Number 7 was destroyed before Number 6.
Clock: 47 hours 37 minutes +3 since Entry. Clock: 27 hours 29 minutes +3 since Day 2 Start. Clock: 02 hours 06 minutes +3 since Day 3 Start.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 Tuesday June 26th, 2012 10:11:05 PM
Jass' magical connection with his 'Eyes' makes the sorcerer sure when they were destroyed, and very interested in the follower got destroyed first.
But that is not to the point. "The point is we need to find the last Guardian before Scarwall kills us all. The only ones who may know where the Captain is that WE know of is the devils. Let's find them and wiggle out that information."
"I think we should take the stairs to the north."
Jass moves to place his first step up the stairs before turning about and looking askance of the others.
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points;
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
Brahmah 202/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 25 d20+25=28 ; Wednesday June 27th, 2012 5:38:45 AM
The ranger plans along, whichever way Malgant goes, but indicates where he heard the sound with a gesture. (Perception 28) He will mentally tell the group what he does or doesn't hear. (Should have been indicating that Brahmah has been doing that, but didn't for some reason. :) This would make the mental link much more valuable!) ------------------------------------------------------- Conditions: NONE
Prepared Spells: Day Three 1st - Lead Blades x4*, Resist Energy 2nd - Protective Spirit x2, Pro.f.Energy x2** 3rd - Cure Moderate Wounds x2, Darkvision* 4th - Grove of Respite, Blessing of the Salamander
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 Neutral Good
Active Spells or effects: Darkvision (14 hours) CL20 Greater Magic Weapon +5 (20 hrs) Brahmah (falchion and kukri) CL12 Barkskin Brahmah (2 hours) Protection from Energy Cold (120pnts)(140mins) Protection from Energy Electricty (120pnts)(140mins) Lead Blades (14minutes)[falchion 2d6, kukri 1d8, minus 1 round)
Item Provided junk: Daylight 1/day See Invisibility 1/day Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points Spent: 1
Vauhwyt (HP155 of 138, AC37) Wednesday June 27th, 2012 9:25:59 AM
OOC: Ugh left my laptop at home. Posting will be light today!
Current Effects/Spells Bless Weapon - 16/17 minutes, 5/10 rounds Resist Energy 30 (Cold) - 169/170 mins, 7/10 rounds
Prepared Spells Level 1 (5): Knight's Calling, Ghostbane Dirge, Lessor Restoration, Hero's Defiance, Level 2 (3): Shield Other, Fire of Entanglement, Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1): Holy Weapon
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) -10/10 remaining
Other Powers Lay on Hands - 16/16 per day Smite Evil - 7/7 per day Channel Energy- 8/8 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Wednesday June 27th, 2012 5:04:02 PM " I expect the discussion will be short and bloody, but you have a point. Targo would know but he has been quite silent since we returned Vorelle to the land of the living. Lets go ask the devils what they know. Worst case they attack us and we end them as a threat." Malgant will follow Jass' lead up the stairs, keeping watch over the sorcerer and ready to shield him if something should attack him. (interpose on Jass) Since the devils have been tricky and invisible before, Malgant will put true seeing on himself so as to be better able to look out for them.
Active spells(effects) on Malgant or cast by him -Interpose on Jass -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 -Mind Blank, duration 24 hours( Day 3, 2 hours in) -Greater Magic Weapon, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Magic Vestment, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Heroism(extended) duration 6 hours 34 minutes CL20 (hopefully)(day 3, 2 hours in by Vauhwyt) -Darkvision duration 114 minutes CL2 (Day 3, 2 hours in) -Continual Flame CL17( Permanent) -True seeing CL 17 duration 17 minutes(day3, 2 hours, 6 min in) -All hero points expended - 0 of 3 channel energy used today
Vauhwyt (HP155 of 138, AC37) Wednesday June 27th, 2012 6:47:33 PM
Oh, wait! If Jass and Mal have suggested different directions, V votes with Mal, because he posted later.
Aztyr AC 36 (37) ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 Wednesday June 27th, 2012 8:09:12 PM
Aztyr, being ready for the devils, has no trouble following Malgant up the stairs."Be ready for a frosty welcome, they can freeze a large area, I remember that from before at least."
Aztyr reach forward a bit and casts Protection from Energy:Cold on Malgant, knowing the CoC's are gonna come at the group soon.
Wold's Blood Draws : 8/8 Wold's Blood in storage : 4/8 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)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Protection from Energy: Cold , 120/120 duration 170 minutes ***** Magic Vestment +5, (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC) (not erasing just marked as not up)
Spells on others :
Protection from Energy: Cold , 120/120 duration 170 minutes
Floors of the Tower /DMAl Wednesday June 27th, 2012 9:12:38 PM
Jass leads up the stairs with Malgant just behind. Vauhwyt follows. Behind her, Sir Joshua scans before himself for evil. After a count of twelve, he decides the detects none other than the usual evil of Scarwall.
Downstairs, Brahmah spies no threats. But he does see what appear to be another set of stairs up a separate passageway. (Northeast of section E on the 1st Floor Map.)
