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The Arena of Fire


DM Cayzle - Round 16 
Wednesday November 14th, 2012 6:52:05 PM


Actions in Rounds 14 AND 15

HEROES Act

Sir Josh guides William along, pulling on the rope, aided by Brahmah and Mal. William manages to swim some in the last round, so that his master has time for a spell. Josh also casts Resist Fire on himself in round 15.

Jass casts Resist Fire on Polo and on himself. [OOC: Jass, are you still in water elemental form? Can you cast spells while an elemental?]

Vauhwyt casts Stoneskin on herself and Resist Fire on Brahmah. NOTE: She has not yet cast Resist Fire on Vorelle.

Aztyr casts Stoneskin (CL??) from a wand on Mal. She also casts Resist Fire on herself. Note: She has NOT yet cast Extended Haste.

Vorelle spends two rounds swimming and ends up 5 feet from the exit by the end of round 15..

Malgant hauls WIlliam forward in round 14 and then casts Weapon of Awe in round 15.

NOTE: By my calculation, everyone but Vorelle has Resist Fire ... or Vauhwyt cab choose not to tap herself with the Stoneskin wand and can instead cast RF on Vorelle. Does everyone have RF30? I think so.

OTHERS Acts

none (that you know of, he he he)

ARENA Acts

Verbal Map of the Passageway:

0 ft - Stone Arena
85 ft - Jass (Polymorph) RF
90 ft - Aztyr (Manta ray cloak) RF
90 ft - Vauhwyt RF & M RF (Fluid form spell)
90 ft - Brahmah RF (and Polo RF) (Swimming)
95 ft - Mal RF (Freedom of Movement)
95 ft - Vorelle (Swimming)
100 ft - Sir Josh RF & W RF (Swimming)
100 ft - Other end of passageway

Please post for Round 16 now.

Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al 
Wednesday November 14th, 2012 7:33:38 PM


OoC: Vauhwyt will cast Resist Fire on Vorelle rather than the Stoneskin on herself.

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 164/164]  d20+26=38 ;
Wednesday November 14th, 2012 10:55:14 PM

Thanks, Vauhwyt, Vorelle sends through the link. I can't really hide from fire.

Since Malgant said he was going through first, Vorelle waits for him to make his move. When she follows, she tries to stay hidden.

[Stealth 38]

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=39 ; d20+28=41 ; d20+36=50 ;
Wednesday November 14th, 2012 11:43:34 PM

Round 14: Perception 39 (plus bonuses if applicable)
Round 15: Rinse, repeat. (Perception 41)
Both Rounds: Polo stares at Brahmah.
Round 15: Brahmah gives Polo a small treat.

Either round, if the party is in motion, Hide in Plain Sight (50, plus terrain if applicable).

Brahmah smiles at Vauhwyt. Of course, makes just as much sense.
----------------------------------
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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30?(Brahmah and Polo)

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 169/169 
Thursday November 15th, 2012 12:13:18 AM

(yes, it's a 8th level wand)

Aztyr will cast the haste listed above, and will follow everyone else through the next round.

*Go, I'll be right behind you.*

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 36 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 3/3
Empower, Lesser 2/3
Ectoplasmic, Greater 3/3

AC 48,Touch 37, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn 
Thursday November 15th, 2012 3:56:49 AM

OOC
Minimum caster level for Stone Skin is 9th ( 5th level spell)

Sir Joshua the Virtuous (Ken), DR 5/evil 
Thursday November 15th, 2012 9:40:37 AM

Sir Joshua and William will follow Malgant in, javelin or lance ready to hit anyone that gets in his way...



Vauhwyt (HP 167 of 147, AC43; Mookie HP 79 of 73) Sub/Al  d20+34=51 ; d3=3 ; d20+30=45 ; d6+10=14 ; 5d6=12 ;
Thursday November 15th, 2012 10:08:16 AM


Vauhwyt enters immediately behind Malgant. Under the cover of her invisibility, the wemictrix slides by the minotaur Hand, then rolls to the left to come into the flank of the creature standing to the left side of the door. She comes out of her roll and gives a swipe with the wicked (and lucky) spikes of her armor.

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

This is predicated on the assumption that Mal now enters the portal.

Enter behind Malgant / Flank creature on the left and attack

Acrobatics beats 51CMD to avoid AoO
Attack w/Armor Spikes Hit AC45 (30: +10BAB +9Ability -1Size +5Enhancement +2Heroism +2Flanking +3Lucky)
Damage 14+12Sneak = 26hp

Positions: Left of Portal behind creature (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, 14/18r
Haste-From Aztyr (36/36r)

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

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

DM Cayzle - Round 16 
Thursday November 15th, 2012 1:48:42 PM

Note to Brahmah and Vorelle ... unless you have Elemental Plane of Fire as a favored terrain, you doubt you will be able to Hide in Plain Sight. Vorelle, you do not have anything like that so far as I can see on your sheet. Brahmah, I can't even read your sheet! Please give permission to cayzle@cayzle.com.

As it now stands, you two are planning to enter, and hide, but with 0 chance of success unless you can get cover or concealment somehow. And even then, not under direct observation without a bluff check.

AC 48,Touch 37, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn 
Thursday November 15th, 2012 2:14:45 PM

Malgant has another doctor's appointment and will post in more detail later. He is planning on going through.

AC 48,Touch 37, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn 
Thursday November 15th, 2012 4:14:33 PM

Once he is certain everyone is ready, Malgant steps through the portal and into the fire realm. He makes no attempt to hide or disguise his presence. He steps a further 10 feet into the realm, giving ample opportunity to the large creatures he knows to be lurking to his right and left to swing at him and clearing the realm 'entrance' for those who will follow him. He stops and clearly speaks a Holy Word.

One will save DC29 to lessen the effects for each creature in range.

Any non-good creature within the area of a holy word spell suffers the following ill effects.
HD Effect
Equal to caster level Deafened
Up to caster level -1 Blinded, Deafened
Up to caster level -5 Paralyzed, Blinded, Deafened
Up to caster level -10 Killed, Paralyzed, Blinded, Deafened

The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Deafened: The creature is deafened for 1d4 rounds. Save negates.

Blinded: The creature is blinded for 2d4 rounds. Save reduces the blinded effect to 1d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, non-good extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether or not the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate.

