"It is time!" declares Jangle, and he claps his hands together!
=====
You are clustered on a large sigil, a shield on a starburst. You are in a catacomb or dungeon, surrounded by stone. The ceiling is 30 ft up. It is dark.
Who besides Brahmah can see in the dark!? Or who will create light?
The walls are stone. The floor and ceiling are stone.
Please make your post for round one.
And the map. Note: the black on the map is stone. The grey is the fog of war, and limits what you can see.
Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision d20+21=30 ; d20+20=24 ; d20+28=38 ; d20+32=34 ; d20+41=46 ; Wednesday October 24th, 2012 5:56:23 AM
OOC: Hey, look, the map is a crossword.
IC: Brahmah moves straight ahead immediately to the edge of his vision (to 16/O) then begins moving counterclockwise (J/3), circling back to the group (A/10). His Longstrider spell (which was cast last week and forgotten about by me) should make short work of it. He mentally describes what he sees or hear to the group. [OOC: Assuming I can't use previous rolls, I will roll new ones.] Not as good as the last ones! (Knowledge Nature 30, Knowledge Geography 24, Perception 38, Survival 34 (for weather), Survival 46 (tracking), URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain - CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy)
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL) 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180minutes upon entering realm) Longstrider (30 hours)
Item Provided junk: Daylight 1/day See Invisibility 1/day Rod of Extend 3/day* Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points: 7/7 Hero Points Spent: 0
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) d20+18=35 Wednesday October 24th, 2012 9:23:41 AM
Jass holds off on casting any of the long spells until the group has a long pause chance is in the arena. "Certain as I'm breathing, the other team is in one of the environments just as we are." He sighs and looks around in the darkness. "Of course it's dark", he says smiling sardonically. Then he responds to his teammate. "Boys will pull the legs off of bugs in play, but the bugs die in earnest."
A hand goes into a magical pocket and calls forth a scroll of Daylight where he immediately casts it on the scroll itself. "There, now we can see. And it is time to make some assumptions."
"One: Jangle and Tangle are twin Powers, enough so that this contest of theirs must be mutually even. This should include each elemental area being even in size."
"Two: Being similar size, tthe fastest way to understand the size of our arena is to map out this element to give us an idea of the others."
"Three: With four elements with only three keys, the Talisman is probably in the fourth element. Quickly exploring this element will best enable us to locate one of the four things we are looking for."
'Four: Despite four possibilities, the other team is most likely most comfortable with Earth and so in this element right now. So we should be on our toes!"
He looks around for any sign of enemy contact.
.....Actions Move Action: retrieve Daylight Scroll Standard Action: Cast Daylight on the scroll 60' light, 120' dim light Perception: 35
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 20/36 min; +4 AC Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse
Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision Wednesday October 24th, 2012 10:53:02 AM
OOC: Movement for Brahmah is made with Fly, not Longstrider, unless Longstrider is faster than his Fly speed. Additionally, no check is needed to walk/run.
DM Cayzle - Still Round 1 Wednesday October 24th, 2012 12:16:07 PM
Before you can act [OOC: before your round 1 actions], a facet of this microplane makes itself known. With a horrific deafening sound -- as if all the giants in the Wold were grinding their teeth all at once -- the walls shift and buck and sink and rise! In a moment, the terrain changes drastically. It does'nt change where you are ... perhaps the sigil on which you stand offers a safe harbor. But it does occur to you that to be caught out in the grinding and moving walls would be dangerous.
But Brahmah bravely dashes out on a scouting run, then returns. The walls seem quiet again. The ranger notes no tracks or signs of life, All is stone, still stone.
And Jass sheds some daylight on this dark place.
Here is a new map. White squares are well lit; grey ones are dim or seen this round. Black squares are stone walls. It is still round 1. I need posts from Vorelle, Vauhwyt, Mal, Aztyr, and Josh.
Vorelle [Life Bubble, Fly, Greater Magic Weapon] d20+29=48 ; Wednesday October 24th, 2012 12:49:27 PM
Cautiously, Vorelle moves forward, doing her best to stay hidden.
[Move to I-18. Stealth check 48 to Hide in Plain Sight, because I don't know how long that wall is going to be there.]
Sir Joshua the Virtuous (Ken), DR 5/evil Wednesday October 24th, 2012 3:10:12 PM
Sir Joshua stays mounted and waits for the scouting run to be completed.... He checks to the North to see if he can detect any evil... His lance is ready to move into a fight if needed...
William sniffs carefully too, using his scent (detect w/in 30') ability to sniff if anything can be detected to the North also...
Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 d20+12=28 ; Wednesday October 24th, 2012 4:27:31 PM "I'm betting this is the earth elemental area, probably every so often, all of the walls will move and shift. It's most likely painful if you get hit, so watch yourselves as much as possible."
Not knowing the size of this dungeon, she can't take a guess at where anything might be, but she will try her knowledge of architecture.
Mage Armor, extended w/ Rod Cast at 8am each morning Duration 36 hours Magic Vestment +5 (cast with Wold's Blood at 8am each morning) Duration 36 hours
Permanent:
Arcane Sight, Comprehend Languages Dark Vision, Greater Magic Fang +5 (Dragon Claws) Greater Magic Fang +5 (Liontaur Claws) Read Magic, Resistance See Invisibility, Tongues
AC 38,Touch 32, CMB 24, CMD 38 when flying,223/223 hp Malgant Winterborn Wednesday October 24th, 2012 6:25:20 PM
Malgant follows the plan he outlined and studies, really ingrains the sigil into his mind. When he is certain he can draw it from memory well enough to teleport back here he reaches into his pocket and pulls out a rod. Once Jass hs his eyes created and sent scouting, Malgant will begin his combat prep spells. with that rod of lesser extend expended he returns it to his pocket.
Effects on Malgant Barkskin 6 hour duration CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) 28 hour duration CL18 Mind Blank 24 hour duration CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22) Heroism(extended)from Vauhwyt 44 hrs CL22 Life Bubble-From Jass (4 hrs/CL18) Mass Fly-From Jass (164 min/CL18) 3 of 6 lesser rod of extend used
Vauhwyt (HP 147 of 147, AC43) Sub/Al d20+18=28 ; Wednesday October 24th, 2012 7:27:19 PM
Carefully study the area? That was the plan? Vauhwyt struggles to recollect when either careful or study were particular strong suits of hers.
She studies the stone that moves around them. "When you're ready to go, I think I can takes us where we need to go in complete safety. Coming out on the other end, though, may be a little ... tricky. I'm thinking of a Darkwalk. We hold hands and then I shift us into the Realm of Shadow. We'll become Ethereal, and we can walk right through the stone if we need to. And, in any direction. When we come out, though, we'll need an open spot."
"Six of you besides myself, plus Mookie, Polo and William makes nine." The liontaur considers whether her powers of concentration are up to the task. "Yes, I think I can just make it with all of you."
++++++++++++++++++++++++++++++
For Darkwalk when needed ... Concentration Check: 28 (Caster Level = 15 + CHA = 3 + d20; Can take 9 along with)
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?)
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 0 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 3 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 1 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 1 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
As earlier noted, Jass casts Daylight and Brahmah goes out to recon.
Vorelle boldly steps off the shield & starburst sigil that marks the safe harbor and hides behind a wall.
Sir Josh fails to detect evil within his radius, and his mont fails to smell anything.
Aztyr does note that the "construction" is not the work of tools. Rather, the stone looks formed, or grown that way.
Mal casts a prep spell -- just one, please! We are round by round. What one?
Vauhwyt offers her Darkwalk ability to bypass all this hazard. She has not tried it yet though. Recall there is a steep save vs Con damage for people you take along, and Mookie counts as a passenger (he is not free, and he has to save too). If everyone/some want to try it, you can keep that roll.
OTHERS Act
(There are actions you do not detect.)
ARENA Acts
The walls grind and shift. Vorelle is lucky, because no stone rises up from the floor under her, nor crashes down from above or the side. However, she is unlucky because her cover disappears, and the daylight illumes her.
In fact, now Vorelle, Aztyr, and Mal can all see a snake-taur! She is as big as a minotaur, snake from the waist down, with six arms!
Anyone who can see it, make a Knowledge Planes check ...
... vs DC 32: Highlight to display spoiler: {It is a demon, a "Marilith" -- and like all demons, it has immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10. This one also has true seeing as a constant ability.}
... vs DC37: Highlight to display spoiler: {It has DR 10/cold iron and good and SR 28.}
... vs DC42: Highlight to display spoiler: {It has reach 10 ft, can constrict with its tail, and has spell like abilities, including teleport at will.}
Here's the map at the start of ROUND 2. Please post for Round 2 now.
Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision d20+39=40 ; d20+28=29 ; Wednesday October 24th, 2012 10:42:00 PM
Brahmah thinks I could use those two GMW Vauhwyt. He draws his swords and (if/when) he sees the creature, he studies it for his Quarry. He moves to Vorelle (Camouflage - if underground, HiPS, Stealth 40, +terrain, Perception 29 + terrain/enemy).
ACTIONS: Draws weapons. Standard to set Quarry. Move to Hide in Plain Sight. ----------------------------------- Conditions/Other:
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL) 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180minutes upon entering realm) Longstrider (30 hours)
Item Provided junk: Daylight 1/day See Invisibility 1/day Rod of Extend 3/day* Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points: 7/7 Hero Points Spent: 0
Vauhwyt (HP 147 of 147, AC43) Sub/Al Thursday October 25th, 2012 8:50:13 AM
"Alright. Sure, Brahmah. Greater Magic Weapon ... " The liontaur goes through the motions of the spell in a precise, but mechanical manner. Her attention is elsewhere.
"I wouldn't expect to be attacked," she says over the Telepathic Bond. "Not for a while, at least."
"See the star that Snake Lady is standing on? I think that's another area of stability. She isn't here to attack us. She's here to keep us from taking that position."
"I think I know this game. Here's where Jass' Prying Eyes might come in especially handy. I think there are other spots like this one and that one. It would be advantageous to know them before we move from here."
++++++++++++++++++++++++++++++
Cast GMW on Brahmah's weapon of choice. (+4; 18 hrs/CL18)
Position: F&G/13&14 (No Move.)
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?)
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Greater Magic Weapon +4 (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 0 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 3 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 1 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 1 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
DM Cayzle - Round 2 Thursday October 25th, 2012 9:16:29 AM
OOC: Your kindly DM is NOT saying that a theory about safe spots is wrong. However, the star IS the snake-taur. I'm using circles for you and rectangles for the Others; so Guardians get their own shapes. To make it really clear -- you do NOT see a star. She is the star.
Sorry for the confusion.
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) d20+18=36 ; d20+22=24 ; Thursday October 25th, 2012 9:42:12 AM
With an unknown opponent or guardian found in the Earth element with the group, Jass does NOT begin casting any long or complicated spell. "Don't want to have to disrupt it and lose the magic", he explains to Brahmah. So Jass does NOT have any Prying Eyes right now.
Instead, Jass immediately sets up a defense, READYING a Dispel Magic in case the Snake-taur tries to cast any magic.
"What now?", he asks, not really at anyone, just a comment in general.
.....Actions READY Dispel Magic to counter any spell cast by the Snake-taur. Dispel- 36 Spell Penetration-24
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 20/36 min; +4 AC Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38,223/223 hp Malgant Winterborn d20+8=17 ; Thursday October 25th, 2012 10:10:43 AM
OOC the spell I cast was barkskin extended with a rod, sorry, i added it to the que but didn't show it in the actual post. Clarification, I can only cast 1 quickened spell per round, right?
IC Knowldge planes 17 Malgant doesn't know what that thing is, but it sure doesn't look passive with all of those arms. Malgant moves, knowing being grouped together gives it free reign with all of those attacks. As he moves spells fall from his lips. A quickened shield and a shield of faith, armoring him against the multi-armed creature. The Hand ends his move in L-M/18-19 and hopes his reactions are fast enough if the walls shift again. He remains on the ground (CMD 48)
Effects on Malgant Barkskin duration 6 hours CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) duration 28 hours CL18 Mind Blank duration 24 hours CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" duration 36 days Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt duration 44 hrs/CL22 Heroism(extended)from Vauhwyt duration 44 hrs CL22 Life Bubble-From Jass duration 4 hrs/CL18 Mass Fly-From Jass duration 164 min/CL18 Shield duration 18 minutes CL 18 Shield of Faith duration 18 minutes CL 18 3 of 6 lesser rod of extend used
Vorelle [Life Bubble, Fly, Greater Magic Weapon] d20+29=31 ; d20+25=45 ; Thursday October 25th, 2012 12:35:27 PM We're supposed to look for a key, right? Vorelle sends through the link. Do you think that snake-lady has it, or is it hidden somewhere?
She slips forward [to M-20], hiding again as she moves. [Stealth 31] She looks around to see if she can see a key--or anything unusual [Perception 45; Natural 20].
Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 d20+15=24 ; d20+22=30 ; d20+29=42 ; 4d6+3=17 ; Thursday October 25th, 2012 12:48:01 PM
Aztyr sees the creature, Checking her planar knowledge, she gets nothing.... * Not a clue what it is, I'm hitting it with a new spell though....* Aztyr drops a quick chant and with a brief flash a two-handed sword appears next to the snake thing.
Mage Armor, extended w/ Rod Cast at 8am each morning Duration 36 hours Magic Vestment +5 (cast with Wold's Blood at 8am each morning) Duration 36 hours
Permanent:
Arcane Sight, Comprehend Languages Dark Vision, Greater Magic Fang +5 (Dragon Claws) Greater Magic Fang +5 (Liontaur Claws) Read Magic, Resistance See Invisibility, Tongues
Sir Joshua the Virtuous (Ken), DR 5/evil Thursday October 25th, 2012 3:14:45 PM
Sir Joshua hears of this strange creature but can't recognize anything about it as of yet "Anybody recognize that thing? I need to know if its a threat AND where to go in this shifting room before I attack it head on... Give me a target to charge..." he says to his companions....
Turning William towards it and flying to JK 18/19, he casts GMW upon his Lance, making it a +5 Weapon that is also Good (Due to his inherent paladin ability...) Trying to discern if the enemy is truly evil or not, he detects evil on it too...
Effects 1. GMW on Lance, 18/18 hours 2. Life Bubble and Mass Fly from Jass
OOC: Folks, if you do not give exact movement coordinates, you gotta live with my best guess.
HEROES Act
Brahmah requests a spell.
Vauhwyt casts the spell on Brahmah's weapon -- JUST ON ONE OF THEM, note. Vauhwyt theorizes that there are other safe harbors on the microplane.
Then Brahmah moves over to Vorelle, hiding in plain sight because this definitely counts as Underground Terrain. Polo remains behind.
Vorelle, do you have the Camo/HiPS ability for underground? I did not consider that last round. OH! I see that indeed you do! My bad, you were able to hide last round, even after the wall moved away and the daylight was cast. Vorelle is also hiding and moving.
From their new positions, Vorelle and Brahmah can see the snaketaur clearly, 40 ft away. She has swords in most of her hands, and around her neck, on a chain, is a large red key.
Jass readies a dispel magic, but does not get to use it this round. BTW, Jass, upon what object did you cast your Daylight spell?
Malgant casts a spell and a quickened spell (the most you can cast in a round without using a hero point). Then he moves up.
Aztyr casts a spell that creates a force sword to attack the snaketaur. Please make a will save vs DC24. If you make it, please Highlight to display spoiler: {You realize that the snaketaur is an illusion of some very sophisticated kind.} The spell-sword has zero effect on the snaketaur.
Sir Josh casts a spell as William carries him forward. Then Sir Josh detects for evil, but find none. Please make a will save vs DC24. If you make it, please Highlight to display spoiler: {You realize that the snaketaur is an illusion of some very sophisticated kind.}
OTHERS Acts
The Snaketaur watches, silent and still. OOC: It spotted Brahmah but not Vorelle.
A Blade Barrier springs up, carefully angled to affect Mal, Brahmah, Joshua, William, and Aztyr. Each of you, please make a reflex save vs DC23 for 45 hp damage or no damage. If you have spell resistance, the enemy's spell penetration check beats SR up to 33.
The walls grind and shift. The gods of luck smile, and no one is crushed. However, a rock wall rises between you and the snaketaur, blocking line of sight and effect. The 20 ft high Blade Barrier remains, cutting Vorelle and Brahmah off from the rest of the group.
However, Vauwhyt and Mookie, both with low light vision, think they can see something more or less due east, at the very limit of vision, maybe 120 feet to the east?
Here's the map at the start of ROUND 3. Please post for Round 3 now.
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) Thursday October 25th, 2012 4:50:09 PM
ooc: Daylight was cast on the scroll that contained the Daylight spell per post
ooc2: I don't understand why Jass doesn't get a chance to counter the Blade Barrier? He's ready, it's a spell or spell-like ability.