Aztyr, while Malgant casts his True Seeing, casts Protection from Cold upon him. Our heroes will truly be prepared for the devils.
At the top of the stairs, Jass finds that to the east there is an open door. (AB/15&16.) Through the doorway he can see out onto what appear to be parapets. This must be the door that his Prying Eye saw the Ice Devil enter through. The northwest opens onto what may have once been an ancient guard post. Soot stains the walls and floor and the smell of sulphur hangs heavy in the air. Open doors to the north and west lead into other chambers, while two flights of stairs (one leading up, the other leading down) stand to the northwest. (The western-most stairs lead up. The eastern-most stairs lead down.)
Aside from this, there appears to be nothing here. Nothing at all.
+++++++++++++++++++++++++++++++++++++++++++
OoC: Apologies. This map is hurting my brain a little. I'm not trying to drag this out. Really. I was confused by all of the walls. Then, I realized that the tower is drawn incorrectly. There is no way to get into this tower if you follow the walls as drawn. Ignore some of the wooden interior walls. They don't make sense.
1st Floor Map. (Vauhwyt is on the stairs just below Malgant who is not seen on this map.)
2nd Floor Map. (Jass is at the top of the stairs. Malgant is still on the stairs below him.)
Clock: 47 hours 37 minutes +5 since Entry. Clock: 27 hours 29 minutes +5 since Day 2 Start. Clock: 02 hours 06 minutes +5 since Day 3 Start.
Vorelle [Darkvision; Resist Energy Cold; GMW][HP 156/159] Wednesday June 27th, 2012 10:43:22 PM
Vorelle doesn't want to shout, so she sends a quick message over the link.
If you think tracking would be helpful, I could probably squeeze up there with you.
Jass of Downs (SteveK) AC 34 Touch:29 CMD 24 HP 183/157 d20+18=37 ; d20+17=18 ; d20+16=19 ; d20+16=31 ; d20+17=26 ; Thursday June 28th, 2012 9:12:19 AM
Jass looks around at the top of the stair and around the parapet. "Eight. move forward 20 feet, scan, and report." Jass himself edges up 10 feet to be at the door, glad of Malgant's defensive bulk right behind him. "Friends at your back. It's what I've been missing all my life! I only hope the holy galoot will forgive me", he thinks to himself before calling out in as convincing a voice as he can.
"Hey Ice Devil and your buddies!" he calls, pitching his voice as best he can to set up a mutually agreeable exchange, "We know you are around and you know we are too. We are both smart, powerful, and trapped in this realm. Neither of us trust each other as far as we can spit, but both of us can benefit from killing Mithrodar."
Jass pauses, but he dare not wait too long before Malgant or Sieur Joshua try and shut him up, so the sorcerer continues. "No bargains, no guides, no promises to help escape. You just tell us where to find Castrothrane and we'll kill him. We go our way to leave Scarwall and you go yours. What say you?"
Jass readies a Wall of Force spell to fill the doorway if the response is an ambush attack.
Actions... Jass Perception - 37 Jass Diplomacy - 18 :( Jass Sense Motive - 19 Eye8 Stealth - 31 Eye8 Perception - 26 READY: Wall of Force in doorway if attacked from the parapat.
False Life: 24/24 hours; (Day2 6 min in) +25 temp hit points;
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
Sir Joshua the Virtuous (Ken), 203/203 hps, AC 37/16 Touch, DR 5/evil Thursday June 28th, 2012 10:03:31 AM
Sir Joshua cringes at the idea of even speaking to the devils aside from condemning them to a fiery hell.... For now, he says little, following along with the group's movement and as they move forward, he'll detect evil down to the South (~ room 8 ish area... )
Current Effects/Spells Bless Weapon - 16/17 minutes, 4/10 rounds Resist Energy 30 (Cold) - 169/170 mins, 6/10 rounds
Prepared Spells Level 1 (5): Knight's Calling, Ghostbane Dirge, Lessor Restoration, Hero's Defiance, Level 2 (3): Shield Other, Fire of Entanglement, Level 3 (2): Fire of Judgment, Holy Whisper Level 4 (1): Holy Weapon
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) -10/10 remaining
Other Powers Lay on Hands - 16/16 per day Smite Evil - 7/7 per day Channel Energy- 8/8 per day Ring of Evasion (no dmg on successful reflex) 5 Javelins (normal) Hero Points - 7/8
NORMAL Stats AC 35 (normal), Touch 14 DR 5/evil
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 on 1st attack rather than 21; BYPASSES ALL DR
1. Stats WITH Smite Evil vs Evil Outsider with Holy Sword- +34/+29/+24/+19, 1d10+75+2d6 if Evil 2. Stats with Smite Evil, normal sword vs. Normal Evil guy - +30/+25/+20/+15, Dmg = 1d10+40, bypasses DR, + 1d6 fire, 1d6 acid, 1d6 shock 2. Stats Without Smite Evil but Holy Sword - +26/+21/+16/+11; Dmg = 1d10+23+2d6 if Evil 3. Normal attack with Sword with NO Smite Evil- +22/+17/+12/+7; Dmg = 20
Brahmah 202/202hps, AC 35 +5 DEFENDER (in combat) TOUCH AC 18, FlatFooted AC 25 d20+25=45 ; d20+36=53 ; Thursday June 28th, 2012 11:31:46 AM
Brahmah follows the group, taking up a position near the rear (between room 8&9). He doesn't want Joshua to be caught without a companion should he get cut off from the group. (assuming some of us are in the staircase?) [Perception 45, plus bonuses], [Survival 53, plus bonuses]Mentally tells everyone what he sees He casts Protective Spirit.