Creatures whose HD exceed your caster level are unaffected by holy word.

Malgant's Spell List

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

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 15th, 2012 5:20:44 PM

OOC: You are right about EPoF not being a terrain Brahmah has as favored, but that should not hinder hiding in the element at penalties, if any.
Additionally, you should also have permissions now. And a copy is in your mail box. I should also state that I haven't, as far as I can remember, edited the chain on his sheet. It should not read FoM. (corrections made)

IC:
Brahmah will follow when given the signal.
----------------------------------
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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30?(Brahmah and Polo)

Hero Points: 5/7
Hero Points Spent: 2
------------------
Polo's HPS - 82/115

AC 48,Touch 37, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn 
Thursday November 15th, 2012 6:32:51 PM

Hide in Plain Sight (Ex)

While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.

Yes, it will hinder you from using HiPS. The description of the skill says why.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 206/188) 
Thursday November 15th, 2012 7:48:22 PM

ooc: sure he can cast spells in any elemental form. they have appendages and can speak. I don't see any problem!

Jass casts 2 more Fire Resistance spells, one on Mookie, and 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.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 1 2 1 1 1 1 0
}


DM Cayzle - Round 17 
Thursday November 15th, 2012 7:52:05 PM

Friends, it has been one of those days. We'll be in combat at the end of this round. I'll post the DM Post in the morning super early. And I'll get the final DM post out either tomorrow evening or Saturday morning early. Sorry for the delay.

AC 48,Touch 37, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn 
Thursday November 15th, 2012 10:13:07 PM

No problem bud, early day for me tomorrow too.

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 164/164] 
Friday November 16th, 2012 1:23:56 AM

[Well, darn. Vorelle's in favored terrain now, so let's say she hides this round and waits to see what will happen.]

Sir Joshua the Virtuous (Ken), DR 5/evil 
Friday November 16th, 2012 12:36:47 PM

Checking in... busy afternoon so may not get to post...

DM Cayzle - Round 17  d20+25=35 ; d20+25=40 ; d20+30=46 ; d20+30=35 ; 3d6+15=29 ;
Friday November 16th, 2012 7:08:30 PM


Friends, life is throwing me a curve ball, it seems, and the full DM post will not be up until 2 AM Saturday. I deeply apologize. As a teaser, here is the very first bit of the DM post:

Actions in Round 16

HEROES Act

Aztyr casts Extended Haste on everybody.

Malgant steps through the watery boundary and into a firey windstorm.

As he enters, Mal is hit with two attacks of opportunity provoked by his entrance. They hit ACs 35 and 40, so both miss. The two enemies also have readied sunder attacks, which they use to attack Malgant's gear. The first tries to sunder his cloak. His sunder is at +30, and he rolls a CMB46 vs Mal's CMD 38, so the attack succeeds. The second attempt to sunder fails. The cloak is cloth, and so has no hardness. The enemy's damage is 3d6+15, or 29, plus 3d6 fire damage that is moot with the protection you have. The 29 is enough to destroy Mal's Cloak of Flying.

Let's take a moment to see what we can see.

You are facing orange-red treants whose leaves are made of fire. The terrain is a flat plain with grass also made of fire. You emerge from one watery portal, and you see another on the far side of the arena.

The "walls" and "ceiling" of the arena are mirrors, so looking far out or up, you see yourselves reflected.

There is a hurricane-strength wind through the entire arena (see below for more on that). The howl of the wind is ALL you can hear.

There is a larger treant in a small stone building between the two pools/water-gates. It is wearing wood armor and carries a tower shield. It has a bright purple key on a chain around its neck.


Stay tuned for more.

AC 48,Touch 37, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn 
Friday November 16th, 2012 7:54:52 PM

My cloak is na cloak of resistance btw


AC 48,Touch 37, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn 
Friday November 16th, 2012 7:57:01 PM

I fixed my worn item chart to show that, sorry

DM Cayzle - Round 17  d100=60 ;
Friday November 16th, 2012 10:03:34 PM

LOL! The readied sunders were set to attack (in order) armor, shields, bracers, cloaks ... in the hope of destroying defensive items!

Also, I did not roll for minor displacement ... on a 1-20, it works ... a 60, so it hits.

Mal, explain to me this part in your header: "CMD 48 when flying CMD 38" Are you saying your CMD is different when you are flying? Why is that? Note that in this hurricane wind, creatures of large size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.


DM Cayzle - Round 17 
Saturday November 17th, 2012 7:04:27 AM


Actions in Round 16

HEROES Act

Aztyr casts Extended Haste on everybody.

Jass casts a final Fire Resist on Mookie, having cast it on himself, William, and Polo in the three rounds prior.

Malgant steps through the watery boundary and into a firey windstorm.

As he enters, Mal is hit with two attacks of opportunity provoked by his entrance -- from fire-ents 1 and 2. They hit ACs 35 and 40, so both miss. The two enemies also have readied sunder attacks, which they use to attack Malgant's gear. The first tries to sunder his cloak. His sunder is at +30, and he rolls a CMB46 vs Mal's CMD 38, so the attack succeeds. The second attempt to sunder fails. The cloak is cloth, and so has no hardness. The enemy's damage is 3d6+15, or 29, plus 3d6 fire damage that is moot with the protection you have. The 29 is enough to destroy Mal's Cloak of Resistance.

OOC: Regarding Mal's CMD: I see now that the +10 bonus is from the Protector class ... "He defends against bull rush, overrun, trip, and grapple attacks with a +10 sacred bonus." That bonus does not apply to sunders.

Let's take a moment to see what we can see.

You are facing orange-red treants whose leaves are made of fire. The terrain is a flat plain with grass also made of fire. You emerge from one watery portal, and you see another on the far side of the arena.

The "walls" and "ceiling" of the arena are mirrors, so looking far out or up, you see yourselves reflected.

There is a hurricane-strength wind through the entire arena (see below for more on that). The howl of the wind is ALL you can hear.

There is a larger treant in a small stone building between the two pools/water-gates. It is wearing wood armor and carries a tower shield. It has a bright purple key on a chain around its neck.