Cayzle comments: Don't you have to see the spell caster to counter? It was cast by someone off in the darkness, someone with better vision than you've got. And if it is a spell-like ability, that means no verbal or somatic components, right? Also spell-like abilities cannot be counter-spelled? Check out the rules. You COULD cast your dispel on the blades now that they are there. You can even ready a dispel to cast on any non-instantaneous magic that appears that does not come from your allies. But that's not what you posted. You were, I think, expecting the snaketaur to cast a spell, and she did not.
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38,223/223 hp Malgant Winterborn Thursday October 25th, 2012 4:58:58 PM
OOC I think it is because you can't see or hear it being cast so you don't know it is coming Stephen.
Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision d20+22=33 ; d20+22=29 ; d20+39=58 ; Thursday October 25th, 2012 5:24:25 PM To DM Cayzle _ Mechanic questions: Was Brahmah able to lock in his Quarry? Asking cus the stones moved and LoS was lost, but at the END of the round. Are the stones moving from the floor to ceiling or some combination of both?
(Save versus Blade Barrier, 33, saves for no damage, Improved Evasion)
Thinking fast, to the group, Jass, why don't you hold our star position. You have a good position for casting from there. I'm moving to where I can, just beside the blades nearest the newest pillars in front of me. The rest, flank left. The snake has a red key. Brahmah moves to position R18 (Longstrider helps). (Another reflex save for good measure, just in case Brahmah has to squeeze to position, Reflex save 29)
Then using the terrain again, he tries to hide. (HiPS, Camo, Stealth 58 +terrain bonus for 60)
At this point, the ranger is mentally flogging himself for not preparing better spells, but only a day ago he was traveling and wasn't expecting an arena battle for a Demi God's set of house keys.
ACTIONS: Moves > R18. Readies to attack his Quarry if it returns to view.
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL) 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180minutes upon entering realm) Longstrider (30 hours) GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt)
Item Provided junk: Daylight 1/day See Invisibility 1/day Rod of Extend 3/day* Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points: 7/7 Hero Points Spent: 0
Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 d20+21=22 ; d20+14=27 ; d4+1=4 ; Thursday October 25th, 2012 5:24:58 PM
Aztyr fails the Will save, but easily avoids the Blade Barrier.
Aztyr moves to I,J/14,15. She pulls the sword back, because it was doing nothing, keeping it close so as to keep it in range.
*My force sword is doing nothing to that snake. Anyone else got anything?*
Aztyr calls upon her limited wish spell, she calls forth 4 Hound Archons. *I'll take care of the light problems I hope if this works.... I'll have them cast continual flames every time they move.*
Mage Armor, extended w/ Rod Cast at 8am each morning Duration 36 hours Magic Vestment +5 (cast with Wold's Blood at 8am each morning) Duration 36 hours
Permanent:
Arcane Sight, Comprehend Languages Dark Vision, Greater Magic Fang +5 (Dragon Claws) Greater Magic Fang +5 (Liontaur Claws) Read Magic, Resistance See Invisibility, Tongues
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38,223/223 hp Malgant Winterborn d20+19=32 ; Thursday October 25th, 2012 5:26:24 PM
Reflex save 32 Malgant deftly rolls aside as the blade barrier drops. Seeing Vorelle and Brahmah cut off makes Malgant realize he cannot rely on that daylight spell to keep seeing in this darkness. He again casts a spell, granting himself True Seeing. He remembers well how the spell cut the darkness of Scarwall and allowed him to see the invisible devils. Since that figure never moved when the blade barrier sprung up the suspects something is going on that isn't quite kosher. (Malgant will move too. Tell me what changes if anything when he can truly see and I'll put his move in. He should easily be able to see to the far corners of this space.)
DM Cayzle - Round 2 Thursday October 25th, 2012 6:53:50 PM
OOC to Brahmah: Regarding the Quarry, good point. Here, you too get to make a will save vs DC24. If you make it, please Highlight to display spoiler: { You realize that the snaketaur is an illusion of some very sophisticated kind.}
OOC to Mal and all: I'll update the map this evening.
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) d20+18=38 ; Thursday October 25th, 2012 8:29:27 PM
ooc: LOL, got me Cayzle!
Jass is dumbfounded. He was ready for the creature to do a spell! There is no way the creature could have gotten a spell off! It takes a moment, but then an idea manifests as if it was from a completely different person. "There is more than just the Snake-Taur in here!", he calls.
And then he dispels the Blade Barrier.
.....Actions Dispel Magic DC 38
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 20/36 min; +4 AC Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse Daylight: [CL5] on scroll 60' bright light
Brahmah 249/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision d20+19=33 ; Thursday October 25th, 2012 9:06:55 PM
OOC: Will save 33. He mentally relays to everyone what he believes.
Cayzle, can you post a larger map?
Cayzle comments: My usual graphic hoster is down. You can choose View > Full Screen to make it bigger. I think you can also download it. I'll work on a fix.
Jay Comments: Downloading helped very much. At 37 years old, my eyes are really beginning to suck. Of course I got glasses when I was 6, so whatever. Thanks! PS: Which graphic hosted do you use? I find MS Paint is VERY easy and I've never had a crash.
Vorelle [Life Bubble, Fly, Greater Magic Weapon] d20+29=40 ; d20+24=42 ; Friday October 26th, 2012 1:30:46 AM
Vorelle moves and hides again, this time to R-22. [Stealth 40] She continues to stay on alert. [Perception 42]
She readies an action to jump out of the way if a wall tries to smoosh her.
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38,223/223 hp Malgant Winterborn 15d6=51 ; Friday October 26th, 2012 4:30:40 AM
Malgant moves to P-Q/13-14. If he sees anything that could be the caster of the Blade Barrier he will cast a quickened Flamestrike for 51 damage reflex DC 27 for half at it. " The snake thing is an illusion. True seeing makes it disappear. I do not yet see the source of the blade barrier."
Vauhwyt (HP 147 of 147, AC43) Sub/Al d20+5=23 ; Friday October 26th, 2012 8:53:23 AM
"I see something," Vauhwyt announces. "It's more or less due east. At the very limit of vision. Maybe 120 feet to the east." And here, the Grim Trickster comes to a decision.
"I'm going Darkwalk alone. We need to know as much about this place as quickly as possible. As a devotee of Gargul, I'm always on both the Material Plane as well as on the Plane of Shadows at the same time. I'll be able to report moment by moment back to you through the Telepathic Bond."
"Ready Mookie? Once there, we'll split up to cover more area. Stay at least 60 feet to the north of me. Keep me in sight."
"Got it, Boss," the raven replies. "It's a plan."
The shift onto the Shadow plane is disconcerting for the raven familiar, but not enough to cause discomfort or harm. Flying too, without the use of his wings is odd, to say the least. But Mookie is, by now, after all this time with Vauhwyt, well accustomed to the odd and unusual.
Both Mookie and his mistress move out to cover the Earth section of this diabolical game. Vauhwyt even partially enters one of the walls. Both report back all that they see.
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?)
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Greater Magic Weapon +4 (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 0 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 3 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 1 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 1 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
DM Cayzle - Round 3 Friday October 26th, 2012 9:28:06 AM
OOC to Aztyr: I'm using the casting time of the lim wish, not the summon monster spell, so that means your monsters appear this round and can act. Where do you call them? Please decide now.
...
...
...
Did you decide yet? Please do so right this second.
...
...
...
??? (got tired of periods)
;;;
•••
instead of four hound archons, Aztyr summons a SURPRISE! In answer to her spell appear not four archons, but four dwarves! No, wait, make that four mini-Jangles! The four summoned creatures look just like Jangle, except that they are medium, not large, and they are wearing red shirts. "Hail, Oh Gladiator," they intone in unison, "Point us at a foe and we'll fight it. Or them. We're easy that way."
Aztyr, the mini-Jangles have full round actions this round. What do you tell them to do?
DM Cayzle - Round 3 Friday October 26th, 2012 9:38:27 AM
Vauhwyt, you realize a surprise as well. This place does not have a conventional attachment to the Realm of Shadows. As you Darkwalk, the most you can achieve is the effect of a partial darkwalk ... specifically, concealment, a 20% miss chance, a +2 resistance bonus to saves (moot since your cloak is better), and a +8 bonus to Stealth checks. However, with the granted concealment, you can make stealth checks without any further need for cover or concealment. Unless the target of your stealth has a True Seeing type effect, like Mal.
Sir Joshua the Virtuous (Ken), DR 5/evil d20+24=44 ; d20+25=28 ; d20+27=33 ; Friday October 26th, 2012 10:47:08 AM
William rears up as the Blade Barrier appears but he and his master (SJ Reflex = 28; William Reflex = 44); Note that both have Evasion (William has feat, SJ has ring) and with a save, take no dmg) are able to avoid the danger... Sir Joshua laughs in loud derision at the pathetic attempt to injure the powerful duo...
He looks at the Snake like creature (Will 33) and agrees with Malgant, "It's an illusion! The real one's got to be around here somewhere! Someone point it out and let me hammer it!"
THey still haven't found a target to hit, though he moves to L/M 13/14 and detects evil to the East, trying to get a fix on what might be out there... William also uses his scent feat to see if he can find it too... For now, he has nothing to hit... __________ 1. GMW on Lance, 18/18 hours 2. Life Bubble and Mass Fly from Jass
Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 Friday October 26th, 2012 12:15:04 PM
Aztyr asks a quick question, "Can you create light as you move along?" If so,
"I want each of you to move and create a light on the floor after each time you move, one go north east, one south then east, one south east, then the last east, then north. Also, yell out if you see or spot any creature, or feature other than these moving walls, to allow our group know what direction to head."
If not, the directions are the same, except no creating the light.
Sir Joshua the Virtuous (Ken), DR 5/evil Friday October 26th, 2012 12:38:13 PM
Sir Joshua has a sun rod, takes it out of his haversack and he tosses it out to the East as his action...
(Question for DM - My plan is to have William kick it with a hoof in later rounds as he moves close to it, thus moving it further to the East... What kind of action would this take? Is it a free action? Or part of his move action since he's moving his hoof anyway... It doesn't have to be precise, just kicking it while walking, like a soccer player does with a ball...)
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38,223/223 hp Malgant Winterborn Friday October 26th, 2012 3:42:58 PM
Just gathering up my effects list, didn't have time for that this morning.
Effects on Malgant Barkskin 6 hour duration CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) 28 hour duration CL18 Mind Blank 24 hour duration CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22) Heroism(extended)from Vauhwyt 44 hrs CL22 Life Bubble-From Jass (4 hrs/CL18) Mass Fly-From Jass (164 min/CL18) Shield duration 18 minutes CL 18 Shield of Faith duration 18 minutes CL 18 True Seeing duration 18 minutes CL18 3 of 6 lesser rod of extend used
Malgant casts a True Seeing spell (noting the component use, of course) looks around. He relates what he sees to his friends.
Brahmah, seeking the snaketaur as a quarry last round, suddenly realizes it is an illusion, and tells this to his friends. He moves stealthily to R18, seeing nothing new -- mostly because of the rock wall in front of him. No doubt it will shift at the end of the round ...
Vorelle moves forward, but her merely human seeing fails to pierce the gloom. Maybe that Gem of Seeing in her pocket ... but it takes a free hand to hold it up to her eye ...
Sir Josh spurs Williamm closer to Aztyr as he draws a sunroof, activates it, and drops it. He's intending to have his mount kick it forward, but ...
Aztyr recalls her magic force sword for later use and uses a limited wish to simulate a monster summoning. [OOC: I'm assuming you use the casting time of the wish, not the summoning spell.]
But instead of four hound archons, Aztyr summons a SURPRISE! In answer to her spell appear not four archons, but four dwarves! No, wait, make that four mini-Jangles! The four summoned creatures look just like jangle, except that they are medium, not large, and they are wearing red shirts. "Hail, Oh Gladiator," they intone in unison, "Point us at a foe and we'll fight it. Or them. We're easy that way."
Aztyr, who makes it clear she wants a light, orders the mini-Jangles to spread out.
One of the mini-Jangles picks up Sir Josh's sun rod and waves it around. "Look what I found!" he calls. "I can make light!" The Jangles start flying around as instructed.
Malgant moves forward, perhaps directed by Vauhwyt's intuition, and gets an eyeful of snaketaur! Not an illusion, this time! He casts a quickened Flame Strike on it.
Vauhwyt realizes that her Darkwalk ability does not let her become truly "ethereal" here. She can partially Darkwalk, but that is it. She moves where? [OOC: Al, no going through walls. Destination?]
Light & Vision:
Jass - Daylight Mini-Jangle #2 - Sunrod Brahmah and Mookie - Darkvision Vauhwyt & Aztyr - Low-light vision Mal - True Seeing Vorelle & Sir Josh - human senses.
OTHERS Acts
The Snaketaur uses its spell resistance to resist the Flame Strike. It has SR28. Mal, please roll your spell penetration to see if you overcome the snaketaur's SR.
If so, the snaketaur makes her save vs Flame Strike. Her reflex save is at +22. She rolls a 36 and saves. The 51 damage is reduced to 25, which is 13 fire and 12 holy. The snaketaur's fire resistance 10 reduces the 13 to 3, and she takes a total 15 damage (if Mal penetrates her SR28).
The Snaketaur concentrates, and uses telekinesis to try to disarm Mal.
Her disarm check is at +16 base +7 ability score +2 feat = +25. She rolls a 44! Mal's CMD is 38, and he drops his weapon. NOTE: I'm assuming Mal had a weapon drawn. If not, she'll disarm your holy symbol. Either way, she uses her telekinesis to pick up the weapon/symbol dropped. It is floating in the air next to Mal, but it will take a disarm to remove it from the snaketaur's telekinetic grasp.
Snaketaur: SR28, fire resist 10, Damage taken: 15.
ARENA Acts
The walls grind and shift. This time the party is not so lucky. Malgant, William, Joshua, Aztyr, and Brahmah, please make Reflex saves vs DC30 for 10d6 damage or half. Brahmah, Joshua, and William, save at -4 because you were hit by two 5x5-ft sections.
Mini-Jangle #1 is completely crushed to death.
Here's the map at the start of ROUND 4. Please post for Round 4 now.
Note that Mal has 90% cover to the snaketaur, and Vauhwyt and a mini-Jangle can just barely make her out. Vorelle is in utter darkness.
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn d20+18=32 ; d20+19=20 ; 10d6=44 ; Saturday October 27th, 2012 1:07:57 AM
SP 32 Reflex 20 natural 1 so I take 44 damage "The snake is in AE-AF/15-16 It has taken my holy symbol so there will be no more spells from me until it is killed ( since it can play keep away with my holy symbol forever) I'll be going there to kill it now." By my math I can get to the creature by double moving in flight. I will land pretty much in its face in AD-AE/15-16. Yes it gets an AoO on me. Hopefully I have a good enough AC or the group will be sans healer from here on in.
DM Cayzle - Round 4 Saturday October 27th, 2012 8:23:51 AM
OOC: Thanks for rolling your own save and damage, Mal. That's exactly what I had intended. Joshua (and William), Aztyr, and Brahmah, please do the same.
Oh, by the way, Joshua, you are currently squeezed between rock walls. Getting through the gaps will cost you double move for a couple squares as you emerge, and no charging. Sorry I forgot to mention it.
DM Cayzle - Round 4 Saturday October 27th, 2012 8:58:58 AM
OOC: Let me try my Jedi DM tricks. Those are not the maps you're looking for. THIS is the map you're looking for!
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn Saturday October 27th, 2012 10:57:38 AM
That shouldn't matter to me, I can still end in the thing's face ( where hopefully the walls are stable). Looks like the map I posted to but it was late then.
Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 132/169 d20+14=18 ; 10d6=37 ; Saturday October 27th, 2012 1:30:51 PM
Aztyr fails to dodge out of the way of the wall, and ends up taking 37 damage from it. Aztyr casts a spell, giving herself the protection of a shield spell. Aztyr will move, to where Malgant is currently hovering, moving in as he moves out. (N,O/12,13)
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) Saturday October 27th, 2012 11:20:40 PM
Jass calls to the others via the Telepathic Bond: "There is more than one opponent here, be careful!"
But the sorcerer realizes that he will be able to do little while being safe and sound on the seal. And so he flies into the maze, the scroll of Daylight in his left hand, lighting the way, trusting that the others are also looking to swarm the snake-taur to recover Malgant's holy symbol!
.....Actions Double Fly Move to Z,21
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 20/36 min; +4 AC Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse Daylight: [CL5] on scroll 60' bright light
Brahmah 243/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision d20+22=27 ; d20+22=28 ; d20+28=45 ; d20+23=43 ; d20+23=40 ; 2d4+18=21 ; 2d4=5 ; 2d6=3 ; d6=6 ; Sunday October 28th, 2012 1:58:16 AM
(OOC: Al, doesn't Vauhwyt cast GMW at +5, not +4?)