Actions: Moves to his position. Skills. Casts. ------------------------------------------------------- Conditions: NONE
Prepared Spells: Day Three 1st - Lead Blades x4*, Resist Energy 2nd - Protective Spirit x2*, Pro.f.Energy x2** 3rd - Cure Moderate Wounds x2, Darkvision* 4th - Grove of Respite, Blessing of the Salamander
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 Neutral Good
Active Spells or effects: Darkvision (14 hours) CL20 Greater Magic Weapon +5 (20 hrs) Brahmah (falchion and kukri) CL12 Barkskin Brahmah (2 hours) Protection from Energy Cold (120pnts)(140mins) Protection from Energy Electricty (120pnts)(140mins) Lead Blades (14minutes)[falchion 2d6, kukri 1d8, minus 2 rounds) Protective Spirits (14/14 rounds) Item Provided junk: Daylight 1/day See Invisibility 1/day Ring of Retribution 1/day Helm of Comprehend Languages and Read Magic Frost Chain (on Kukri) Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
AC 36,Touch 25, CMD 45/35 when flying,211/211 hp Malgant Winterborn Thursday June 28th, 2012 4:06:12 PM
Malgant stays within arms length of Jass, grinding his teeth at the bargain. It is the fastest surest way to secure this place and go home. So help me Imod if they attack us they will all die. He continues to watch over Jass's well being but also prepares to disrupt any walls of ice sent to separate the group. "Remember, walls of ice can be stopped by being in their way as they form. Don'r let them separate us."
Active spells(effects) on Malgant or cast by him -Interpose on Jass -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 -Mind Blank, duration 24 hours( Day 3, 2 hours in) -Greater Magic Weapon, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Magic Vestment, duration 17 hours CL 17 ( +4 bonus)( Day 3, 2 hours in) -Heroism(extended) duration 6 hours 34 minutes CL20 (hopefully)(day 3, 2 hours in by Vauhwyt) -Darkvision duration 114 minutes CL2 (Day 3, 2 hours in) -Continual Flame CL17( Permanent) -True seeing CL 17 duration 17 minutes(day3, 2 hours, 6 min in) -All hero points expended - 0 of 3 channel energy used today
Aztyr AC 36 (37) ,Touch AC 17 + shield spell, 5 DR Fire - SR 18 - HP 159/159 Thursday June 28th, 2012 7:08:14 PM "If we are gonna do this, stop playing around and get going, our spells are numbered and the durations are counting down even as we speak." She shoos those on the stairs to keep moving, she is getting impatient, and it's starting to show..... Aztyr moves up Aztyr's Spell Info:
Wold's Blood Draws : 8/8 Wold's Blood in storage : 4/8 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)
Mage Armor, Duration 34 hours (cast at dawn)(extended with rod)(active only for incorporeal protection) Protection from Energy: Cold , 120/120 duration 170 minutes ***** Magic Vestment +5, (used Wold's Blood, 5 drops from storage) Used on Robe of Archmagi (which is used for my AC) (not erasing just marked as not up)
Spells on others :
Protection from Energy: Cold on Malgant , 120/120 duration 170 minutes
Vauhwyt (HP155 of 138, AC37) Thursday June 28th, 2012 8:40:38 PM
Vauhwyt calls up to Jass and Mal to keep exploring. "We should at least glance into each nook and cranny," she opines.
She follows along, keeping together with her friends.
Jass breaks from the plan and shouts an invitation to the devils, wherever they might be.
Sir Joshua turns his Detect Evil to the room to the south. After a count of twelve, he decides there is nothing there but the evil of Scarwall.
Brahmah, likewise, neither hears nor sees anything threatening within the immediate area. He informs the others of this via the Telepathic Bond.
Malgant is wary. Aztyr is impatient stuck below at the back.
Vauhwyt advocates for exploring more of the tower.
Jass' offer is met with silence.
The dark eternal stillness of Scarwall reigns. For a moment. And a moment. And then another.
"We will take you to The Captain." The voice carries the grinding creak and rasp of great glaciers. And it comes from the doorway to the east of Jass. It comes from outside. And it is faint as though from distance. "Come this way," calls the voice. "You must fly. It is the best way."
+++++++++++++++++++++++++++++++++++++++++++
Maps are the same as before
1st Floor Map. (Vauhwyt is on the stairs just below Malgant who is not seen on this map.)
2nd Floor Map. (Jass is at the top of the stairs. Malgant is still on the stairs below him.)
Clock: 47 hours 37 minutes +8 since Entry. Clock: 27 hours 29 minutes +8 since Day 2 Start. Clock: 02 hours 06 minutes +8 since Day 3 Start.