Mal steps forward 10 feet (your DM here interprets "forward" to mean "toward the keybearer"). He casts a spell. Since he did not do so on the defensive, he provokes two more Attacks of Opportunity, from fire-ents 3 and 4. Having seen their allies, they use their attacks to try to sunder items worn by Malgant. Fire-ent 3 rolls a 44, beating Mal's 38. Fire-ent 4 rolls another 44, also a success. Damage to items is 26 and 25, but what about the minor displacement? The miss rolls are 39 and 57, so no misses due to blur. Malgant's belt and headband are destroyed.

But neither of these stops Malgant from delivering his spell. The Holy Word rings out, to potent effect! With the loss of Mal's headband, the save DC decreases from 29 to 26. They have Will saves at +9. The four fire-ents in range roll a 26, a 20, a 16, and a 24. One partially resists! Note that plant creatures are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun. Fire-ent 1 is blinded for one round. Fire-ents 2, 3, and 4 are blinded and deafened for four rounds. The deafening matters little, it must be said, seeing as nothing can be heard over the hurricane winds. Malgant's turn is over -- what a turn!

Sir Josh, mounted on William, follows Malgant into the firey blast. You still have a standard action to move or attack, Josh!

The invisible Vauhwyt follows next, with no worries about a bit of steam giving her away -- in this wind, any vapors are whipped away instantaneously! Steam or no matters little to fire-ents 1-4, though, who are all blinded. Her adroit tumbling is not needed, as it turns out. She moves to the left and flanks and attacks fire-ent 1 for 26 with her piercing armor spikes ... but make that 16 with DR10/slashing.

Brahmah, with Polo, your DM assumes, follows Vauhwyt. You still have a standard action to move or attack, Brahmah and Polo!

Vorelle exits and hides behind a blinded fire-ent. You still have a standard action to move or attack, Vorelle!

OTHERS Acts

Fire-ents 1 and 2, as well as the key-bearer, have all taken readied actions, so they are done. Fire-ents 3 and 4 swing blindly at Mal. After rolling miss chances, each gets just one of its two slam attacks. Those attacks hit AC31 and 30, so both miss (even with the loss of belt, Mal's AC beats that!)

Fire Ents A and B move slightly forward and throw giant rocks at Mal. These are treated as siege projectiles, and in the hurricane wind they attack at -8. They both miss.

Fire-Ents 5-8 remain ready by the other portal.

ENEMY STATUS

Fire-ents 1-8 are AC21 (19 blinded), CMD29.

Fire-ent 1: 16 dam, blind in R16
Fire-ent 2: 0 dam, blind/deaf in R16-19
Fire-ent 3: 0 dam, blind/deaf in R16-19
Fire-ent 4: 0 dam, blind/deaf in R16-19
Fire-ent 5: 0 dam
Fire-ent 6: 0 dam
Fire-ent 7: 0 dam
Fire-ent 8: 0 dam
Fire-ent A: 0 dam
Fire-ent B: 0 dam
Key-bearer: 0 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena takes 10d6 fire damage each round -- 32 hp in R16, less resistance.

The hurricane winds blow! Ranged attacks except siege weapons are impossible. The winds blow from North to South (top of map to bottom of map). All Fly checks are at -12.

Creatures large size and smaller who want to move towards the north (against the wind) must make a DC10 Str check or DC20 Fly check to do so.

Creatures medium size and smaller (currently Polo and Vorelle) must also make a DC15 Str check or are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. Roll your own Str check, distance blown, and nonlethal damage, if you fail your DC15 Str check,

Medium size flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.

Jass and Aztyr remain in the waterway, out of touch since telepathy does not cross planar boundaries.

Here is the Map!

Please post for Round 17 now.

AC 48,Touch 37, CMB 24, CMD 48 when flying CMD 38, 189/223 hp Malgant Winterborn 
Saturday November 17th, 2012 9:50:50 AM

OOC
Malgant's CMD is higher vs bull rush and a couple other attacks due to a protector ability when I am on the ground .

Stand Ground (Ex): When standing on a level surface, the protector is immovable, just like an immovable rod (DMG). He defends against bull rush, overrun, trip, and grapple attacks with a +10 sacred bonus. He can hold his position against a load of up to three tons (6,000 pounds).



AC 42,Touch 31, CMB 24, CMD 42 when flying CMD 32, 189/223 hp Malgant Winterborn 
Saturday November 17th, 2012 10:36:33 AM

Malgant's AC is -6 due to the wisdom loss and dexterity loss.
Does the stoneskin effect apply to my items as well? If so they take 10 points less damage per attack, which I think still destroys them.
Freedom of Movement doesn't help since no grapples or pins were thrown, so thats out.
Other questions... Are they large or huge? The map suggests huge. Does the wind impede spellcasting?
There are 10 ents plus the key bearer, correct?


DM Cayzle - Round 17 
Saturday November 17th, 2012 11:25:45 AM

Malgant's CMD is higher vs bull rush and a couple other attacks due to a protector ability when I am on the ground.

Cayzle: Got it, thanks!

Malgant's AC is -6 due to the wisdom loss and dexterity loss.

Cayzle: Got it, thanks!

Does the stoneskin effect apply to my items as well? If so they take 10 points less damage per attack, which I think still destroys them.

If you can find a rules posting at Paizo or even a couple people saying so on the Wold Rules Board, then I'll apply Stoneskin to items. But seeing as it is StoneSKIN, I am inclined to say no. Anyway, I think it is moot too, with the damage involved, but it might matter for future attacks on weapons and items.

Honestly, when I started to look at the Sunder rules, I was shocked:

Sunder: You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack ... If your attack is successful, you deal damage to the item normally (minus hardness) ... Magic items, unless otherwise noted, take damage as nonmagical items of the same sort.


So magic items get no extra hardness or hp for being magical.

Freedom of Movement doesn't help since no grapples or pins were thrown, so thats out.

Cayzle: Yup.

Other questions... Are they large or huge? The map suggests huge.

The fire-ents are all huge (15x15, 15 ft reach). The keybearer is a giant fire-ent, size Gargantuan, 20x20 with a 20 ft reach. The weather offers penalties only for creatures size Large and smaller.

Note that the keybearer is in a 20x20x20 stone hut, with two 15-ft wide openings at two of the corners.

Does the wind impede spellcasting?

Spell casting is no problem.

There are 10 ents plus the key bearer, correct?

Correct, but note that they are fire-ents ... so do not be surprised if there are a couple twists on the standard variety.