Save vs being turned to peanut butter, Reflex 27 (hero point to reroll, 28, failed), will take half damage once it's rolled (Brahmah has Improve Evasion). (DM Cayzle, you do that and let me know.)
The ranger notices movement and swings to see #4 near Vorelle. (Perception 45, plus bonuses for terrain and enemy if any).
He charges the foe. (HITS AC 42, threat 39, +2 for favored enemy if applies, rolled nat 20) [Attack breakdown - +25 Falchion, +4 GMW, -2 charge, -5 Power Attack, Keen weapon, +2 enemy if applies] [Damage Breakdown - +21 initial falchion damage w/ Power Attack, +4 GMW, +5 crit if applied, +3 Vicious damage, total from charge = 33] [Vicious damage done to Brahmah 6, -2 AC from charge. AC 29] (OOC: I'm assuming that if you charge, you can't technically 'fight defensively', but I would like Brahmah to do such, which makes his AC at 34 (+3 dues to Acrobatics, and his two weapon defense increases to +2)) ----------------------------------- Conditions/Other:
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL) 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180minutes upon entering realm) Longstrider (30 hours) GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt)
Item Provided junk: Daylight 1/day See Invisibility 1/day Rod of Extend 3/day* Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points: 6/7 Hero Points Spent: 1
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn Sunday October 28th, 2012 12:19:27 PM
OOC Malgant fights unarmed. My holy symbol is usually in my Taur bag around my neck. I am assuming I have to pull it out to cast so yep you got my holy symbol. Vauhwyt casts GMW at +5 when you take it during her prep period, when she uses her prayer beads to increase her caster level. Choose to wait like you did and you get +4 because we aren't level 20 casters yet, I think her vestment only gets her to level 19 caster level. IC Malgant hadn't seen any more opponents but he trusted Jass's assessment because Jass was not worried about healing without the power to do so. " Handle what you have if there are more, I should be able to take this beastie. She shot my symbol off into the dark and was dangling it out of reach with probably telekenisis. Killing her just makes it easier to retrieve."
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn Sunday October 28th, 2012 12:21:45 PM
OOC Um I think those numbers are the summoned Jangles guys. Just sayin. If not you forgot to Vital strike Brahmah.
OOC: Yes, the numbered units on the map ARE the summoned mini-Jangles. There are three left (one was crushed by moving rock walls).
Brahmah 243/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision d20+28=31 ; Sunday October 28th, 2012 5:55:07 PM
OOC: Yeah. If it is a Jangle clone, then forget the attack. Perception instead (31, plus bonuses)
As for Vital Strike, I chose the higher attack bonus. If I recall, base attack bonus are lower than total attack bonus. I didn't FORGET Vital Strike, I chose the better attack option. ------------------------------------ Vital Strike (Combat)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
DM Cayzle - Round 4 Sunday October 28th, 2012 9:27:16 PM
OOC: Friends, if I go silent, figure it's the storm, and I'll be back when I'm back!
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn Sunday October 28th, 2012 10:32:23 PM
OOC Ditto, storms rollin' in As far as vital strike, I have no idea what you mean. When a skill says you use your highest base attack bonus you of course modify it for strength, dexterity, magic weapons, Situations like fighting from higher ground and fuzzy dice hanging from your rear view mirror.
Vorelle [Life Bubble, Fly, Greater Magic Weapon, Darkvision] Monday October 29th, 2012 12:08:09 AM
Vorelle sighs. With the shifting walls doing their thing, there's no way she can rely on any light source, although the spellcasters are doing their best.
She retrieves her gem and gives herself five minutes' worth of Darkvision.
Brahmah 243/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comprehend Languages, Read Magic, Necklace of Adaption, Darkvision Monday October 29th, 2012 12:26:36 AM
OOC: If I got a crit hit, then the damage would not add, if I used Vital Strike. Or am I reading it wrong?
Vauhwyt (HP 147 of 147, AC43) Sub/Al Monday October 29th, 2012 8:46:10 AM
OoC to DM: Only a slight shift in previous position. 5ft to the North should keep Vauhwyt out of the wall. Actually, I only put her a little bit in in order to test the degree of etherealness you would allow.
Vauhwyt R&S/13&14 (60ft Fly. Elevation=Ground)
Post coming within 30 minutes.
BTW, Brahmah, just as Malgant said. GMW +5 is with the aid of a Karma Bead from a strand of Prayer Beads. After the ten minutes of the Karma expires, it's +4.
Vauhwyt (HP 147 of 147, AC43) Sub/Al d20+24=42 ; d20+22=25 ; d20+10=11 ; d20+10=20 ; Monday October 29th, 2012 9:31:36 AM
Another place cut off from the Land of Shadow. In a way, it makes sense. Death isn't real here. Vauhwyt was beginning to wonder whether anything was real here. Anything except this game between two capricious gods.
"Mookie, it's not safe. Come back to me."
Vauhwyt snakes through the walls in her fluid form, following the light that Jass has now brought forward. She stops just outside of the reach of the female snaketaur, tumbling in, just in case her reach is more extensive than it seems.
"See anything, Mookie?" She calls over the Telepathic Bond. But Vauhwyt herself is somewhat distracted by the sheer number of arms that Mal has run smack into. She reaches out a fluid paw and makes a distracting swipe at the snaketaur's face. Hopefully that distraction will make the difference for Mal.
"Looking, Boss." Mookie flaps, despite the lack of need and peers off into the north and east into the deepest corners of Jass' light.
++++++++++++++++++++++++++++++
Mookie: Double Move Vauhwyt: Move / Aid Another
(All rolls include +2 for Heroism.) Vauhwyt Acrobatics 42 if necessary to avoid AoO. (Rolled -10 for full speed.) Vauhwyt Aid Another Paw 25 / Pass +2 to AC for Mal Vauhwyt Perception 11 Mookie Perception 20
Currently Darkwalking 2round/10: (20% miss chance, +8 Stealth)
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?)
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Greater Magic Weapon +4 (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 0 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 3 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 1 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 1 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
Sir Joshua the Virtuous (Ken), DR 5/evil d20+25=33 ; d20+24=44 ; d20+24=42 ; d20+24=44 ; 2d10+38=55 ; d6=3 ; d6=6 ; Monday October 29th, 2012 1:51:16 PM
Struggling to get through this mess, Sir Joshua and WIlliam move quickly to avoid the moving walls.... (Reflex = 33; 44) and again both escape any damage (Evasion ring and feat)...
Now trapped between two walls, they squeeeeeeeze out of the tight space (costs 20' to get out of there) to N/O 14/15, 10' to N/O 12/13, flying by Malgant, then another 30' to T/U 12/13 (total is 60' now), then 15' S to T/U 15/16, then 5' West to S/T 15/16 (total 80 -> OOC - Horseshoes of speed make William's speed 80')
Within range of this creature, Sir Joshua chops at it with his sword (Hit AC 42, Crit Check = 44 so yes, critical hit.) and gets past its thick skin, doing 55 points + 9 = 64 of Good, Holy Damage...
(DM - My feat, Blinding Critical, allows me to blind anyone I get a crit on... In this case, it's DC 28 to only be dazzled for 1d4 rounds. Otherwise permanently blinded... (Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities..))
Malgant, hurt by the moving walls and spurred to attack by the loss of his holy symbol, moves quickly and directly to the location of the six-armed snaketaur. It ceases to concentrate on the telekinesis in order to take its AoO, and therefore drops the holy symbol, which clatters to the floor in square P13. It's AoO on Mal, with one of the many swords it is wielding, hits AC45, a miss!
Aztyr takes some wall damage, casts a spell and moves. [OOC: Aztyr, I do not see the duration of the Monster Summoning counting down, nor did you post any actions for the mini-Jangles.]
Jass leaves the safety of the star/shield sigil and makes a double move, bringing light with him.
Brahmah, despite a heroic effort, takes some wall damage -- 18 damage after improved evasion to Brahmah. He moves away from the wall that crushed him and takes a really good look around. He sees only one foe, in addition to his friends and the mini-Jangles. Polo remains at the safe "Home" spot.
Vorelle gets out her gem and looks around. She too sees only the one foe, and Brahmah and Jass (and a mini-Jangle) that are now near her.
Vauhwyt takes a move and then helps Mal. Mookie double moves back to his mistress.
Sir Josh ... [OOC: Wish I could wait your you, Ken, but I want to get this out while I still have power.]
Light & Vision:
Jass - Daylight Mini-Jangle #2 - Sunrod Brahmah and Mookie - Darkvision Vauhwyt - Low-light vision Aztyr - Low-light vision & Darkvison Vorelle & Mal - True Seeing Sir Josh - human senses.
Note - No orders received for Sir Josh or the mini-Jangles.
OTHERS Acts
The Snaketaur attacks Mal with its main weapon four times, then with its other five weapons, then with its tail.
Main weapon: four misses.
Five other weapons: five misses.
Tail: a miss.
Mal's efforts to boost his armor class have really paid off, making Vauhwyt's AC boost moot!
Snaketaur: SR28, fire resist 10, Damage taken: 15.
ARENA Acts
The walls grind and shift. Another mini-Jangle is crushed. Mookie and Vauhwyt are practically entombed. Mookie and Vauwhyt, please make Reflex saves vs DC30 for 10d6 damage or half. Vauhwyt, at AB-AC-12-13, save at -12 because you were hit by four 5x5-ft sections. The liontaur and her familiar are pushed to AC-AD-12-13.
The shifting walls also happen to rise up between Vorelle, Brahmah, and Jass on one side, and the Snaketaur, Mal, and Vauhwyt on the other.
Here's the map at the start of ROUND 5. Please post for Round 5 now.
DM Cayzle - Round 5 Monday October 29th, 2012 2:06:57 PM
Sir Josh -- no problem moving to S-T-15-16. But the thing next to you is one of the mini-Jangles summoned by Aztyr -- an ally. You do not want to fight that. You still have a standard action for William and a full round of actions for Sir Josh.
Aztyr, the mini-Jangles (two are left) await your command too.
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) d20+15=17 ; Monday October 29th, 2012 3:17:12 PM
Light and airy, Jass checks in the air and then flies around the new wall. Instant communications via telemetry with Malgant makes the sorcerer certain there is an opening in the wall, and he is right!
Sliding around the wall, Jass' light shines on the multi-armed-snake-taur. "Ugly thing, isn't it?", he says aloud conversationally. "Any outsider we don't know about is probably a dimensional hopper. Maybe I can reduce that possibility?"
Jass casts a white ray that strikes at the snake-taur.
.....Actions Fly Move to AH,22 Cast Dimensional Anchor; Touch AC17
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 20/36 min; +4 AC Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse Daylight: [CL5] on scroll 60' bright light
Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 132/169 18d6=62 ; 5d6=19 ; d20+22=29 Monday October 29th, 2012 4:32:33 PM
The mini Jangles, continue to scout the arena.
Aztyr moves to W,X/15,16, she then takes aim with her finger and lets fly with a disintegrate spell.
SP 29 Disintegrate spell, Damage 62, Save DC 24 or 19 damage
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn d20+25=37 ; d20+25=41 ; d20+20=27 ; d20+15=27 ; d20+10=12 ; 2d6+25=32 ; d6=3 ; d6=3 ; 2d6+25=30 ; d6=6 ; d6=5 ; 2d6+25=32 ; d6=5 ; d6=5 ; 2d6+25=31 ; d6=6 ; d6=1 ; Monday October 29th, 2012 4:35:42 PM " It tried to hit me ten times, it is no longer a possible ally. Ugly is irrelevant. " Malgant takes a 5' step to his right (to AD-AE/17-18) and now flanks the creature. He then launches a series of attacks at it that would match the fury of the creature in front of him if HE had 6 arms as well. Power attacking -5+10, all attacks are Holy, good, blunt and ghost touch Attack 1 Hit AC 41 for 32 damage + 6 holy Flurry Hit AC 44 for 30 + 11 holy Attack 2 Hit AC 30 for 32 + 10 holy Attack 3 Hit AC 30 for 31 damage + 7 holy Attack 4 Hit AC 14 miss forgot the heroism and ioun stone in my rolls, added them to the final results
Effects on Malgant Barkskin 6 hour duration CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) 28 hour duration CL18 Mind Blank 24 hour duration CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22) Heroism(extended)from Vauhwyt 44 hrs CL22 Life Bubble-From Jass (4 hrs/CL18) Mass Fly-From Jass (164 min/CL18) Shield duration 18 minutes CL 18 Shield of Faith duration 18 minutes CL 18 True Seeing duration 18 minutes CL18 3 of 6 lesser rod of extend used
got it in before power loss... good luck guys
Sir Joshua the Virtuous (Ken), DR 5/evil d20+28=31 ; d6+8=11 ; Monday October 29th, 2012 5:43:37 PM
Sir Joshua barely avoids skewering their ally and turns his attention to the real enemy....
Turning William, the two fly quickly from S/T 15/16, 50' to W/X 15/16, then the rest of his move (counting double through one tight area) to Z/AA 16/17...
When there, he'll throw a javelin at the nearest enemy, trying to do some sort of damage... Hits AC 31 for 11 pts of Good Damage
(OOC - Sir Joshua has goggles of night giving him darkvision, as well as the blindsight feat.)
Vorelle [Life Bubble, Fly, Greater Magic Weapon, True Seeing] d20+31=38 ; d8+12=16 ; Monday October 29th, 2012 10:59:35 PM
Vorelle mutters a little under her breath. Moving walls are frustrating.
She flies--just skimming above the ground--to where she can get a clear shot at her foe. She nocks an arrow and fires.
[Move to W-16 or thereabouts. Fire at the snake-taur lady. Hit AC 38 for 16 damage. Between Vorelle's True Seeing and her Seeking bow, she ought to at least be able to aim at the right target. And yes, I said Darkvision yesterday, but it's True Seeing.]
Brahmah 225/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis d20+28=30 ; Tuesday October 30th, 2012 1:16:01 AM
The ranger stays put, ready for anything. He activates See Invisibility from his Hand of Glory and begins looking around. (Perception 30)
ACTIONS: Cast spell. Perception.
Polo stays put too. ----------------------------------- Conditions/Other:
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL) 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180minutes upon entering realm) Longstrider (30 hours) GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt) See Invisibility (Hand of Glory, cast on round 5)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Rod of Extend 3/day* Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points: 6/7 Hero Points Spent: 1
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al d20+22=27 ; d20+22=39 ; d20+27=45 ; d20+27=37 ; d20+10=28 ; d20+10=20 ; d3=3 ; d4+3=6 ; d4+3=6 ; d6+10=15 ; d6+10=11 ; 5d6=15 ; 5d6=14 ; 5d6=16 ; 5d6=10 ; Tuesday October 30th, 2012 9:43:52 AM
Even as the rock walls close, fluid Vauhwyt weaves, evading all of the walls in a pattern that finds her unscathed. Mookie is not so lucky. Still, the black bird has a knack for evasion too, and only a small amount comes off of his False Life.
Now, with Mal on the far side, flanking the snaketaur, the touch of a grin comes to the corner of Vauhwyt's mouth, and she attacks. Her first paw attack is tentative, and likely misses. Her second is more sure, and she sneaks the attack in where it hurts. Two swipes with her lucky armor spikes (which turn out to be very luck this time) also cut deep.
"Do you see anything else here with us, Mookie," Vauhwyt asks over the Telepathic Bond. She herself does a quick head turn to survey the surroundings, now that Jass has brought his light deeper into the shifting walls of the Earth area.
"Looking, Boss. That last one was a close call. Thanks for the magic."
++++++++++++++++++++++++++++++
Vauhwyt Reflex 35 Nat20 vs DC30 Mookie Reflex 25 vs DC30 take 19hp reduced half by Improved Evasion to 9hp
(All rolls include +2 for Heroism.) Armor Spikes Lucky +3 Paws Hit AC27, AC39 / Damage1 6+15Sneak = 21hp; Damage2 6+14Sneak = 20hp Armor Spikes Hit AC48, AC40 / Damage1 15+16Sneak = 31hp; Damage2 11+10Sneak = 21hp
Currently Darkwalking 3round/10: (20% miss chance, +8 Stealth)
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?)
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Greater Magic Weapon +4 (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 1 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 3 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 1 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 1 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn Tuesday October 30th, 2012 10:32:03 AM
OOC Did I need a reflex save too? Bloodlust and needing to get that post in fast meant I only skimmed the other posts. DM Cayzle please check your mail when you can.
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn Tuesday October 30th, 2012 4:28:24 PM
OOC Jass you will need a spell penetration roll for that Dimensonal Anchor I think. Just trying to dot the I's for when Cayzle can post.