You do note that the numbered fire-ents have belts with pouches. The ones labelled A and B have belts, pouches, and cloaks. The keybearer has armor, a shield, and other gear.


Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 215/206)  d20+17=18 ; d20+15=16 ; 2d6=7 ; 2d6=7 ; d20+31=45
Saturday November 17th, 2012 12:20:27 PM

Jass stops woolgathering, angry with himself that he didn't take the opportunity to move through the portal with everyone else. "C'mon, Atzyr, we got a Key to gain!" And Jass' watery form swiftly moves through the portal.

The firey and windswept plain assaults Jass as he pops out of the middle of the watery portal and attempts to hover in the air above the portal. His resistance spell keeps him mostly protected.

The hurricane winds blow, making it difficult to stay aloft, and, where he would normally be so confident, is thrown back 70 feet and buffeted across the ground!

Unable to stay aloft in the winds, and realizing it would be folly to use his physical strength to stand on the ground, Jass does the only thing that will give him a moment's peace. He calls upon the necromantic powers and cast Incorporal Form on himself, turning him once more into a living ghost.

....Actions
Move: through portal
Fire: Reflex: nat 1! = 32 damage-30= 2 damage
Wind: Fly 27-12=15 : nat 1!= thrown back 70' feet in the air for 7 damage
Cast: Incorporal Form; Sorcerer Bloodpower; Concentration 45 if needed; incorporal 18/18 rounds dismissable

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them
Incorporal: immune to non-magical attacks; half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects.

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
Haste (from Atzyr) [CL 18] 17/18 rounds; +1 AC, Reflex, +30' feet move

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.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 1 2 1 1 1 1 0
}

AC 42,Touch 31, CMB 24, CMD 42 when flying CMD 32, 189/223 hp Malgant Winterborn 
Saturday November 17th, 2012 4:07:15 PM

Thanks Cayzle, all of that was pretty much what I thought, glad you could clarify it though. I'll have a response up later

AC 42,Touch 31, CMB 24, CMD 42 when flying CMD 32, 135/223(177) hp Malgant Winterborn 
Saturday November 17th, 2012 4:25:08 PM

hp adjusted for con loss


AC 42,Touch 31, CMB 24, CMD 42 when flying CMD 32, 135/223(177) hp Malgant Winterborn 
Saturday November 17th, 2012 6:09:27 PM

OOC
Do sunder attempts require an attack roll?

DM Cayzle - Round 17 
Saturday November 17th, 2012 8:50:33 PM

Do sunder attempts require an attack roll?

My understanding of the PF rules is that all special attacks are resolved with a CMB vs CMD roll. No preliminary roll needed. If I'm wrong, let me know. I just found that out about grapples! Until last module, Vauhwyt had been starting her grapples with a successful touch attack to initiate the grapple ... turns out there is no such thing in PF.

AC 42,Touch 31, CMB 24, CMD 42 when flying CMD 32, 135/223(177) hp Malgant Winterborn 
Saturday November 17th, 2012 11:57:08 PM

found it

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Cayzle comments: That's how I've played it here, right? "attack roll" simply here means a d20 plus CMB instead of d20 plus your usual stuff. And I gave you the miss chance too, so I think we're set? You other folks with sweet gear weigh in too ... muahahaha!

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 157/164 (5 nonlethal)]  d20+31=42 ; 2d6+13=17 ; d20+8=9 ; d4=2 ; d4=1 ; d4=4 ;
Sunday November 18th, 2012 4:47:34 PM

Round 16:

Never one to let a blind opponent go to waste, Vorelle yanks out her handaxe and unloads a Vital Strike on Treant #2. Hit AC 42 for 17 damage.

Round 17:

Flames singe her, but Vauhwyt's spell keeps the worst of them at bay. The winds, however, catch her completely off guard, and Vorelle is knocked to the ground and rolled 20 feet.

"Oof!" Vorelle spits out a mouthful of flaming grass.

[OOC: So, what kind of action is it to get knocked on your butt and scraped across the battlefield? :) Move? Full-round? How many actions does Vorelle have left? Also, if she takes to the air, does she have to make the Strength check and the Fly check?]

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171/223(177){213} hp Malgant Winterborn  d20+18=32 ; d20+18=38 ; d20+18=33 ; d20+18=33 ; d20+18=36 ; 18d8=83 ;
Sunday November 18th, 2012 6:56:42 PM

OOC
Oh no, the sunders are legit, no doubt. I was asking for another spell, to punish them if they missed. Besides, we have a fixer with I suspect, no access to Woldsblood...again.
Anyway, not much way to gain CMD back so I need to just kill them before I am naked.
IC
Malgant calls to Imod and his god does not disappoint. In the blind of an eye Malgant is huge, equaling the size of the Ents.(Cast quickened Righteous Might) He steps forward to V,W,X/ 15, 16, 17 and brings the fight to the Ents. (cast Storm Bolts) If any of the PCs are in the area I choose not to hurt them
83 electrical damage Fort save DC27 for half .
Spell Penetration
3 32
4 38
A 33
B 33
K 36

Malgant's Spell List

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 2/120 used duration 180 minutes CL 18
Weapon of Awe 18 minute duration CL 18
Haste 35 round duration CL 18
Righteous Might 18 round duration CL 18
3 of 6 lesser rod of extend used.

DM Cayzle - Round 17 
Sunday November 18th, 2012 7:40:55 PM

You can take your action as usual. Then, on "its" turn, the arena has a chance to blow you around and knock you down. Maybe I should dictate those results myself at the end of every turn, rather than letting you all do it. If you do not mind me rolling for you.

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 157/164 (5 nonlethal)]  d20+16=17 ; d20+8=17 ; d20+16=36 ;
Sunday November 18th, 2012 8:26:48 PM

Round 17

Vorelle scrambles to her feet, and attempts to make her way back to Treant #2. Unfortunately, she doesn't budge [Fly 17]

Round 18

Strength check 17; Fly check (to not get tumbled over in the air) 36

[Maybe we could do it like I've done here. Post results of our checks for the start of the next round, and then you get to describe what kind of hilarity ensues. :) ]

DM Cayzle - Round 17 
Sunday November 18th, 2012 9:56:21 PM

Thanks Kathy. That works.