DM Cayzle - Round 6 d20=17 ; d2=1 Tuesday October 30th, 2012 9:09:19 PM Actions in ROUND 5
HEROES Act
Jass flies to AH22 and casts Dimensional Anchor. The snaketaur's touch AC is 21, so the spell misses!
Aztyr Aztyr moves to W-X-15-16 and casts disintegrate. The snaketaur saves and takes 19 damage. OOC: Aztyr, the disintegrate requires a ranged touch attack vs AC17, right? the spell penetration check is a success.
Malgant unleashes a devastating series of blows. Two blows land vs AC36, inflicting a total of 79 damage, less 20DR for 59.
Sir Josh moves to Z-AA-16-17 and throws a javelin that misses.
Vauhwyt flanks and sneak attacks, hitting with a paw and twice with armor spikes. She inflicts 72 damage less 30 DR, for 42. OOC: V's full attack is with armor spikes at full BAB, then a secondary armor spikes at -5, plus two paws at -2.
Vorelle moves to W16, draws, and fires. She hits for 16 less 10DR for 6.
Brahmah keeps his eyes wide open. He sees no other enemies, but he does note the red key the snaketaur is wearing.
OTHERS Acts
The Snaketaur creates a blade barrier that surrounds herself and possibly cuts Mal. Mal, please make a reflex save vs DC23 or take 15d6 (save for no damage)
After that, the blade barrier raises her AC by 4 to Touch 25, AC40.
Snaketaur: SR28, fire resist 10, AC36, Touch AC21 -- AC40, touch 25 after blade barrier. Damage taken: 122+19 if Aztyr hits ranged touch AC21.
ARENA Acts
The walls grind and shift. The last two mini-Jangles are crushed. Mal's unattended holy symbol in P13 is also crushed. Aztyr, Josh, and William, please make Reflex saves vs DC30 for 10d6 damage or half. Aztyr, save at -4; Josh and William, at -12, because you are crushed by several squares of walls.
Here's the map at the start of ROUND 6. Please post for Round 6 now. No worries on visibility -- no time.
DM Cayzle - Round 6 in progress Tuesday October 30th, 2012 9:10:49 PM
OOC: Power out, tree stove in roof, posting when I can.
Brahmah 225/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis d20+12=24 ; d20+28=35 ; d20+5=15 ; d20+32=41 ; Wednesday October 31st, 2012 4:46:56 AM Friends, the illusionary snake has a red key around its neck.
"Polo, come."
The ranger sees the target and knows the party is involved with it. He has other plans, not involving the serpent. He knows there is a pattern or solution to the stones. If it's mechanical, he might hear the gears and cogs and find a switch to turn it off. If it's magical, there might be some symbol, mark or casting activity. If it also an illusion, there might be signs. He begins moving around the perimeter south of his position and ends his movement near Jass. (AE23ish)
(Dungeoneering 24, Perception 35, Spellcraft 15, Survival for 'natural' hazards 41, +2 Underground)[OOC: Doesn't have engineering, which is what he needs. sigh!] ----------------------------------- Conditions/Other:
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL) 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180minutes upon entering realm) Longstrider (30 hours) GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt) See Invisibility (Hand of Glory, cast on round 5)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Rod of Extend 3/day* Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points: 6/7 Hero Points Spent: 1
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al d20+27=32 ; d6+10=15 ; 5d6=17 ; Wednesday October 31st, 2012 8:45:16 AM
OoC to DM: AoO's from Mal and Vauhwyt to disrupt the Blade Barrier casting? It's a Spell-Like Ability, and, as such is subject to AoO's.
Just in case. Hit AC35 w/ Lucky armor spikes (Same +3 from Luck rolled earlier in the round.) Damage 15+17Sneak = 32hp (22hp after DR10.) So far, that would be a DC of 10+20hpDamage+6LevelOfBladeBarrier = DC36.
Mal?
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) d20+18=38 ; d20+22=38 ; Wednesday October 31st, 2012 11:18:36 AM
Jass feels some comfort with Brahmah looming behind him, that big Taur will ensure any secondary opponent won't bother Jass before he deals with the snake-thing. A random thought passes through the sorcerer as he begins his casting; that it is demeaning for his Taur friends, Ignoble Races all, to be lumped into the same group as half-beasts. That is a Southern Continent terminology that Jass is going to have to stop using!
A targeted Dispel Magic again takes down the Blade Barrier for Malgant to get nasty with the Snake-thing.
.....Actions No Move Cast Dispel Magic as Counterspell on Blade Barrier: Dispel: 38 Spell Penetration: 38
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 20/36 min; +4 AC Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse Daylight: [CL5] on scroll 60' bright light
Sir Joshua the Virtuous (Ken), DR 5/evil d20+13=31 ; d20+12=32 ; d20+33=39 ; d20+30=41 ; 3d8=16 ; Wednesday October 31st, 2012 2:37:28 PM
Sir Joshua and William struggle mightily as the walls crush in around them.... (Saves = SJ 31, William = 32. Yeah!!! Great time for some 19's and 20's!!!) However, again William's exquisite grace allows him to avoid the danger... Sir Joshua laughs out loud with a might roar of exaltation, "Going to have to do better than that to get us you fools!"
This time, he's got a clear shot at his target and (assuming that the blade barrier is down), he charges the enemy, aiming his lance for a clear and vicious hit...
Attack (with his +5 lance, mounted, charging foe-> +28 + 2 since charging (-2 AC), total of +30) - Hit AC 41 for 3d8 + 69 damage = 85 points of Good Damage
After the attack, he moves to AH/AI 14/15 and turns William, ready to repeat...
Note: 1. His feat, Knight's Charge allows him to avoid any AoO's from his target... 2. They also get 3x damage (Spiritied Charge feat) since they're using a lance and charging 3. With ride by attack feat, they also can move, attack and then move again as long as it's under the total movement rate for the round (80' for William) 4. Mounted Combat feat allows him to negate an attack on William if the bad guy tries to hit him (Must beat Ride Check (39) to be able to hit William)
Effects 1. GMW on Lance, 18/18 hours 2. Life Bubble and Mass Fly from Jass 3. SJ's AC this round is 37 (due to charge), 15 Touch, 5/evil DR 4. William is Hp 158, AC 34 (this round), normally 36/40 vs AOO, DR 10/evil; Resist 15 Acid, Cold, Electricity; SR 29;
Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 132/169 d20+14=19 ; d20+14=25 ; d20+14=21 ; d20+22=25 ; d20+14=23 Wednesday October 31st, 2012 2:41:05 PM
(Attack for last round 23)
Aztyr moves to 19,20/AA,AB, she holds the end of one of her meta rods and unleashes a spell at the creature. She casts a Scorching Ray (empowered).
Only one of the rays hits, but it shatters as the creatures spell resistance takes effect.
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn d20+19=38 ; d20+25=44 ; 2d6+25=33 ; d6=1 ; d6=4 ; d20+25=29 ; d20+25=29 ; d20+20=31 ; d20+15=23 ; d20+10=12 ; Wednesday October 31st, 2012 4:39:35 PM
Reflex 38 no damage from Blade Barrier. Things that keep me up at night... Why do I have to step backwards? Can I not lunge into the bad guys space? Clearly that would cause issues for both of us but that's not my fault. Let me know what you think since I know she has 1 more Blade Barrier in her. Malgant swings hard as the Snake thing tries to cast another Blade barrier, his AoO ( If allowed) Hits AC 44 for 33 damage + 5 holy or 28 damage after DR After Jass dispels the Blade Barrier Malgant once again steps into the snake thing in earnest. He still has Vauhwyt flanking the critter and swings as hard as he can ( power attack) Attack 1 hits AC 31... a miss Flurry hits AC 31... another miss Attack 2 hits AC 34... you get the idea Attack 3 hits AC 26... same Attack 4 hits AC15... more of the same Malgant feels his symbol destroyed and knows this needs to be finished soon, because once he falls he will not be able to heal anyone without his god's symbol.
Effects on Malgant Barkskin 6 hour duration CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) 28 hour duration CL18 Mind Blank 24 hour duration CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22) Heroism(extended)from Vauhwyt 44 hrs CL22 Life Bubble-From Jass (4 hrs/CL18) Mass Fly-From Jass (164 min/CL18) Shield duration 18 minutes CL 18 Shield of Faith duration 18 minutes CL 18 True Seeing duration 18 minutes CL18 3 of 6 lesser rod of extend used
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al d3=1 ; d20+23=40 ; d20+23=25 ; d20+18=26 ; d20+28=31 ; d20+28=31 ; d20+23=32 ; d4+3=4 ; 5d6=20 ; Wednesday October 31st, 2012 6:53:29 PM
Vauhwyt strikes again from opposite Malgant. This time, however, she isn't as lucky. She gets in a good paw attack. But the damage reduction of the snaketaur blunts a large portion of the damage.
++++++++++++++++++++++++++++++
(All rolls include +2 for Heroism.) Armor Spikes Lucky +1 Paws Hit AC39, AC24, AC25, Damage 5+20Sneak = 25hp /15hp after DR. Armor Spikes Hit AC31, AC31, AC32
Currently Darkwalking 4round/10: (20% miss chance, +8 Stealth)
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?)
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Greater Magic Weapon +4 (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 1 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 3 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 1 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 1 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
DM Cayzle - Round 6 in progress Wednesday October 31st, 2012 9:32:31 PM
Sorry all - no time to post tonite. Maybe tomorrow. Still no power at home.
Brahmah 225/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis Wednesday October 31st, 2012 9:58:12 PM
OOC: No problem, Cayzle. Stay safe and take care.
Vorelle [Life Bubble, Fly, Greater Magic Weapon, True Seeing] d20+31=37 ; Wednesday October 31st, 2012 10:44:51 PM
Vorelle re-positions again, this time to AB-18. She fires another shot. Her arrow is chewed up by the Blade Barrier.
Sir Joshua the Virtuous (Ken), DR 5/evil d20+25=33 ; d20+24=39 ; Thursday November 1st, 2012 10:44:03 AM (Note - Even if the barrier isn't dispelled, SJ and William will go through it to hit the enemy with his lance charge... WIth their high reflex saves, they should be able to avoid much damage and possibly all if they make their saves.... Here's a few saves for it... SJ = 33, William = 39. If they make it, no damage due to their ring and feat...)
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn Thursday November 1st, 2012 6:46:59 PM
OOC Jass dispelled the Blade Barrier. So Vorelle roll your damage and Sir Joshua roll your attack and damage and post your positions. Make your full round actions and when we get going again Cayzle doesn't need to waste a day telling you to do it.
Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 132/169 Thursday November 1st, 2012 10:10:41 PM
checking in
DM Cayzle - Round 6/7 in progress Friday November 2nd, 2012 9:39:01 AM
LOL, Dave!
Vorelle, the blade barrier IS gone (actually never there), go ahead and roll damage.
Josh, your actions are just fine.
And actually, Mal's AoO disrupted the barrier, so Jass did not have to dispel it, so he has a full round action too!
After Vorelle and Jass post, I'll make the real DM post, Meantime, enjoy this and this and this. (reposted from LnB, so don't bother clicking twice!)
Sir Joshua the Virtuous (Ken), DR 5/evil Friday November 2nd, 2012 10:43:09 AM
Oh NO!!!!! I'm so sorry Cayzle ;( You're right... a tree really did hit your house! No!!!!
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn Friday November 2nd, 2012 3:52:26 PM
Man, that tree hated your roof! Interior water damage too I assume. Hope you have your power back and all is getting better.
DM Cayzle - Round 6/7 in progress Friday November 2nd, 2012 3:54:12 PM
Kathy and Steve ... I got until 5 pm, and then I may go silent until 9 am Monday ... so post now or you may miss out!
Brahmah 225/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis d20+28=32 ; Friday November 2nd, 2012 4:16:11 PM
OUT SEQUENCE FOR CAYZLE: FOR ROUND 7
Brahmah will continue in pattern around the perimeter to maintain security. He stops at AK10. (Perception 32, darkvision and see invis) OOC: If he sees or notices anything from his checks in round 6, I will edit this post to include that.
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL) 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180minutes upon entering realm) Longstrider (30 hours) GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt) See Invisibility (Hand of Glory, cast on round 5)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Rod of Extend 3/day* Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
OOC: Sorry friends ... I gotta get this up now. I made a mistake with the snaketaur's blade barrier (she should have tried to do it on the defensive). So I don't feel too bad giving Jass a pass for this round.
Vorelle, your arrow damage is d8+12. If you can do 15 damage, you put the monster down. I'm gonna roll it for you to keep the game on track. Your kindly DM rolls a 19! Nine damage puts it down! Here is the official DM Post:
===================
Actions in ROUND 5 redux
OOC: My bad ... I forgot about the AoOs provoked by a spell-like ability. The beastie's AC is 36. Vauhwyt's AoO missed. Mal's AoO, on the other hand, hits, and hits hard for 28. That makes the concentration DC = 10 + damage dealt + spell level = 44, which the beastie cannot make even with a natural 20. Therefore the blade barrier never materialized.
OOC to Mal: If the barrier had materialized, you would not have been able to "lunge into the bad guy's space" because enemies simply cannot occupy the same space ever. Under the new grapple rules, even grapplers do not occupy the same space.
Also, Aztyr's ray does hit.
Actions in ROUND 6
HEROES Act
Brahmah calls his bear companion and seeks to better understand the mysteries of this strange place. He looks at the walls, ceiling, and floor. He notes that the walls merge seamlessly with the floor. He notes that he has not heard any clanking of machinery or cogged wheels. When the walls shifted, he saw that they somehow grew, organically. The only thing in his experience that is similar is the way stone instantly grows out from a base when Vauhwyt casts her wall of stone spell.
Jass ... has a dispel magic ready but does not use it.
Sir Josh charges the monster! He hits for 75 damage! The creature has now taken 244 damage.
Aztyr casts a scorching ray, but fails to penetrate the snaketaur's spell resistance.
Malgant steps into the breach and unleashes several more attacks ... but all miss!
Vauhwyt also attacks with only a smudge more luck. One paw lands for 15 more. The monster is sorely wounded.
Vorelle moves to 18AB and fires a killing arrow! 9 hp get through the DR and slay it!
OTHERS Acts
The Snaketaur ... is dead! As her body fades away, the red key she was wearing stays at her location, AF15!
The walls grind and shift. Here's the map before you are pushed aside -- showing who gets crushed. Aztyr, Brahmah, Josh, and William, please make Reflex saves vs DC30 for 10d6 damage or half. Brahmah, save at -4; Aztyr, at -8; Josh and William, at -12.
Here's the map at the start of ROUND 7. Please post for Round 7 now.
Sir Joshua the Virtuous (Ken), DR 5/evil Friday November 2nd, 2012 9:20:22 PM
Ooc - Cayzle, why is sj at -12? Last time he was squished between 2 walls but this time it doesn't seem that way...
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) Saturday November 3rd, 2012 9:38:45 AM
No worries, Cayzle! ............
Jass gets to see the snake monster die and turn into a Key before the walls shift again, and knows he can fly up to the area without the fear of getting hit or grappled.
"The key probably kept that monster free from the effects of this earth place", he calls over the grinding. If we keep close to it, it should provide us immunity, too!"
Jass is the first one to reach for the Red Key and pick it up. Because the monster was wearing it, there should be a neck loop that Jass can use to place it around his own neck.
"Now, let's get Malgant's little neck bag so he can cast spells, and move back to the start. I think if we can collect a second Key fast, we'll be just one more step ahead of the other team, eh?"
.....Actions Move to AF,15 Standard to pick up Key (2nd standard to put on)
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 20/36 min; +4 AC Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse Daylight: [CL5] on scroll 60' bright light
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn Saturday November 3rd, 2012 1:13:30 PM
OOC I hope it only took the holy symbol, not the entire pouch as Jass assumed. It isn't easy getting solo kills to fill a totem bag with trophies. In a lifetime of battle I think Malgant only has about 6 trophies in it.
IC " ,The token of my god was destroyed. Return to the seal so that we can go back to the staging area. I have an idea how I can still cast Imod's prayers, but I will need Aztyr or Brahmah's help to do so, or a sharp knife and some clean ash, though that method is my last resort. Does anyone know how to leave here and head to the next elemental node? Returning to the seal will do that, correct?" Malgant moves towards Jass and keeps the sorcerer within arms reach. So long as Jass holds the key, he will be Malgant's interpose target. Malgant will go so far as to shove him out of walls if he is not correct about the key shielding them from the effects of the walls.
Effects on Malgant Barkskin 6 hour duration CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) 28 hour duration CL18 Mind Blank 24 hour duration CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22) Heroism(extended)from Vauhwyt 44 hrs CL22 Life Bubble-From Jass (4 hrs/CL18) Mass Fly-From Jass (164 min/CL18) Shield duration 18 minutes CL 18 Shield of Faith duration 18 minutes CL 18 True Seeing duration 18 minutes CL18 3 of 6 lesser rod of extend used.
Vorelle [Life Bubble, Fly, Greater Magic Weapon, True Seeing] d20+25=44 ; Saturday November 3rd, 2012 1:24:42 PM
Since Jass has already grabbed the key, Vorelle flies nearer to him [AD-15 or thereabouts], nocks another arrow, and looks around for trouble. If "the other team" is going to try to take this away, they may very well act now.
[Perception 44]
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn Saturday November 3rd, 2012 1:24:44 PM
If at any time while shadowing Jass Malgant has the actions available, he will try to command his Bill's Pants of Plenty to form Imod's holy symbol in the color and pattern.
Sir Joshua the Virtuous (Ken), DR 5/evil d20+25=36 ; d20+12=15 ; 10d6=49 ; d20+20=39 ; 9d6=40 ; Saturday November 3rd, 2012 4:28:59 PM
While William tries to avoid taking more injuries (Reflex = 15, nope, so takes 1/2 dmg due to Evasion feat - 24 pts), he's not quick enough this time and takes a bit of dmg... Meanwhile, Sir Joshua brings his his legs to avoid the walls too (Ref = 36) and succeeds...
Sir Joshua turns to his North, and tries to detect any evil to that direction or see anything out of the ordinary (Perc 39), and has William move about 10' North to where they'll have more room...
Finally, SJ will lay hands on his injured mount and heal him of all the wounds... (40 points so the 24 from the walls is nullified)
________________
Effects 1. GMW on Lance, 18/18 hours 2. Life Bubble and Mass Fly from Jass 3. SJ's AC this round is 39/17 Touch 5/evil DR 4. William is Hp 158, AC 36/40 vs AOO, DR 10/evil; Resist 15 Acid, Cold, Electricity; SR 29; 5. 1 LOH used
DM Cayzle - Round 7 Saturday November 3rd, 2012 4:33:48 PM
The penalty depends on how many black squares cover your icon. 1 sq = save. 2 sq = save at -4. 3, at -8. 4 at -12.
The snaketaur grabbed whatever you had in your hand. If it was the bag, that's a magic item, and it would not be destroyed automatically. Even if it were, you DO have a Fixer in the group, notes your very kind and sweet DM.
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn Saturday November 3rd, 2012 6:36:29 PM
OOC Having reread the tauric totem bag entry in the woldipedia it no longer states that the bag can be used to hold an amulet or holy symbol and perform the same duties as that item so I will go with the holy symbol is what was lost, not the bag. This means I need to get creative to cast spells. Luckly Aztyr and I worked this out when I lost it. Now we just need to implement it.
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al Sunday November 4th, 2012 7:31:14 PM
"I don't know that going back to start is necessarily the way to go, Jass." Vauhwyt's gaze is directed to the east. "We know there is no further travel that way. And, the ultimate objective is to gather more keys, so we need to go somewhere ... to the other environments. And we need to get out of here, or these walls will batter us to death."
"But lets try an experiment." Taking a five foot step toward Jass, Vauhwyt reaches a fluid paw out to take Jass' hand. "We'll soon see whether that talisman offers any protection or not. Link hands with Jass. And decide where we want to move. I'm for going east and north."
"And once we're safe, I can fabricate a holy symbol for you, Mal. You just need to decide what material you want it made out of."
Currently Darkwalking 5round/10: (20% miss chance, +8 Stealth)
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?)
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Greater Magic Weapon +4 (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 1 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 3 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 1 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 1 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
Brahmah 225/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis d20+18=21 ; d20+18=31 ; d20+28=30 ; d20+12=31 ; d20+21=39 ; d20+32=40 ; Monday November 5th, 2012 10:08:56 AM
(Reflex Save 21, fail, hero point spent 31, no damage)
The ranger, this time, deftly avoids the stones, probably due to his observation and proximity. "Here is my logic. Feel free to ignore it if you like. It's a red key, right? In my mind it stands to reason that it might open a door, provided there is a lock somewhere here, which I've sort of been looking for. Nothing yet. Also stands to reason if it opens a door to the next elemental challenge, it might be the fire one being red and all. I think if we had a locate spell, and attuned to the key, it might help us find a lock which fits this key. I would assume, given the properties of this particular room and the now faded foe, an illusion might be hiding what we need. Hence the reason I wasn't part of this fight. Sorry." A genuine look of regret forms on the minotaur's dark face. "Anyway, this talking won't stop the walls from caving in again. My skills for dungeons and caves are virtually no good here."
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL) 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180minutes upon entering realm) Longstrider (30 hours) GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt) See Invisibility (Hand of Glory, cast on round 5)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Rod of Extend 3/day* Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points: 5/7 Hero Points Spent: 2
Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 91/169 10d6=41 ; Monday November 5th, 2012 11:48:18 AM
Aztyr can't avoid the walls and gets slammed hard. (41 damage)
"Brahmah, our benefactor said the keys were needed to reach the final prize, not to reach the other keys. As to fixing Malgant's problem, he just needs to determine where he want's it. A quick spell, even if it will take a limited wish, should remove the chance of it happening again. As to how to move on, get us a choice and get going, I can't take much more of these walls."
Aztyr will move with the others, she grabs a wand from her quiver and flicks it upon herself and becomes smaller. (reduce person)
DM Cayzle - Round 8 Monday November 5th, 2012 1:54:10 PM Actions in ROUND 7
OOC: Friends, please put your current hp in your headers!
HEROES Act
Brahmah continues to explore, moving north and east. Polo tries to catch up.
Jass moves to the red key and picks it up. It is a large red key, otherwise unremarkable, on a chain.
Malgant follows Jass to protect the key-bearer. He cleverly tries to get his Pants of Plenty to form the pattern of his holy symbol. It works, sort of. OOC: You can use your pants as a holy symbol, with a 20% spell failure rate if the spell requires a symbol, and a 20% failure rate for other uses of the symbol, such as channeling energy. If you fail, the spell/use is wasted.
Vorelle follows Jass and stands near him, bow ready, looking around. She sees nothing of note.
Sir Josh senses evil but finds none. He heals his mount.
Vauhwyt has a theory that the key shields the wearer from the shifting walls. She wonders if that will extend to those holding hands with the wearer.
Aztyr reduces herself and sticks with the group.
OTHERS Act
none
ARENA Acts
The walls grind and shift. By chance or design, no one is injured or threatened. Here's the map at the start of ROUND 8. Please post for Round 8 now.
Sir Joshua the Virtuous (Ken), DR 5/evil d20+15=20 ; d20+20=30 ; Monday November 5th, 2012 2:33:12 PM
Sir Joshua fervently agrees with the need to make haste and get out of this rapidly shifting region... He stays near Vauhwyt, hoping that the key truly does protect them... Since there's nothing in his previous direction, he'll peer South and detect evil, while William will use his scent ability to see if anything there pricks his nose... "Let's get out of here quickly and make a decision before we're hit again..." he urges them...
Perc (William) = 20 Perc (SJ) = 30
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al Monday November 5th, 2012 3:59:48 PM
"You're right. We can't stay here. So lets not stay here. No hesitation. Lets go." Vauhwyt puts words to deed and heads straight east expecting the others to follow. There had been a moment of doubt in which she had wondered whether she should slow down for those restricted in their speed. But then she remembered that they all carry the grace of Jass' Fly spell.
"Keep up, I'll need the light to see," she calls back. "Lets go. We need to leave this place behind. Now."
Currently Darkwalking 5round/10: (20% miss chance, +8 Stealth)
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?)
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Greater Magic Weapon +4 (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 1 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 3 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 1 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 1 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn Monday November 5th, 2012 6:35:22 PM
Malgant Moves with Jass in whatever direction the Sorcerer goes, trying to keep a hand on his shoulder in order to both stay close to himfor the assumed protection the key may give and to be ready to pull him from harm's way. Interpose on Jass " Right in the palm of my hand is fine Aztyr. I need to be able to push it forth to cast most of my spells and my hand would normally hold the symbol anyway. A contrasting color, light against my dark hide would probably be most effective. Can you do it?"
Effects on Malgant Barkskin 6 hour duration CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) 28 hour duration CL18 Mind Blank 24 hour duration CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22) Heroism(extended)from Vauhwyt 44 hrs CL22 Life Bubble-From Jass (4 hrs/CL18) Mass Fly-From Jass (164 min/CL18) Shield duration 18 minutes CL 18 Shield of Faith duration 18 minutes CL 18 True Seeing duration 18 minutes CL18 3 of 6 lesser rod of extend used.
Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 91/169 Monday November 5th, 2012 7:48:24 PM
Aztyr thinks it over for a moment, then quickly holds Malgant's wrist, so his palm is towards her. She then pictures the Holy Symbol of Domi, or Imod as Malgant calls him, and then unleashes a spell. (Cast Limited Wish) The image of a Holy Symbol, takes the form of a permanent image (tattoo) on the palm of his hand. The skin, a half inch wider than the symbol becomes bleached white so as to contrast with the bronzish color of the symbol.
The spell being over, she lets go of Malgant's wrist and continues to move with the group.
Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164] Monday November 5th, 2012 7:54:43 PM
Vorelle, too, double moves, staying as close as possible to Jass and the key.
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) Monday November 5th, 2012 10:08:22 PM
Jass straightens his shoulders importantly. "So nice to know that I'm soooo wanted", he smiles. He also moves east, flying easily to keep up with Vauhwyt and Malgant.
"You know, we never asked Jangle how to get from element to element, did we?"
.....Actions
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 20/36 min; +4 AC Life Bubble;[CL18] 224/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 164/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse Daylight: [CL5] on scroll 60' bright light
Brahmah 225/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis d20+28=30 ; Tuesday November 6th, 2012 10:06:09 AM
Brahmah is thinking a lot of stuff right now. Nothing makes it through to his friends cus it might be considered rude. "Of course you are right Aztyr, he did say that. But he was also very vague about details. He was also very hasty with what he did tell us. I don't think it will hurt to look anyway. The more we know about our environment, the easier we can defeat it."
He continues his route around, looking and listening. (Perception 30, plus bonuses) ----------------------------------- Conditions/Other:
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL) 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180minutes upon entering realm) Longstrider (30 hours) GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt) See Invisibility (Hand of Glory, cast on round 5)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Rod of Extend 3/day* Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 179/223 hp Malgant Winterborn Tuesday November 6th, 2012 4:21:53 PM
OOC Cayzle, what level do I channel energy at? I have 6 cleric levels, 10 Protector levels and 2 Hand levels. I ask because of this line in the Hand of Domi entry under spells.... " If the hand already has cleric or druid levels, then hand levels stack with them, as with other Woldian prestige classes." Do hand levels stack for channeling too? Do Protector? I never counted my Protector levels in before, was I wrong? I want to channel energy to heal us now that I have a holy symbol again. I just want to know what number of dice to roll.
Cayzle Comments: If you are turning, as in Turning Undead or other things you can turn as a Protector, then you turn as a 16th level cleric. If you are using Channel Energy for healing, your protector levels do not stack in, and you channel to heal as a 6th level cleric. Your Hand levels do not add to channeling at all.
OOC: Friends, please put your current hp in your headers!
HEROES Act
Vauhwyt moves out with Mookie. She makes a discovery -- a big block of water, not contained in any vessel, but defying gravity.
Jass follows easily.
Aztyr gifts Mal with a shiny new holy symbol. Then she follows.
Mal follows Jass as closely as he can.
So too does Vorelle.
Brahmah continues to explore, and Polo manages to catch up.
Vorelle follows Jass and stands near him, bow ready, looking around. She sees nothing of note.
Sir Josh senses evil but again finds none. William carries him toward the rest of the party..
OTHERS Acts
none
ARENA Acts
The walls grind and shift. Once again, by chance or design, no one is injured or threatened. Here's the map at the start of Round NINE. Please post for Round 9 now.
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn d6=4 ; d6=2 ; d6=4 ; Tuesday November 6th, 2012 6:33:33 PM
OOC What does the blue rectangle look like? IC Malgant gathers his faith and channels energy to heal his friends. ( pause if I have to so that everyone is included) EVERYONE HEAL 10 HP He then continues to scan the area with True Seeing and stays near Jass, protecting the keybearer from any harm. (Interpose on Jass)
Effects on Malgant Barkskin 6 hour duration CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) 28 hour duration CL18 Mind Blank 24 hour duration CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22) Heroism(extended)from Vauhwyt 44 hrs CL22 Life Bubble-From Jass (4 hrs/CL18) Mass Fly-From Jass (164 min/CL18) Shield duration 18 minutes CL 18 Shield of Faith duration 18 minutes CL 18 True Seeing duration 18 minutes CL18 3 of 6 lesser rod of extend used. 1 of 3 channel energy used for today
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn d20+26=35 ; Tuesday November 6th, 2012 6:35:17 PM
perception 35 for that scanning the area posted above
Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 91/169 d3=1 ; d20+15=28 ; Tuesday November 6th, 2012 6:55:58 PM
Aztyr welcomes the healing, and gains an additional 1 hit point for being "good". Aztyr pulls the staff from her back as she moves with the others towards the watery area. She tries her hand at using her planar knowledge on the area.
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al d20+46=63 ; d20+8=12 ; Tuesday November 6th, 2012 7:13:11 PM
"Can you say, 'Door'?" the liontaur asks rhetorically. "That must be the way to the water environment. And ... " she looks about herself, " ... I haven't seen any other doors. So, I'm guessing that the path from one environment to the next is linear and very possibly one way. At the very least, I think that's the worst case scenario and we have to assume that for now."
"Jass' Life Bubble should help us breath. But, as far as movement goes, I believe I'm equipped with the best mobility for moving cautiously into a water environment. Why don't I go first and hope that our Telepathic Bond works between environments. I'll scout and report back."
"Mookie, into the pouch with you."
"Alright. I'm off. I'll keep up a running commentary. If you don't hear me, then there is no telepathic communication between environments."
Once the magically fluid liontaur slips silently and nearly invisibly in her partially ethereal state, into the watery square, the first thing she does is to survey and describe the area to the furthest extend she can see. The second thing that Vauhwyt does is to turn around to see whether she can look back to where the others are in the earth environment.
++++++++++++++++++++++++++++++
Mookie goes into Pouch
Vauhwyt executes a move action (This is a partial round post depending on what Vauhwyt finds after entering the water.)
Stealth 63 Perception 12
Positions: Unknown
Currently Darkwalking 6round/10: (20% miss chance, +8 Stealth)
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?)
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Greater Magic Weapon +4 (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 1 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 3 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 1 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 2 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
DM Cayzle - Round 9 Tuesday November 6th, 2012 7:16:42 PM
Extra info: The rectangle of water is like a box, 10 ft x 15 ft x 15 ft. When you enter it, it clearly is bigger on the inside than the outside, and there is a way to go "down" but not "up." You can see 100 ft ahead that there is a light.
When Vauhwyt enters the water, she is out of touch, as if she were on another plane.
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al Tuesday November 6th, 2012 9:56:45 PM
Vauhwyt pokes her head back out of the cube. "This is the door," she thinks to the others. "We go down from here. About one hundred feet. But there's a light down there. Thoughts don't seem to travel between the environments. It's as though their separate pocket dimensions. We can't split up."
"Lets go." With that, she pulls back into the watery cube and heads downward, scouting the way.
Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164] Wednesday November 7th, 2012 12:15:57 AM Ugh, water, Vorelle thinks. But Vauhwyt is right, the Life Bubble will enable her to survive down there. With a little sigh, she slips into the pool and gets ready to follow the group through.
[OOC: The Fly spell is still active; is it possible to "fly" underwater? Instead of having to swim?]
Brahmah 235/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis Wednesday November 7th, 2012 6:22:02 AM
OOC: My hit points are correct and there.
Brahmah casts Water Walk using the Extend Rod. He follows... or leads. Whichever.
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)* 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180 minutes upon entering realm) Longstrider (30 hours, extended) GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt) See Invisibility (Hand of Glory, cast on round 5) Water Walk (300 minutes, extended)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Rod of Extend 3/day** Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points: 5/7 Hero Points Spent: 2
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) 36d6(1+5+6+2+5+1+5+6+2+2+4+4+1+3+6+3+2+4+2+4+6+5+4+2+5+3+1+3+6+3+5+5+5+2+3+1)=127 5d6(1+2+6+6+1)=16 Wednesday November 7th, 2012 9:50:21 AM
"Excellent", purrs Jass as he sees the pool of water. "The Life Bubble will allow everyone to breath and not worry about the deeps, and the Mass Fly will allow everyone to glide through the watery element just like flying. We should be able to move quickly and keep together! Let's go!"
Jass moves to the side of the pool, and looks back. "Come on, don't wait for the grass to grow!", he calls in an exhilirated voice. The corpse-like sorcerer is enjoying Jangle's little game.
Giving only a momentary pause, Jass dives in and keeps Vauhwyt in sight of his Daylight spell, and ensures he goes slow enough for Malgant and Vorelle and the others to stay with him.