Brahmah 209/249hps, AC 31,TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+7=11 ; d20+25=33 ; d20+23=31 ; d20+20=23 ; d20+18=31 ; d20+15=25 ; d20+13=30 ; d20+10=19 ; 2d4+27=33 ; 2d4+27=33 ; 2d4+27=30 ; d6+23=25 ; d6+23=27 ; d6+23=28 ; d6=3 ; d6=5 ; d6=4 ; 2d6=3 ; 2d6=9 ; 2d6=5 ; 2d6=8 ; 2d6=9 ; 2d6=8 ; 6d6=26 ;
Monday November 19th, 2012 7:17:21 AM

OOC: Yes, Brahmah follows when given a predetermined signal to do so.

IC: Polo Str check fails with 11.

Brahmah steps in to see a fire directly in front of him.
The ranger wants to make short work of #2, so he puts everything into his attacks. Using power attack. Falchion still has the frost chain attached. Has reach.
(Hits AC 33, 31, 23, 31, 25, 30 and 19, hitting 6 of 7 times, for 33 +3 frost +3 vicious, 25 + 9 vicious, 33 +5 frost +5 vicious, 27 +8 vicious, 30 +4 frost + 9 vicious, 28 +8 vicious damage respectively) (26 vicious to self) [230 damage total]
----------------------------------
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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30?(Brahmah and Polo)

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)
Defender weapons

Hero Points: 5/7
Hero Points Spent: 2
------------------
Polo's HPS - 82/115

DM Cayzle - Round 17 
Monday November 19th, 2012 7:46:18 AM

I need Vauhwyt, Josh, and Aztyr, and we'll be ready to go!

Vauhwyt (HP 165 of 147, AC43; Mookie HP 77 of 73) Sub/Al 
Monday November 19th, 2012 9:09:18 AM


OoC: Can I get everyone's new positions after having been blow around? I'm looking to create a Wall of Stone as a possible windbreak.

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 
Monday November 19th, 2012 9:36:22 AM

Round 17:

Aztyr takes an action and cancels the reduce person spell on herself. Then casts Greater Invisibility on herself.
*Jass, I'll be there next round, I just don't wanna get hit by those trees....*

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 18 rounds
Haste, Duration 35 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 35 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 3/3
Empower, Lesser 2/3
Ectoplasmic, Greater 3/3


Vauhwyt (HP 165 of 147, AC43; Mookie HP 77 of 73) Sub/Al 
Monday November 19th, 2012 11:30:47 AM


Both Vauhwyt and Mookie feel the fire scorch a few layers off of the False Life that protects them. Silently, Vauhwyt also thanks all of the gods of the Wold that Mookie is safely within her pouch.

And there's the key. The temptation to go after it herself is as palpable as an itch - insistent and maddening. But, there's the greater game to consider, and if they're going to get through this, it's going to have to be as a team, together.

And what's that? To the east ... Another water door?

"Forget the trees," Vauhwyt thinks to the others. "There's another water door to the east. Lets get the key and make a run for it."

But, before they can do that, something will have to be done about this wind ... Most everyone seems alright. But Vorelle goes tumbling. Polo is swept away too. This must stop. Vauhwyt weaves a spell, invisible and unmolested by the nearby flaming treants. A ten foot tall stone windbreak rises from the flaming ground. Like an arrow, it points north and angles back to the south to guide the winds around it.

Then Vauhwyt moves, heading east and hoping to avoid the notice of the Key Bearer and its guardian treants.

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

Cast Wall of Stone / Move
Thickness of wall of stone is halved to 2 inches for greater length. Height of the wall is 10ft. (36 5ft squares)

Wall starts at J&K/6&7. Angles to P&Q/4&5. (14 squares) to S&T/4&5 (12 squares) Angle to W&X/5&6. (10 squares)

Positions: AC&AD/6&7 (60ft hasted 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, 13/18r
Haste-From Aztyr (35/36r)

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

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

DM Cayzle - Round 17 
Monday November 19th, 2012 12:26:44 PM


Aztyr, I gotta call you on that one, my friend. In the watery passage, you are effectively on another plane. Your telepathy does not extend from the waterway to the fire arena. I apologize for not making that clearer.

So all Aztyr knows is that all her friends have entered the arena. She does not know about the fire-ents, the hurricane winds, etc. She is reduced. What would she do knowing what it is she knows, and not what John knows?

Also, note that dismissing a spell is a standard action.

Vauhwyt, the only people who can be blown around are medium size creatures and smaller. That means Vorelle and Polo in round 16, and Jass and maybe reduced Aztyr in round 17.

In the Vorelle, per her posting,

In Round 16 Vorelle emerged, moved to Fire-Ent 2, struck it, and then was blown 20 feet south. The DM will roll for Polo's position in rounds 16 and 17 if need be. In the middle of round 17, however, when Vauhwyt has her turn, only Polo and Vorelle have been blown away. At the end of round 17, when the arena acts, it will blow Jass away, per his post, 70 ft to the south; it will not move Vorelle, per her post and 36 Fly check; and other results have yet to be determined.

Hope that helps.

I am thinking I will make the rolls for being blown away and putting folk on the map, just to cut down on confusion. That is, treat the Arena as an enemy that can move you.

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169 
Monday November 19th, 2012 3:24:47 PM

Aztyr can see smaller party members being blown around, yes? the larger ones seem mostly fine? that is what Aztyr was going on...

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+26=44 ; d20+25=34 ; d20+28=42 ; d8+23=29 ; d8+33=37 ;
Monday November 19th, 2012 4:08:58 PM

Round 17 - Sir Joshua feels the wind rushing everywhere, but William manages to stand tall in the face of blustery weather...

The fire also burns at them, but their resist 30 takes care of most of it and Reflexes (44 for SJ, 34 for William) allow them to avoid the rest (item or feat saves them from the other 2 points due to making their reflex save)...

The holy and righteous pair don't need to move to hit the fire-ent with his lance's long reach...

Attack vs. AC 42 for 29 pts of damage (damage is with +5 magical weapon)...

Ride Check = 37 (to attack - OK, and to avoid attacks from the fire-ent1 on William (Mounted feat combat) - Must get past AC 37 to hit mount)
______________
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


AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171/223(177){213} hp Malgant Winterborn 
Monday November 19th, 2012 4:27:56 PM

OOC
Did Cayzle mention there was a save for half option? I would view that as a neat trick since the entire PLANE is on fire.