He readies a Disintegrate spell for anything that attacks Vaughwyt.
.....Actions Move 20' to the pool and 40' into the watery tunnel. Jass anticipates that with a double move, everyone can go at least 80' (Fly speed 40 encumbered) and so is giving everyone plenty of time to get out of the Earth element.
READY Disintegrate: (if something attacks Vaughwyt) 127 damage; DC Fort 25 for 16 damage
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 19/36 min; +4 AC Life Bubble;[CL18] 223/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 163/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Daylight: [CL5] 49/50 min; on scroll 60' bright light
Sir Joshua the Virtuous (Ken), DR 5/evil Wednesday November 7th, 2012 10:05:52 AM
Sir Joshua nods at the plan, but William whinnies' a bit, nervous about not having solid ground underneath his hooves... Sir Joshua soothes him, patting him on the back and speaking gently in his ear, reassuring him that the Life Bubble and Mass Fly's that are on him will allow him to move fine throughout the water... Finally, William straightens his back, shakes his majestic mane and follows the rest into the square...
Aztyr AC 30 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 91/169 Wednesday November 7th, 2012 12:02:49 PM
Aztyr will dive in, as she does so, her (slotless) Cloak of the Manta Ray spreads out and attaches to her arms, allowing her to glide/fly even without the mass fly spell, and she moves on down to keep with the rest of the group.
She also keeps a spell ready, in case it's needed....
DM Cayzle - Round 9 Wednesday November 7th, 2012 1:15:21 PM
OOC: Sorry friends ... as we determined the last time we were underwater, magic that lets you Fly does not aid in swimming. Let's see some swim checks or free action or swim speed or whatever you got! Not flying.
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al Wednesday November 7th, 2012 1:32:30 PM
OoC: Fluid Form grants a Swim Speed of 60. I'll include that note on my next post.
DM Cayzle - Round 9 Wednesday November 7th, 2012 1:42:40 PM
I think so far Vauhwyt, Aztyr, and Brahmah are okay with swimming aids. The rest ... not so much? Swim checks?
Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164] d20+24=31 ; d20+24=27 ; d20+24=29 ; d20+24=26 ; Wednesday November 7th, 2012 2:15:08 PM
Swim: 31, 27, 29, 26. That should get Vorelle 100 feet.
Actually, since Vorelle swims at +24, she technically can't fail a Swim check, unless we're expected to do water ballet or something. It will just take her a while to get places.
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn Wednesday November 7th, 2012 4:59:59 PM
OOC Brahmah is actually stuck on the surface with his water walking spell. Also if that chain isn't equipped he needs free action, when its equipped tho hes OK. Doesn't Vorelle have one of those too? I can't remember. Can we fly if we have freedom of movement on us? As Vorelle said, my base swim is a 30, i don't envision myself failing any rolls.
IC Malgant pauses before entering the water. His swimming skill is very good, being an islander and having trained extensively with the WLA, but fighting in the water is something altogether different. He holds forth his marked hand and whispers a prayer to Imod, asking him to allow Malgant the freedom to navigate this realm. Once the freedom of movement prayer is complete, Malgant enters the water and catches up to the others. " Aztyr, will you be alright? You took a beating from the shifting walls back there. I can heal you for more if we hold up a little."
Effects on Malgant Barkskin 6 hour duration CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) 28 hour duration CL18 Mind Blank 24 hour duration CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22) Heroism(extended)from Vauhwyt 44 hrs CL22 Life Bubble-From Jass (4 hrs/CL18) Mass Fly-From Jass (164 min/CL18) Shield duration 18 minutes CL 18 Shield of Faith duration 18 minutes CL 18 True Seeing duration 18 minutes CL18 Freedom of Movement duration 180 minutes CL18 3 of 6 lesser rod of extend used. 1 of 3 channel energy used for today
Vauhwyt enters the water and turns to look back. She can see poorly into the realm of shifting stone. She is out of touch with her friends mentally. She sticks her head out to tell this to her friends, then swims 60 ft toward the flickering light ahead.
Malgant channels energy to heal everybody. He stays close to Jass. He looks around but notes nothing remarkable. He moves to the water gate.
Aztyr looks at the water block and deduces it is a planar gate or passage. She takes 1.5 move actions to get to the water gate, then enters it. Luckily, it is salt water! Her cloak automatically activates and she swims 25 ft into the planar passageway.
Vorelle enters the water swimming. Per the rules, "A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action." Vorelle, moving to the water (move action), and then entering, swims 5 ft (second move action).
Brahmah activates his Water Walk and then moves toward the water gate. Polo follows his master, whining in fear of being left behind in the dark.
Jass enters and swims too ... 5 ft forward.
Sir Josh and William move up to the water gate.
OTHERS Acts
none
ARENA Acts
The walls grind and shift. This time, poor Polo is in trouble. Make a Reflex save vs DC30 or take 10d6 damage (you can roll it). (I think Polo has improved evasion, so that's a save for half or none.) Here's the map at the start of Round TEN. Please post for Round 10 now.
Map Note: The following are off the map and into the water. Vauhwyt, 60 ft in; Aztyr, 25 ft in; Jass and Vorelle, 5 ft in.
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn d20+30=40 ; Wednesday November 7th, 2012 8:20:23 PM
Round 10 actions Malgant pauses before entering the water. His swimming skill is very good, being an islander and having trained extensively with the WLA, but fighting in the water is something altogether different. He holds forth his marked hand and whispers a prayer to Imod, asking him to allow Malgant the freedom to navigate this realm. Once the freedom of movement prayer is complete, Malgant enters the water and catches up to the others. Swim 40 " Aztyr, will you be alright? You took a beating from the shifting walls back there. I can heal you for more if we hold up a little."
Effects on Malgant Barkskin 6 hour duration CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) 28 hour duration CL18 Mind Blank 24 hour duration CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22) Heroism(extended)from Vauhwyt 44 hrs CL22 Life Bubble-From Jass (4 hrs/CL18) Mass Fly-From Jass (164 min/CL18) Shield duration 18 minutes CL 18 Shield of Faith duration 18 minutes CL 18 True Seeing duration 18 minutes CL18 Freedom of Movement duration 180 minutes CL18 3 of 6 lesser rod of extend used. 1 of 3 channel energy used for today
Brahmah 235/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis d20+11=27 ; d20+17=21 ; d20+32=35 ; 10d6(5+6+2+2+2+1+4+6+1+4)=33 Thursday November 8th, 2012 12:57:53 AM
OOC: One thing at a time Malgant. The chain, then Polo, then movement. Sheesh, always jumping the gun. I don't think Water Walk works like that, it's an option, like fly or longstrider. You should, in theory, be able to will yourself under water. It was cast outside the water. I think the spell mentions being borne to the surface, but I guess the interpretation is up to the DM ultimately. If it locks me onto the surface, I'd redirect the casting of WW to Polo, or anyone else.
IC: Poor Polo is sort of out of his element. (27 fails, but he just has evasion, and no hero points, so full damage... but he's a tough bear) The bear staggers and whines loud as the stone stomps him. (33 damage)
The minotaur retrieves his chain and places it on his falchion. (Activates Freedom of Movement.) He realizes his best friend is in a bad way and calls him. He realizes he should have bought that bracelet of friends.
Swim 21 and Survival 35.
ACTIONS: Activates chain. Calls Polo. Makes swim check.
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)* 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180 minutes upon entering realm) Longstrider (30 hours, extended) GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt) See Invisibility (Hand of Glory, cast on round 5) Water Walk (300 minutes, extended.... possibly on Polo) Freedom of Movement (chain)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Rod of Extend 3/day** Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Freedom of Movement underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points: 5/7 Hero Points Spent: 2
------------------ Polo's HPS - 82/115
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al d20+46=65 ; d20+8=16 ; Thursday November 8th, 2012 8:21:54 AM
Vauhwyt slows as she approaches the light. Something deep within her resonates with the nature of the Jangle and Tangle twins. This understanding says to her that this quest for the talisman would be a shifting, non-stop challenge. To adapt, they would need to be one jump ahead of this game. And, to do that, they would need information.
With great stealth, the wemictrix approaches the light. Inwardly, she curses the dullness of her senses. She should train more with the rangers to remedy this. As the thoughts go through her head, Vauhwyt reports everything she sees and hears back to the others.
++++++++++++++++++++++++++++++
Move Action Only (This is a partial round post depending on what Vauhwyt finds after nearing the light.)
Stealth 65 Perception 16
Positions: Move 30 more feet at half speed for Stealth toward the light for total of 90ft of the initially estimated 100ft. (Mookie in pouch)
Currently Darkwalking 7round/10: (20% miss chance, +8 Stealth) Swim Speed of 60 from Fluid Form
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?)
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Greater Magic Weapon +4 (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 1 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 3 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 1 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 2 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
DM Cayzle - Round 10 Thursday November 8th, 2012 8:29:41 AM
Extra to Vauhwyt: You see poorly through the water barrier. You do see red and orange flickering ... as of flame. There is something big on fire out there.
Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 115/169 d8=7 ; d8=1 ; d8=3 ; d8=6 ; Thursday November 8th, 2012 8:51:19 AM
Aztyr floats where she is, waiting for the rest to catch up, since they are much slower in the water than she is. While she waits, she triggers the staff, and casts a Cure Serious Wounds on herself. (24 hit points (rerolling the 1, and adding 8)
*Vauhwyt, don't get too far ahead, remember what happened when you did that on that Island, and you got caught separated from the rest of us.*
Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164] Thursday November 8th, 2012 4:29:09 PM
Vorelle swims along and keeps up as best she can.
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn Thursday November 8th, 2012 6:19:17 PM
The chain and Ribbon, so as to speed things along, as posted by John C and amended by Al.
"Vorelle, tied around the pouch is a blue ribbon with a wave pattern embroidered upon it. This is also a fate item. When wrapped around the hilt/haft/handle of one weapon, it gives the bearer free action when in water. Out of water it bestows a +1d6 frost damage to the weapon it is wrapped around. It takes a move action to move the ribbon from one weapon to another.
Brahmah, hooked around the pouch is a type of flat linked chain made from silver. Each flat section of the chain has waves engraved into it. (picture each link as about half an inch long with a pin linking it to the next, like a watch band) When wrapped around the hilt/haft/handle of one weapon, it gives the bearer free action when in water. Out of water it bestows a +1d6 frost damage to the weapon it is wrapped around. It takes a move action to move the chain from one weapon to another." -originally posted by John C acting DM on 12/03/11
Al's amendments on " 2) Also note that the Ribbon and the Chain only allow free action with respect to attacks, not to movement. Please list them on your character sheet with the following notation:
When wrapped around the hilt/haft/handle of one weapon, it gives the bearer free action when in water with respect to attacks and attacks only. Out of water it bestows a +1d6 frost damage to the weapon it is wrapped around. It takes a move action to move the chain from one weapon to another. (This is a Fate Item and may not be sold. DM JohnC Saturday December 3rd, 2011 4:46:44 PM.) " I went back and looked them up because I was pretty sure Vorelle got one too. Carry on....
Note: In this calm water, it is a DC10 Swim check to advance half your move for a full round action (without a swim speed)
Sir Josh and William enter the water and swim forward 20 ft.
Vauhwyt swims closer to the other end of the flooded planar passage. She peered out and sees ... FIRE!
Malgant casts Freedom of Movement, which allows him to move at speed under water. He enters and travels 40 ft.
Vorelle keeps swimming ... making 15 ft of progress.
Aztyr waits for her friends and cures himself as she does so. She reminds Vauhwyt not to get too far ahead.
Brahmah enters and finds himself bobbing up fast toward the other end. He is likely unable to arrest his motion unless he grabs one of his friends or does something special. He floats 60 ft this round. If he wants to hold on to Polo, he can slow his speed and/or bring the bear along -- though it will take an open hand to do so.
Jass by DM fiat, swims 15 ft forward.
OTHERS Acts
none (that you know of, he he he)
ARENA Acts
Verbal Map of the Passageway:
0 ft - Stone Arena 20 ft - Sir J & W (swimming) 20 ft - Vorelle (swimming) 20 ft - Jass (swimming) 25 ft - Aztyr (manta ray cloak) 40 ft - Mal (Freedom of Movement) 40-60 ft - Brahmah (and Polo?) (Water Walk) 90 ft - Vauhwyt & M (fluid form spell) 100 ft - Other end of passageway
Please post for Round 11 now.
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) Thursday November 8th, 2012 7:38:46 PM
ooc: yeah, I forgot to post today. :-(
Jass wallows in the water and then angrily flails his arms. "Not my style of fun!" he shouts in the water. Concentrating, he casts Polymorph on himself, turning into a Small Water Elemental.
NOW, there is no problem! Jass glides effortlessly through the water.
"Anyone else need to be a water elemental?", he asks conversationally. "Maybe Polo and Horse?"
.....Actions Polymorph:[CL18] 18/18min; Small water elemental, +2 CON size bonus, +4 natural AC, swim 60 feet, darkvision 60 feet, the ability to create a vortex, and breathe water.
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 19/36 min; +4 AC Life Bubble;[CL18] 223/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 163/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Daylight: [CL5] 49/50 min; on scroll 60' bright light
Brahmah 235/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis Thursday November 8th, 2012 7:41:32 PM
OOC: I made a transcription error, sue me. Just checked, http://paizo.com/pathfinderRPG/prd/spellIndex.html, there is Freedom and Freedom of Movement. And here http://www.d20pfsrd.com/magic/all-spells#TOC-Spells-F-, are the same spells. I find the vagueness of the chain/ribbon a bit disheartening. Makes it more so when called out on it. Hardly my fault when there is no spell associated with a specific thing and the line describing the ability is vague. If its not FoM, Freedom or Haste, what in the nine hells is it?
WHAT DOES A FREE ACTION IN REGARDS TO ATTACKS MEAN? A free attack underwater? A standard? It can't be a move action. What free action in regards to attacks...? You can draw a weapon? What 'free action' is he allowed to take in regards to attacks underwater?
I'll correct my sheet when I get a chance.
IC: Brahmah will try to grab something to stop. ---------------------------------- Conditions/Other:
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)* 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180 minutes upon entering realm) Longstrider (30 hours, extended) GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt) See Invisibility (Hand of Glory, cast on round 5) Water Walk (300 minutes, extended.... possibly on Polo) Freedom of Movement (chain)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Rod of Extend 3/day** Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Free Action when attacking underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points: 5/7 Hero Points Spent: 2
------------------ Polo's HPS - 82/115
Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 148/169 d8=6 ; d8=5 ; d8=1 ; d8=4 ; Thursday November 8th, 2012 8:22:10 PM
(clearing up info) Attacking underwater, most attacks are at -2 and do 1/2 damage, the ribbon/chain negates those penalties.
Second clearing up, the healing should have been at +13 not +8 so Aztyr gained 5 more hit points that listed.
IC:
Aztyr rushes along with the others, moving up to 60 feet, her movement allowance, she also once again triggers the staff, healing herself again. (gaining 28 hit points @ the +13 number, no chance of failure on UMD so no roll needed) *Don't spread out too much, we are way too vulnerable when spread out.*
Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164] Friday November 9th, 2012 12:19:04 AM
For some reason, Vorelle finds herself humming.
Just keep swimming, Just keep swimming, Just keep swimming, swimming, swimming....
Cayzle Comments: LOLOL!
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al Friday November 9th, 2012 9:09:00 AM
OoC to DM Cayzle: Could you post the extent of visibility and the reasons behind restricted visibility (darkness, murkiness, etc.) with all new environments? It's a bit frustrating, and it feels arbitrary to come upon them in-progress. Extent of visibility is something that would be noticed right off and will factor into all strategic and tactical planning.
In this particular case, what is the visible distance? You indicated before that Vauhwyt was able to see a light and estimate its distance at 100ft. What is the estimated distance now to the fire given that she's progressed 90ft since then.
Also, could you describe the fire in more detail? Is it small, like a campfire? Is it big, like a Wall of Fire? Is it inside a breadbox? On top of the Empire State Building?
Sorry, I don't think that I have enough information to post a move, and that the information that I would need should be there give what we know of the environment established so far.
Sir Joshua the Virtuous (Ken), DR 5/evil d20+2=7 ; d20+9=25 ; Friday November 9th, 2012 9:52:22 AM
Sir Joshua says to Jass, "Yes, if you could change William to a water elemental, we'd be in better shape. He's not meant to be in water and I hate to dismiss him while we're in here. See if you can polymorph him..."
(OOC - William's Swim Check is only a +2, so he needs real help here...)
For now, both struggle through the water... William struggles and falls behind a bit.. And Joshua treads water, trying to help William move forward...
William Swim = 7 Joshua Swim = 25
Sir Joshua and William keep truding
DM Cayzle - Round 11 Friday November 9th, 2012 10:52:42 AM
Looking into or out of the water portals is like looking through a wall of frosted distorting glass blocks, kind of like these. Which is to say, it is practically impossible. So make perception checks at -20 and let me know how you do.
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al Friday November 9th, 2012 10:56:27 AM
OoC to DM Cayzle: That helps. Thanks.
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al d20-18=-5 ; Friday November 9th, 2012 12:52:27 PM
"I think we're about to enter the fire environment."
Vauhwyt waits for the others at the end of the long water filled conduit that leads from the earth environment. "I think I'm in front of the exit here, and there seem to be flames on the other side, but I can't make out much more.
"Can someone with stealth and good eyes come up here? My eyes aren't good enough to make out what's on the other side. But, if I can see through to the other side, whoever is on the other side can probably see through to here too. So we better be sneaky about this."
"The rest of you, stay back about twenty feet. I don't think we want to be seen. Oh, and prepare for fire."
Vauhwyt herself draws thirty feet away from the portal and casts a Resist Energy spell against Fire.
++++++++++++++++++++++++++++++
Stealth 65 Perception -5 to see through to the other side.
Positions: Move 30 more feet at half speed for Stealth away from the light for total of 60ft of the initially estimated 100ft. (Mookie in pouch)
Currently Darkwalking 8round/10: (20% miss chance, +8 Stealth) Swim Speed of 60 from Fluid Form
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Resist Energy (Fire) (180 min/CL18)
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Greater Magic Weapon +4 (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 1 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 4 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 1 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 2 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) Friday November 9th, 2012 5:25:53 PM
Jass pauses before casting another spell. "A water tunnel connecting the Earth and Fire groups?" It is a novel enough idea for the sorcerer to think about it for a while before responding.
"If I wanted to create a play environment that would guarantee to use up spells, I would do something like that! I'm not going to cast anymore spells turning people into water elementals if the very next thing we'll do is go into a fire environment."
Jass instead will keep swimming near Malgant and keeping his eyes open for everything.
.....Actions Polymorph:[CL18] 18/18min; Small water elemental, +2 CON size bonus, +4 natural AC, swim 60 feet, darkvision 60 feet, the ability to create a vortex, and breathe water.
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 19/36 min; +4 AC Life Bubble;[CL18] 223/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 163/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Daylight: [CL5] 49/50 min; on scroll 60' bright light
Note: In this calm water, it is a DC10 Swim check to advance half your move for a full round action (without a swim speed)
Jass Polymorphs into a small water elemental and swims 60 ft forward.
Brahmah, holding on to Polo, keeps on floating toward the far end of the passageway. At th end of the round, he is 80 ft in, about 20 ft from the fiery far end, about even with Vauhwyt and Jass. Unless drastic efforts are made, Brahmah and Polo will float to the surface next round.
Vorelle keeps swimming ... making 15 ft of progress.
Aztyr again cures herself and moves forward 60 ft.
Sir Josh and William call for help -- especially for William -- the floundering steed keeps the duo from advancing at all.
Vauhwyt backs up, and several friends pass her as she does. Back 40 ft from the exit, she calls for a sneaky spy to take a look. She sensibly casts Resist Fire.
Malgant ... ???
OTHERS Acts
none (that you know of, he he he)
ARENA Acts
Verbal Map of the Passageway:
0 ft - Stone Arena 20 ft - Sir J & W (swimming) 35 ft - Vorelle (swimming) 40? ft - Mal (Freedom of Movement) 60 ft - Vauhwyt & M (Fluid form spell) 80 ft - Brahmah (and Polo) (Water Walk) 80 ft - Jass (Polymorph) 85 ft - Aztyr (Manta ray cloak) 100 ft - Other end of passageway
Please post for Round 12 now.
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn d20+26=31 ; Friday November 9th, 2012 6:55:27 PM " You know you can dismiss the water walking spell at any time, right Brahmah?" " This is a perfect place for an ambush. The other team, protected against fire after overcoming the fire guardian finds a water door in their fiery realm. How better to ambush us then to wait on the other side while we emerge prepared to deal with water. Let me look out there with true seeing. I imagine the water distortion will still stop me from seeing much, but it is worth a try. If I spot anyone we prep for battle and ambush THEM. Unless Brahmah leaves his spell on and pops out and they kill him." ( Last round if DM Cayzle allows) Malgant advances to the water barrier and peers out into the fiery realm beyond. Perception 31 with true seeing (lousy roll I know) Depending on what I see I'll post next round ( 11 ) this weekend
OOC Sir Joshua, swim is strength based, William gains +5 for his strength. Dm Cayzle, 1.) I have planar adaptation prepared and will post it below. Will it shift as we change environments? I suspect the answer is no, but want to ask anyway. Does Malgant think he can make it shift with plane changes if he uses a normal ( not 25k gp) Miracle to cast it? 2.) I suspect that there is no line of effect even though there is a decent Line of Sight between environments. Thus if we stop and prep for combat the other team ( if they are on the other side) would see us, but not be able to stop us unless they crossed over. Does this sound like what we are seeing and experiencing with the mind link and all?
Casting Time 1 standard action Components V EFFECT
Range personal Targets you Duration 1 hour/level (D)
DESCRIPTION
Planar adaptation grants you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. Additionally, you gain energy resistance 20 to a single energy type prevalent on that plane (choose one if more than one type is equally prevalent). Planar adaptation has no effect when cast upon your native plane.
Extra: Mal advances and peers out. Through the distortions of the portal, he sees two very big shapes, poised one on one side, one on the other. Anyone who emerges will be flanked.
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) Saturday November 10th, 2012 8:33:39 AM
Jass waits for the scouting report from Vauhwyt and Malgant and then starts thinking. He estimates how long it will take for Horse to swim the distance and starts talking. "We've got thirty seconds or so before we will be ready to move through the portal, so let's make the most of it. What is the best way to ambush the ambushers?"
Jass starts ticking off possible plans. "Atzyr and I could conjure a bunch of things to go in front of us, springing the trap and then we follow up."
"Atzyr could probably use her Limited Wish to cast a Mass Invisibility, or I can cast Invisibility on each of us."
"Malgant can lead with an Anti-Magic Field, disrupting any trap spells the ambushers may have placed. Man, I wish I thought of that in the Earth area!"
........................
"Do we KNOW the next place is Fire?", Jass asks. Cause if we do, there are some Resistance spells I think we need to prepare, eh?"
.....Actions Polymorph:[CL18] 18/18min; Small water elemental, +2 CON size bonus, +4 natural AC, swim 60 feet, darkvision 60 feet, the ability to create a vortex, and breathe water.
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 19/36 min; +4 AC Life Bubble;[CL18] 223/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 163/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Daylight: [CL5] 49/50 min; on scroll 60' bright light
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn Saturday November 10th, 2012 9:37:30 AM " It certainly looks like it is fire. Since we were told we would face a guardian and the earth node showed only one tough target waiting for us through the environmental traps I think it is safe to say the magically cloaked figures on the sides of the gate are part of the other team, probably sent to either delay us or kill as many of us as they can while the others on the team get the third key. I don't have an AM field, butI have another plan, and I have miracles left."
OOC Before I go into detail, our board is static and takes no work to find. Do we want to post strategies here in the open or use email? We are fighting for the lives of characters we have played for years vs hired guns. Are our plans secure here Cayzle?
Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164] d20+26=46 ; Saturday November 10th, 2012 11:06:31 AM
Vorelle finds it a challenge to speak loud enough to be heard underwater, so she sends through the link:
I'm going to hide as best I can and hope they don't notice me. Also, if we come in there all wet, aren't we going to create some steam? That might affect visibility.
As she swims, Vorelle attempts to Hide in Plain Sight: Stealth 46 [Natural 20. That includes my +2 bonus for Favored Terrain, and my -5 penalty for taking my full move.]
Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 d8=6 ; d8=5 ; d8=8 ; Saturday November 10th, 2012 11:59:54 AM
Aztyr triggers the staff a third time, healing herself again. (maxing her hit points) She continues to float at the area she is, waiting, and stashing the staff on her back. After putting away the staff, she pulls out the wand of stone skin. *everyone get close, I'll haste us before we head through.*
Sir Joshua the Virtuous (Ken), DR 5/evil d20+2=3 ; Saturday November 10th, 2012 3:01:07 PM (WIlliam's Swim is - 3 rank + 6 Str-7 AP (he has half plate armor) = +2. Also, DM - William has shoes of speed so his speed is actually 80 and for his first check, he should have went 40' instead of 20'... )
As the pair continues struggling along (Swim = 3), William makes no progress at all as he flounders in the water... Sir Joshua stays by his side, trying to help him get somewhere... Sir Joshua is tempted to let William return to his home dimension but worries that he won't be able to resummon him for later battles...
(OOC - On a double move, which is what William does, do you do 1 or 2 swim checks since you have 2 moves?)
Brahmah 235/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis d20+28=43 ; d20+39=56 ; Sunday November 11th, 2012 12:18:36 AM
OOC: With all due respect, I need people to back off how I play Brahmah. I appreciate the help, but finding something to say every post about him is too much. Seriously. Rule lawyers aren't fun to play with.
IC: Brahmah cancels the damn spell to make people happy. Then moves up silently to Vauhwyt. (Perception 43 darkvision, see invis, Stealth 56 Hide in Plain Sight, Camouflage)
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)* 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180 minutes upon entering realm) Longstrider (30 hours, extended) GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt) See Invisibility (Hand of Glory, cast on round 5)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Rod of Extend 3/day** Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Free Action when attacking underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points: 5/7 Hero Points Spent: 2
------------------ Polo's HPS - 82/115
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn d20+26=34 ; d20+15=18 ; d20+8=21 ; Sunday November 11th, 2012 6:57:03 PM
With no other input forthcoming, Malgant begins to prepare for the fire realm. He casts a spell and again looks out through the planar barrier, trying to get a better idea what the figures are. Perception 34 Knowledge religion 18 Knowledge planes 21
Effects on Malgant Barkskin 6 hour duration CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) 28 hour duration CL18 Mind Blank 24 hour duration CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22) Heroism(extended)from Vauhwyt 44 hrs CL22 Life Bubble-From Jass (4 hrs/CL18) Mass Fly-From Jass (164 min/CL18) Shield duration 18 minutes CL 18 Shield of Faith duration 18 minutes CL 18 True Seeing duration 18 minutes CL18 Freedom of Movement duration 180 minutes CL18 Protection from Energy fire absorb 0/ 120 180 minutes CL18 3 of 6 lesser rod of extend used. 1 of 3 channel energy used for today
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al d20+38=50 ; Monday November 12th, 2012 8:52:48 AM
Vauhwyt casts another spell that, Luck of Waard be with her, should get her past the guardians on the other side of the portal.
Ever so quietly, like the fluid water around her, she returns to the portal from water to fire and winds up hanging over Mal's shoulder.
"I'm right behind you, Mal," she broadcasts to the others, on the chance that she, in her great stealth, hasn't been noticed. "I'm ready to go through. I'll be right behind you when you go."
Positions: Move 30 more feet at half speed for Stealth Toward the portal for total of 90ft of the initially estimated 100ft. (Mookie in pouch)
Swim Speed of 60 from Fluid Form
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Resist Energy (Fire) (180 min/CL18) Invisibility, Greater, 18/18r
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Greater Magic Weapon +4 (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 1 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 4 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 2 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 2 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
OOC: Dave asks a good question: "Before I go into detail, our board is static and takes no work to find. Do we want to post strategies here in the open or use email? We are fighting for the lives of characters we have played for years vs hired guns. Are our plans secure here Cayzle?" In answer, I can only say that I have asked the other team on their honor not to peek. However, the incentive for them to win (a goblin seal, a hobgoblin seal, and a gnome seal each if they defeat you) is high. Feel free to discuss strategy in e-mail, if you like.
Actions in Round 12
HEROES Act
A bit of clarification on entering and exiting the water passageway. As noted, the interface is distorted and hard to see clearly through. When you enter, you immediately find yourself drawn in. If it works the same way when you emerge, touching the water/air interface will draw you out. Which is to say, you do not think you can make a melee attack out while remaining in the water. Also, as you discover from the way telepathy cuts off, it is a planar boundary. You doubt spells or missiles can cross. In this calm water, it is a DC10 Swim check to advance half your move for a full round action (without a swim speed), per the usual rules for swimming.
Malgant moves up with freedom of movement and peers out. he sees two big flaming shapes waiting to flank anyone emerging. He casts a protection spell.
Jass telepathically discusses strategy.
Vorelle moves forward and practices hiding in plain sight.
Aztyr heals herself a third time.
With William having a hard time swimming, Sir Josh is falling behind, 40 ft into the passageway. (OOC: Make one check per round is what the Swim rules say, sorry.)
Brahmah cancels his water walk spell and floats with Polo near Vauhwyt, behind Mal. He too can see two huge firry shapes waiting just beyond the portal to attack.
Vauhwyt casts her greater invisibility and floats just behind Mal.
OOC Note on Invisibility: I will be using the Rules as Written to adjudicate Invisibility. Here is the link. In particular, note that (1) A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that "something's there" but can't see it or target it accurately with an attack. It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). (2) Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature's location. Note dripping water into a fire environment will give clues to location. (3) An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment.
OTHERS Act
none (that you know of, he he he)
ARENA Acts
Verbal Map of the Passageway:
0 ft - Stone Arena 40 ft - Sir J & W (Swimming) 50 ft - Vorelle (Swimming) 80 ft - Jass (Polymorph) 85 ft - Aztyr (Manta ray cloak) 90 ft - Vauhwyt & M (Fluid form spell) 90 ft - Brahmah (and Polo) (Swimming) 95 ft - Mal (Freedom of Movement) 100 ft - Other end of passageway
Please post for Round 13 now.
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) Monday November 12th, 2012 2:07:15 PM
Jass calls to the paladin through thier Telepathic Link. "The tunnel is small enough, why not just pull yourselves along instead of trying to swim?"
While waiting, Jass casts Resistance v Fire on himself and on Horse, Mookie, and Polo.
.....Actions
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 19/36 min; +4 AC Life Bubble;[CL18] 223/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 163/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Daylight: [CL5] 49/50 min; on scroll 60' bright light Resist Fire: [CL18] 180/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Polymorph:[CL18] 18/18min; Small water elemental, +2 CON size bonus, +4 natural AC, swim 60 feet, darkvision 60 feet, the ability to create a vortex, and breathe water.
Sir Joshua the Virtuous (Ken), DR 5/evil d20+20=38 ; Monday November 12th, 2012 2:56:13 PM
Sir Joshua hears Jass' suggestion to pull rather than push and says, "Thanks for the spell and you know, that's a good point re: pull rather than swim..." He looks down for somewhere he could get a solid purchase and possibly help pull William along the tunnel so he's not delaying the group further...
He has some rope in his handy haversack and it might be just the thing he needs... On the other hand, he could just pull on the bridle while William sinks to the bottom and then walks/trots on the ground rather than fighting got swim...
Perception = 38 (looking down for a solid purchase or ground where he could use his considerable strength the help pull William along by pulling on the bridge) (OOC - DM, need a little help here on how this would mechanically work out... Would this be "Aid ANother" or a "Strength Check? or what?) I'll repost once I get some clarification...
OOC: The "sides" of the passageway are as smooth as a calm pond's surface, with no traction at all. You have not tried to push "beyond" them. The best bet for "pulling" Sir Josh and William along would be if an ally gave them a tug from farther up the passageway.
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al Monday November 12th, 2012 3:51:04 PM
"Rope." Viewing the dilemma toward the back of the pack, Vauhwyt thinks a request to Sir Joshua. "Get out some rope and get it ready. I'm coming for it." In a fluid blur of motion, the liontaur in Fluid Form flows back toward the paladin and his mount, hooks the rope and reverses. She returns to where she began and presents the trailing line to Malgant and Brahmah.
"Now pull. Mal and Brahmah from this end and Sir Joshua from the other end. Vorelle, you can hitch a ride."
"That should get you here faster. All you need is a plan."
++++++++++++++++++++++++++++++
Double Move
Positions: Move 100 feet back and then forward again. (Mookie in pouch)
Swim Speed of 60 from Fluid Form
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Resist Energy (Fire) (180 min/CL18) Invisibility, Greater, 18/18r
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Greater Magic Weapon +4 (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 1 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 4 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 2 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 2 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
SJ will tie rope to bridle and then start pushing William from other end... (Str check?) William keeps trying to swim.... 6
Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 Monday November 12th, 2012 6:11:26 PM
Aztyr moves 5' closer to the end. Being close enough, Aztyr hand Malgant the wand of Stone Skin. *You carry it, you'll need it lots more than I will, and I can always just recharge it when I need to.*
Starting with Malgant, Aztyr casts Resist Energy : Fire on him. (giving him DR Fire 30)
Staff of Healing 7/10 Wand of Stone Skin 50/50 (given to Malgant) Wand of Hide from Undead 50/50 Wand of Magic Weapon 50/50 Wand of Reduce Person 49/50
Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164] d20+26=28 ; Monday November 12th, 2012 11:43:54 PM
Vorelle is wondering whether to help poor William the horse, when Vauhwyt shoots past her in fluid form, going to help.