Brahmah 209/249hps, AC 31,TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Monday November 19th, 2012 11:18:22 PM

OOC: Cayzle, your a great DM. Run the scenerio as planned. Don't let thin rules get in the way. Carry on. ;)

DM Cayzle - Round 17 
Tuesday November 20th, 2012 1:58:08 AM

Aztyr, you need a Perception check of at least 21 to see through the watery boundary to where the winds are blowing. But I'll grant it this turn.

Working on the Monday DM Post right now. Unless I fall face first asleep on the keyboard, in which case it will take a few hours.

DM Cayzle - Round 17  d20=3 ; d20=9 ; d20=19 ; d20=20 ; d20=6 ; d20=5 ;
Tuesday November 20th, 2012 8:05:14 AM

Still working!

Vauhwyt (HP 165 of 147, AC43; Mookie HP 77 of 73) Sub/Al 
Tuesday November 20th, 2012 9:52:52 AM


OoC: No problem, Cayzle. It's difficult at this level. Take your time.

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169  d20+25=40 ;
Tuesday November 20th, 2012 10:08:51 AM

Aztyr's perception check @+25 = 40

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 215/206) 
Tuesday November 20th, 2012 11:02:05 AM

ooc: very difficult at this level! Loving the drama!

DM Cayzle - Round 18  d20+28=39 ; d20+28=40 ; 4d6+30=47 ; 4d6+30=46 ; d100=99 ; d100=94 ; d100=51 ; d100=4 ; d100=82 ; d100=34 ; d100=5 ; d8=5 ; d8=8 ; d8=6 ; d20+23=30 ; d20+23=33 ; 10d6=41 ;
Tuesday November 20th, 2012 2:41:13 PM


OOC: I am clearly handling the winds poorly. Starting in Round 17, I will roll all wind effects. Note that the wind requires a DC15 Str check OR a DC20 Fly check, the Fly check at -12, to avoid being knocked about. To move northward on your turn requires a DC10 Str check, even for large creatures.

OOC: If I ever refer to the keybearer as a "keyboarder" it is because of my stupid auto correct, so please forgive.

Actions in Round 16 REDUX

Vorelle uses her turn to attack Fire-ent 2 for 17 damage. The ax, a slashing weapon, bites hard into the woody body of the fire-ent, bypassing its DR and inflicting full damage.

Arena at end of Round 16: Vorelle is knocked down and south 20 ft. Polo stands fast against the wind.

Actions in Round 17

HEROES Act

Jass emerges from the watery portal and casts incorporeal form, which saves him from being buffeted by the wind.

Malgant casts a quickened spell to grow larger, then steps forward and casts another spell. Still blinded by Mal's Holy Word, the fire-ents flanking him may make no AoOs. Then Mal casts his Stormbolts spell, affecting Fire-ents 3, 4, A, B, and the keybearer. Mal discovers that only Ents A and B have SR30 -- and Mal's roll of 33 and 33 beat that. Only fire-ent B saves!

Vorelle, now in K16, stands up (move action). She still has a standard action left this round.

The invisible Vauhwyt casts a Wall of Stone to create a windbreak (see blue line on map). She finds that a layer of stone lies just under the grass and dirt, and drawing the wall up out of it is easy. Within 10 ft south of the wall, the wind ceases to endanger. Within 10-30 ft, eddies can still knock you down, but not bounce you south. Then Vauhwyt moves out and east, Mookie in pocket.

Aztyr, peering through the planar boundary, has an inkling about the winds beyond. She cancels the Reduce Person (standard action), growing to her usual size. She would like to cast a Greater Invisibility, but does she have the time to do it this round? She has a move action remaining. She is still in the water.

Brahmah attacks the wounded fire-ent 2, and his attacks chop it into chunks. It is destroyed.

Josh pokes fire-ent 1 with his piercing lance. The ent's DR reduces the damage done to 19. Sir Josh, you have iterative attacks due to high BAB and due to the Haste. You wanna make some more rolls?

OTHERS Acts

Fire-ent 1 regains his sight and sees Sir Josh in front of him! He lashes out with branch-like arms, aiming to destroy the paladin's armor. Josh's armor is a Mithril +3 Full Plate of Speed. It therefore has Hardness 21 and 75 hp. Josh's CMD is 37. The Fire-ent slams Sir Josh twice. The sunder roll are 39 and 40, so both succeed. The fire-ents, like the normal treants they resemble, have the special ability of inflicting double damage on objects. The first damage (rolling twice for each successful attack) is 47 (less 21 hardness) down to 26 and 46 (less 21) down to 25. Josh's armor has taken 51 damage out of 75 and has gained the broken condition. Rules note: When an object loses more than half of its hit points, it is broken. When it loses all its hit points it is destroyed. Thus the nonmagical bonus Josh's broken armor grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills. Full plate usually offers a nonmagical +9 to AC, but Josh's broken armor now only gives a +4. The +3 enhancement bonus and haste ability remains fine until the item is completely destroyed.

Fire-ent 2 is dead.

Fire-ents 3 and 4 are blind and deaf. They flail about aimlessly ... a fire-ent can blindly reach into 72 squares ... rolling randomly for the square into which they attack ...

Fire-ent 3 swings first into square R17, and misses. Then he swings into square P11 and misses. He steps toward the keybearer.

Fire-ent 4 swings blindly into R11 and misses. Then he swings into V7 and misses. He steps toward the keybearer.

Fire-ent A takes a five foot step back out of Mal's reach (assuming your reach is 15 ft, Mal!). He takes a potion from his pouch and drinks it.

Fire-ent B takes a five ft step toward Mal and attacks with two slams. Both miss.

The keybearer casts a Quickened Entangle covering a large area. Mal, Josh, William, and Vauhwyt please make Reflex saves vs DC19 or be entangled. Even if you save, the entire area is difficult terrain. There is no spell resistance. The entangling fire-grasses seem to ignore the other plant creatures.

Then the keybearer creates a supernatural effect -- a 20-foot high Wall of Soot and Embers! The wall blocks line of sight, and may have other effects of which you are as yet unaware. It is not dispelled by the hurricane, nor does it impede the winds.