Okay, then. Vorelle keeps swimming, and re-hides. [Stealth 28]
[OOC: I'm not so much "practicing" as "having no freaking clue where I am in relation to the exit."]
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn Tuesday November 13th, 2012 3:35:09 AM
OOC I know I posted yesterday, I must have canceled it instead of submitting. I love 12 hour days. IC Malgant waits for the rope to pull Joshua and Vorelle forward so they can maintain their momentum. While he waits he taps himself with the wand Aztyr offers him. It does nothing since Stoneskin is no longer one of Malgant's domain spells.
Effects on Malgant Barkskin 6 hour duration CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) 28 hour duration CL18 Mind Blank 24 hour duration CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22) Heroism(extended)from Vauhwyt 44 hrs CL22 Life Bubble-From Jass (4 hrs/CL18) Mass Fly-From Jass (164 min/CL18) Shield duration 18 minutes CL 18 Shield of Faith duration 18 minutes CL 18 True Seeing duration 18 minutes CL18 Freedom of Movement duration 180 minutes CL18 Resist Fire 30 duration CL 18 Protection from fire 0/120 used duration 180 minutes CL 18 3 of 6 lesser rod of extend used. 1 of 3 channel energy used for today
Brahmah 235/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis Tuesday November 13th, 2012 6:01:59 AM
Grabs the rope and pulls. Polo tries to as well. ---------------------------------- Conditions/Other:
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)* 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180 minutes upon entering realm) Longstrider (30 hours, extended) GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt) See Invisibility (Hand of Glory, cast on round 5)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Rod of Extend 3/day** Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Free Action when attacking underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points: 5/7 Hero Points Spent: 2
------------------ Polo's HPS - 82/115
DM Cayzle - Round 14 Tuesday November 13th, 2012 2:58:42 PM Actions in Round 13
HEROES Act
Jass telepathically suggests pulling everyone along with a rope. He casts a spell: Jass, please cast only one spell per round, Who gets which spell, please?
Sir Josh ties William to a rope, tosses it forward, and helps push.
Vauhwyt lends a hand. and a rope.
Brahmah grabs the rope and pulls. So does Polo
Vorelle just keeps swimming. She moves 15 feet forward. At the end of the round, she is 65 ft from the stone arena and 35 ft from the other end of the passageway.
Aztyr moves forward a bit and hands a wand to Mal. She casts Resist Fire on him.
Malgant tries the wand but cannot activate it.
Josh and William get hauled 20 ft forward.
OTHERS Acts
none (that you know of, he he he)
ARENA Acts
Verbal Map of the Passageway:
0 ft - Stone Arena 60 ft - Sir J & W (Swimming) 65 ft - Vorelle (Swimming) 80 ft - Jass (Polymorph) 90 ft - Aztyr (Manta ray cloak) 90 ft - Vauhwyt & M (Fluid form spell) 90 ft - Brahmah (and Polo) (Swimming) 95 ft - Mal (Freedom of Movement) 100 ft - Other end of passageway
Please post for Round 14 now.
Sir Joshua the Virtuous (Ken), DR 5/evil d20+2=7 ; d20+10=29 ; Tuesday November 13th, 2012 3:56:14 PM
Straining and pushing the horse's big bulk, Sir Joshua mutters with a smile, "William, I love you, but you've got to go on a diet my friend... You've eaten too many caramel apples and it's time to go back to carrots..."
William continues working forward... Swim = 7 (another bad roll... what's with bad rolls for my poor, innocent horse...) SJ's Strength Check = 29
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al d12=12 Tuesday November 13th, 2012 4:04:01 PM
OoC to DM Cayzle: Would a liontaur in Fluid Form protected by a layer of air from Life Bubble, drip water when coming out of a water environment? Or would there be no telltale drippage?
Cayzle Comments: LOLOL! I can only resort to my time-tested means of solving immovable-object-meets-unstoppable-force questions! Even, drip. Odd, dry. And the dice roller rules ... Even! You drip!
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al Tuesday November 13th, 2012 6:26:00 PM
Patience. Not one of this liontaur's strong suits. And yet, she has no illusions as to whether or not a dripping wet liontaur can successfully sneak onto a plane of fire - invisibility or not.
All that can be done is to wait until all are ready to go through, and then go through at once in force.
++++++++++++++++++++++++++++++
No Move
Positions: No Move (Mookie in pouch)
Swim Speed of 60 from Fluid Form
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Resist Energy (Fire) (180 min/CL18) Invisibility, Greater, 17/18r
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Greater Magic Weapon +4 (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 1 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 4 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 2 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 2 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells
AC 47,Touch 36, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn d20+8=18 ; Tuesday November 13th, 2012 6:35:39 PM " I will step through once we all get to this end and deliberately draw their attacks. After that you should all step past me and prepare to finish them when my Holy Word messes up their world.Then we will navigate the fire node." Malgant hands the wand back to Aztyr. Then he pulls William in on the rope. strength check 18
Effects on Malgant Barkskin 6 hour duration CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) 28 hour duration CL18 Mind Blank 24 hour duration CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22) Heroism(extended)from Vauhwyt 44 hrs CL22 Life Bubble-From Jass (4 hrs/CL18) Mass Fly-From Jass (164 min/CL18) Shield duration 17 minutes CL 18 Shield of Faith duration 17 minutes CL 18 True Seeing duration 17 minutes CL18 Freedom of Movement duration 180 minutes CL18 Resist Fire 30 duration 180 miunutes CL 18 Protection from fire 0/120 used duration 180 minutes CL 18 3 of 6 lesser rod of extend used. 1 of 3 channel energy used for today
Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 Tuesday November 13th, 2012 7:05:51 PM
Aztyr takes the wand back, and as it passes to her hand, she triggers it, granting Malgant the Protection of Stone Skin. *Vauhwyt, I know you can activate this wand, you interested in carrying it?* If Vauhwyt says yes, she'll hand it to her, if not, it goes back into her quiver.
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al Tuesday November 13th, 2012 7:42:41 PM
Vauhwyt nods in ascent to Azytr's thought-formed question. She reaches a fluid paw over to take the rod and triggers it on herself.
Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) Tuesday November 13th, 2012 11:26:54 PM
Jass keeps time by casting his last spell on himself and the next one on Polo.
.....Actions
.....Active Effects immune to Cold, Nonlethal damage, Paralysis, and Sleep Damage Resistance 5/- non-intelligent undead do not notice Jass unless he attacks them
False Life; [CL18] 18/18 hr +18 hit points Shield, [CL18] extended [rod] 19/36 min; +4 AC Life Bubble;[CL18] 223/240 min each; immune to breathing or gas attacks on Jass, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Mass Fly;[CL18] 163/180 min; gain fly and +8 Fly Skill on Jass, Brahmah, Malgant, Atzyr, Vorelle, Vauhwyt, Mookie, Sir Joshua, Horse, Polo Daylight: [CL5] 49/50 min; on scroll 60' bright light Resist Fire: [CL18] 180/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Polymorph:[CL18] 18/18min; Small water elemental, +2 CON size bonus, +4 natural AC, swim 60 feet, darkvision 60 feet, the ability to create a vortex, and breathe water.
Vorelle [Life Bubble, Fly, GMW, True Seeing][AC 34; HP 164/164] Tuesday November 13th, 2012 11:27:01 PM
Vorelle doggedly keeps swimming.
That is, she swims with dogged determination, not like a dog.
Brahmah 235/249hps, AC 31+ 5 DEFENDER (only while in combat)TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis Wednesday November 14th, 2012 2:10:42 AM
Brahmah continues to help but mentions that he could use one more GMW on his kukri. And maybe Barkskin. ---------------------------------- Conditions/Other:
Guiding Star- You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as "very familiar" for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Traveling Spell list: Prepared Spells: 1st - Tireless Pursuit x2 (1 hour per CL), Longstrider x4* (30 hours entering realm, 1 hour per CL) 2nd - Campfire Wall, Eagle Eye x2, Hide Campsite 3rd - Darkvision (1 hour per CL)*, Water Walk x2 (10 mins per CL)* 4th - Tree Stride x3 (1 hour per CL)
Permanent/Other Effects: Mind Link (group) Large - Reach Fearsome - -2 in Diplomacy URBAN, WATER, UNDERGROUND and FORESTS +2 favored terrain CENTAURS, MAGICAL BEASTS, HUMANS and UNDEAD +2 favored enemy Neutral Good
Active Spells or effects: Word of Recall - CL11 (castle, on plane only) 1/day: used Guiding Star (on himself, 13/15 days, Blackbird Lake, cast day one upon return) Darkvision (on himself 10/15 hours, CL15) Fly (from Jass, 180 minutes upon entering realm) Longstrider (30 hours, extended) GMW on Brahmah's weapon of choice (Falchion). (+4; 18 hrs/CL18, from Vauhwyt) See Invisibility (Hand of Glory, cast on round 5)
Item Provided junk: Daylight 1/day See Invisibility 1/day* Rod of Extend 3/day** Helm of Comprehend Languages and Read Magic (slotless) Necklace of Adaptation (slotless) Frost Chain (on Kukri) [Free Action when attacking underwater only, +1d6 frost is null underwater, in haversack] Greater Improved Shadow Armor (+to stealth) Ring of Chameleon Power (disguise self as standard action, +to stealth)
Hero Points: 5/7 Hero Points Spent: 2
------------------ Polo's HPS - 82/115
DM Cayzle - Round 14 ... and 15? Wednesday November 14th, 2012 10:13:59 AM
Friends, it seems to me that rather than spend more days than needed, do let's advance TWO rounds today rather than just the one. Feel free to post your actions for Round 14 AND Round 15. We can be hyper efficient and leap forward two rounds today instead of just one.
Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 Wednesday November 14th, 2012 1:52:57 PM
Aztyr, takes the time to cast Resist Energy: Fire on herself, and then pulls out the rod of lesser extend, and follows it with Extended Haste (36 rounds)
*Everyone should be close to ready, so, I'm casting the final couple buffs*
Sir Joshua the Virtuous (Ken), DR 5/evil d20+2=21 ; Wednesday November 14th, 2012 2:37:36 PM OOC - Not sure where William and Sir Joshua got to at end of last round? Assuming they moved up another 20' (which is what happened the round before with a failed swim check but help from others...) to 80' along the corridor...)
Round 15 - Now only 20' from their destination, William manages to easily reach the end of the path and is ready to cross over... (William Swim = 21). Meanwhile, Sir Joshua casts Resist Energy 30 on himself too, as his mount has already been protected... Finally, he'll climb on William's back again, ready to move forward next round...
Round 16 - Waiting on other PC's to post ... If the others go into the portal, he'll follow and try to attack with his lance vs. the closest enemy, moving past and then readying himself for another attack (no AoO's due to feat... )
___________ Stats 1. Sir Joshua - 213/213 hps, AC 39, Touch 17, Reflex +1 (Haste) 2. William - Hp 158, AC 36/40 vs AOO, DR 10/evil; Resist 15 Acid, Cold, Electricity; SR 29; Fort = +25, Ref = +25 (Hasted), Will = +18 (+4 vs Ench)
Effects/Spells 1. Haste and Fly cast by others on both SJ and William 2. Resist Fire 30 on William by Jass 3. Resist Fire 30 on Sir Joshua by himself 4. Used up 1 LOH 5. GMW +5 on Lance
Cayzle Comments: That's all good except for you cannot charge out of the waterway and then attack an enemy. It violates the "straight line" rule, and I have a problem with a charge that includes a swim check.
AC 48,Touch 37, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn d20+26=28 ; Wednesday November 14th, 2012 3:51:11 PM
Round 143 posted above. Round 15 Malgant finishes pulling Joshua and William and Vorelle to the end of the hall. A last spell ( weapon of Awe is cast on himself and he is ready to step through next round (16). He continues to monitor the beings on the other side of the portal. Perception 28
Effects on Malgant Barkskin 6 hour duration CL 18 Telepathic Bond from Aztyr CL16 Magic Vestment from Aztyr ( +5) 28 hour duration CL18 Mind Blank 24 hour duration CL18 Blur (Cloak of minor displacement) Extended Contingency " Cast Breath of Life on me if I am reduced to negative HP" Ring of Counterspells set for Greater Dispel Magic Amulet of Mighty fists making all attacks holy and ghost touch Greater Magic Weapon +5 (extended)- on Malgant's unarmed attacks from Vauhwyt (44 hrs/CL22) Heroism(extended)from Vauhwyt 44 hrs CL22 Life Bubble-From Jass (4 hrs/CL18) Mass Fly-From Jass (164 min/CL18) Shield duration 17 minutes CL 18 Shield of Faith duration 17 minutes CL 18 True Seeing duration 17 minutes CL18 Freedom of Movement duration 180 minutes CL18 Resist Fire 30 duration 180 miunutes CL 18 Protection from fire 0/120 used duration 180 minutes CL 18 Weapon of Awe 18 minute duration CL 18 Haste 36 round duration CL 18 3 of 6 lesser rod of extend used. 1 of 3 channel energy used for today
Round 15. Since William made his swim check and can move 40 (1/2 normal move) in round 15 , he's got enough left to cross through ((20' to get to end and still have 20' left to cross)...
While William moves, Sir Joshua will fast mount on the back of William (free action if make DC20 roll for ride check - Ride Check 47), and then cast his spell Resist Fire as standard action
If the others cross over that round, Sir Joshua will allow William to finish his move. If not, then he'll command William to stop short...
2. Round 16 - Depends on other PC's... If they crossed over in Round 15, Sir Joshua would have done the same... If not, do in this round...
Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al Wednesday November 14th, 2012 5:03:05 PM
"Be that as it may," Vauhwyt thinks in reply to Brahmah's request for Magic Weapon, "I think you need this more." She casts a spell and touches Brahmah. Instead of Magic Weapon, she imparts a Resist Energy (Fire) to the minotaur. Then, with the long reach of a fluid limb, Vauhwyt touches Vorelle with the same spell.
++++++++++++++++++++++++++++++
Cast Resist Energy (Fire) on Brahmah and Vorelle.
Positions: No Move (Mookie in pouch)
Swim Speed of 60 from Fluid Form
Spells cast on Vauhwyt: (Minus 16 min) False Life (20 hp) (22 hrs/CL22) Extended See Invisible (7 hrs, 33 min/CL22) Extended Heroism (7 hrs, 33 min/CL22) Greater Magic Weapon +5 - on Armor Spikes (22 hrs/CL22) Detect Scrying (24 hrs/CL22) Fluid Form (22 min/CL22) Magic Vest +5 x2 (from Aztyr) (21 hrs/CL18?) Greater Magic Fang +2 x2 (from staff) (8 hrs/CL??) Telepathic Bond (Permanent/CL18?) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Resist Energy (Fire) (180 min/CL18) Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points dmg (80 min/CL8) Invisibility, Greater, 15/18r
Spells cast on Mookie: False Life (15 hp) (22 hrs/CL22) Heroism (4 hrs, 6 min/CL22) Life Bubble-From Jass (4 hrs/CL18?) Mass Fly-From Jass (180 min/CL18?) Resist Energy-From Jass (Fire) (180 min/CL18) Telepathic Bond (Permanent/CL18?)
Spells cast on Others: Greater Magic Weapon +5 (22 hrs/CL22) -- 1x Mal (monk unarmed attacks) -- 3x Vorelle (2 hand axes and bow) Resist Energy on Brahmah (Fire) (180 min/CL18) Resist Energy on Vorelle (Fire) (180 min/CL18) Greater Magic Weapon +4 on Brahmah (18 hrs/CL18) Heroism Extended on Malgant (44hrs/CL22)
Note: Aztyr gets Heroism whenever she wants, up to 3x per day
Keeping Track Of Stuff: Lesser Meta Rod Of Extend: used 0 of 3 Darkwalk: used 1 of 50 minutes (unavailable) Staff of Transmuting Buffs: used 8 of 10 charges Impromptu sneak attack: used 0 of 1 Tricky spells used: 0 of 3 Compel Spirit: used 0 of 5 Rod of Extend: used 2 of 3 Prayer Beads: used; Karma
Mookie's Tattoos - Lockjaw used 0 of 2 - Feather Step used 0 of 3
Spells Used 0 of 7 lvl 1 spells Used 6 of 7 lvl 2 spells Used 6 of 7 lvl 3 spells Used 2 of 7 lvl 4 spells Used 0 of 6 lvl 5 spells Used 2 of 6 lvl 6 spells Used 0 of 4 lvl 7 spells