Fire-Ents 5 and 6, as reported by Vauhwyt, move closer to the Keybearer's back, although by the time they finish their moves, she does not have line of sight to them. Fire-ents 7 and 8 remain ready by the other portal.

ENEMY STATUS

Fire-ents 1-8 are AC21 (19 blinded), CMD29.

Fire-ent A and B have SR30. The others have no SR.

Fire-ent 1: 16 dam
Fire-ent 2: DEAD
Fire-ent 3: 83 dam, blind/deaf in R16-19
Fire-ent 4: 83 dam, blind/deaf in R16-19
Fire-ent 5: 0 dam
Fire-ent 6: 0 dam
Fire-ent 7: 0 dam
Fire-ent 8: 0 dam
Fire-ent A: 49 dam
Fire-ent B: 41 dam
Key-bearer: 83 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena takes 10d6 fire damage each round -- 41 hp in R17, less resistance. There is no save for half damage.

The hurricane winds blow! Ranged attacks except siege weapons are impossible. The winds blow from North to South (top of map to bottom of map). All Fly checks are at -12.

Creatures large size and smaller who want to move towards the north (against the wind) must make a DC10 Str check or DC20 Fly check to do so.

Creatures medium size and smaller must also make a DC15 Str check or are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. You can roll for yourself before the winds blow with your post, or the DM will roll your Str check, distance blown, and nonlethal damage for you.

Medium size flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.

At the end of Rpund 17, the only medium size creature in the wind is Vorelle. Polo is behind the windbreak, Jass is incorporeal and Josh is on William.

Vorelle, who has a standard action coming, has to make a Str check to avoid being knocked down. Her result of 17 keeps her on her feet.

Aztyr remains in the waterway, out of touch since telepathy does not cross planar boundaries. She can see the effects of the wind and that her friends have destroyed one of the huge enemies.

Here is the Map at the end of Round 17

Please post for Round 18 now.

DM Cayzle - Round 18 
Tuesday November 20th, 2012 2:44:58 PM

Note: Vorelle has a standard action, Aztyr has a move action, and Josh has either a move action or a full attack left to take in Round 17.

Vauhwyt (HP 165 of 147, AC43; Mookie HP 77 of 73) Sub/Al 
Tuesday November 20th, 2012 2:55:04 PM


OoC to Cayzle: No effect on the winds from Vauhwyt's Wall of Stone Windbreak?

Cayzle Comments: Huh? As I posted ... Within 10 ft south of the wall, the wind ceases to endanger. Within 10-30 ft, eddies can still knock you down, but not bounce you south.

I should have also mentioned that within 30 ft south of the wall, you can move toward the north without problem.

I can't see any protection extended further south than 30 ft for walls that are only 10 ft high. Disagree?

Nope. Good with me. Just glad to see it doing ... something.

Evil DM Cayzle - Round 18 
Tuesday November 20th, 2012 3:42:18 PM

A player wrote to me seeking advice on sundering and how to defend against it. Here was my response, with thanks to the player ...

Muahaha! You ask your evil DM Cayzle for advice?!

Well, to tell the truth, when I made these enemies, I figured they would be a challenge. They are basically Buffed Treants with fire immunity and flaming slams (the extra 1d6 flaming is so trivial that I have not even mentioned it).

As soon as I took my first attacks on Mal and saw that even buffed I needed a 19 or 20 to score a hit, I wondered what I could do to make this more challenging. I saw that treants have Improved Sunder as a feat and double damage vs objects. So I started to crank the numbers, and wowsy! This is great, says Evil DM Cayzle!

As for advice on what to do ... I would say try to keep out of reach, but with the wind and difficult terrain, that is real hard. I guess the best answer is to kill them really fast? The blinding was great because they can't sunder if they are blind.

Usually it would be a big deal to lose your gear and it would set you back a good chunk of change to fix destroyed items. But good news! Your party Fixer can fix them up for cheap as free! But bad news! The wind is blowing the pieces of destroyed gear all over the place, and once they are not in your possession, the fire is burning them to ashes, which are further scattered on the wind! Oh noes!

Your evil DM rejoices that he has actually managed to create a foe that is scary to his players!


To which I can only now add: Bwahaha!

DM Cayzle - Round 18 
Tuesday November 20th, 2012 3:51:56 PM


Sir Josh's full attack last round inflicts another 14+17+21=52 hp damage on fire-ent 1. It is now down 68 hp total.

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+26=34 ; d20+25=44 ; d20+22=33 ; d20+17=20 ; d20+12=14 ; d20+7=11 ; d10+19=27 ; d10+19=21 ; d20+23=35 ; d20+20=35 ; d20+20=35 ; d6+8=11 ; d6+8=13 ; d6+8=13 ;
Tuesday November 20th, 2012 4:13:45 PM

OOC...
1. Reflex vs entangled - SJ 34, William 44 so OK.
2. DM = They also have either the improved evasion feat or the ring that grants it... so does that help them ignore the effect of the terrain since they made their save? I didn't think so but thought I'd double check]
3. My armor is mithril so does that affect anything re: hardness, etc.?


Option A: IF fire-ent 1 is still alive after my full attacks,
1. Sir Joshua will keep bashing at it to hopefully save some of his armor... while William bites and kicks at it too... He doesn't' have much choice otherwise...

Using his bastard sword since he can't charge - (All damage is slashing, good, holy)

Attack 1 - Hit AC 33 for 27 dmg
Attack 2 - Hit AC 20 for 21 dmg?
Attack 3 and 4- Miss AC14 and 11...

(Not sure if Bite's or Hoof's would affect enemy's DR? Are they slashing weapons or piercing weapons? Didn't see an answer in Pfinder's dbase )

William's Bite = Hit AC 35 for 11
Williams Hoof 1 - Hit AC 35 for 13
Williams Hoof 2 - Hit AC 35 for 13

William's Total = 37

Option B - If fire-ent1 was killed by my multiple attacks from last round, then he'll go ahead and cast "Instant Armor" as a standard action, 18 minute duration...

For the move action, William will 1. Move 10' (costs 20') West out of the entangled area , 2. move another 10 West past some friends (30' round total), then 3. Move to LM 13/14 a total of 35' more feet (65' total). (OOC - He's trying to arrange himself to get a nice charge next round and based on the map, it seems like I can charge and hit FE 3 next round w/o going through entangled zones... If not, then adjust him accordingly, as he's got 15' of total movement left)

_____
SJ - 11 hps damage due to fire
William - 11 hps damage too due to fire

(option A) SJ's Broken Armor so armor class lowered by 5 to -4
OR (option b) Instant Armor cast (so AC lowered by 3 instead)
Tough terrain - -2 to attacks, but haste added 1 so net -1...

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


Sir Joshua the Virtuous (Ken), DR 5/evil 
Tuesday November 20th, 2012 4:15:17 PM

(Edited... Was working on my posts when DM made his post...)

So... Option A is what we'll go with...
________
SJ - 11 hps damage due to fire
William - 11 hps damage too due to fire

SJ's Broken Armor so armor class lowered by 5 to -4

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



DM Cayzle - Round 18 
Tuesday November 20th, 2012 4:29:45 PM

Sir Josh ... without the quickdraw feat, how are you drawing your bastard sword and making a full attack in the same round?

Do recall that with the Haste, you get an extra attack ... but only on a full attack sequence, not on a standard attack. Whether one bastard sword attack or many lances is better ... ?

Per this table, bites are all three types (so the bite bypasses DR 10/slashing), but the hooves are bludgeoning, so damage is reduced by 10 on those.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn  d20+29=43 ; d20+29=42 ; d20+29=33 ; d20+24=44 ; d20+24=31 ; d20+19=20 ; d20+14=33 ; 2d6+32=39 ; d6=1 ; d6=5 ; 2d6+32=42 ; d6=2 ; d6=4 ; 2d6+32=39 ; d6=1 ; d6=1 ; 2d6+32=37 ; d6=5 ; d6=4 ; 2d6+32=41 ; 2d6+32=40 ; d6=5 ; d6=2 ;
Tuesday November 20th, 2012 5:21:58 PM

Malgant, blessed by Freedom of Movement by Imod ignores the entangle and continues on with his path of destruction. Trusting his fire protection to save him from the treant's odd looking wall, and the life bubble to keep it from smothering him Malgant completes his preparations with a quickened Divine Power, takes a 5 foot step closer to the keybearer( to V,W,X/ 14,15,16) and unloads all of his anger at being this badly ambushed when he knew the foes were there, on the keybearer.
Malgant is Power attacking and invokes his domain ability for the War Domain to have Blindfighting this round.
Attack 1 Hits AC 43 for 39 damage + 6 holy
Haste Hits AC 42 for 42 damage + 6 holy
Flurry Hits AC 33 for 39 damage + 2 holy
Attack 2 Hits AC 44 (Possible Critical confirms to AC 31) for 39 damage + 9 Holy if not a critical hit or 80 damage +9 holy if Critical+ the target is Shaken for 1 round per weapon of Awe, no save
Attack 3 misses ( natural 1)
Attack 4 Hits AC 33 for 40 damage + 7 holy
All attacks are Blunt, Good, Holy, and Ghost Touch

Malgant's Spell List

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 13/120 used duration 180 minutes CL 18
Weapon of Awe 18 minute duration CL 18
Haste 34 round duration CL 18
Righteous Might 17 round duration CL 18 (DR 10 vs Evil)
Divine Power 18 round duration CL18
3 of 6 lesser rod of extend used.
War domian 1/8 rounds used

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 215/206)  5d4+5=16 ; d100=53 ;
Tuesday November 20th, 2012 5:45:05 PM

Jass feels the darkness surge around him, the fear of again becoming a ghost, and he ruthlessly pushes the feeling away. "My friends need me thinking!"

The fire mostly passes harmlessly around his incorporal form, and the rest resisted from his spell

He flings a Quickened Magic Missle against Treent #1, the one beating Sieur Joshua's armor into a pulp, then casts a Waves of Fatigue spell to ensare Treents #3 and #4 in the short-ranged spell without touching Malgant.

Finally, using Atzyr's Haste, Jass flies unimpeded straight towards the other watery portal. "I'm gonna get to the other portal and then we'll be able to attack them from both sides!", he calls via Telepathy.

....Actions

Fire: 41 damage - non magical no effect
Wind: non magical no effect
Cast: Quickened Magic Missles (force effect = full strength) 16 damage
Cast: Waves of Fatigue, (53% affects physical world) 60 degree wide cone, 30 feet long; No Save; All creatures are Fatigued = -2 STR, DEX, no run or charge
Move: 90' towards 2nd Water Portal to AG,15

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them
Incorporal: immune to non-magical attacks; half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects.

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
Haste (from Atzyr) [CL 18] 17/18 rounds; +1 AC, Reflex, +30' feet move

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.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 1 2 3 1 1 1 0
}

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn 
Tuesday November 20th, 2012 6:35:12 PM

" I saw two more back there Jass. Stay out of their reach. If they should somehow sunder the key we could be defeated before we truly get going."

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 169/169  d20+15=27 ; d20+15=25 ; d20+15=28 ;
Tuesday November 20th, 2012 7:33:56 PM

Aztyr decides not to cast a quickened spell, and pulls out a pair of meta rods, one for each hand.(maximize,empower both lessor). (last round)
Stepping through the portal, Aztyr is happy wherever she ends up, but seeing the approaching trees towards Malgant's backside, she casts a limited wish.....
She turns the limited wish into a Scorching ray, with a frost effect rather than a fire, and focus' the spell through both meta rods. (maximizing and empowering the frosting ray)

She aims at #5

Touch Attack 27,25,28 (each ray rolled for) Damage type FROST, 36 damage 3 times

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 18 rounds
Haste, Duration 35 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 35 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 1/3
Ectoplasmic, Greater 3/3

DM Cayzle - Round 18  d4=2 ;
Tuesday November 20th, 2012 8:23:59 PM


In progress notes:

Malgant - When you pass through the wall of soot and embers, they fly into your eyes. Make a DC28 Fortitude save or be blinded for 1d4 rounds. Make that TWO rounds. Even if you are not blinded, note that the wall doubles back on itself, and so you still do not have line of site to the keybearer with just a five ft step forward (eastward). You can use blindfighting to reroll the 50% miss chance, of course, as you have noted. Please do go ahead and roll those miss chances, and reroll them. Also note that in addition to total concealment, the keybearer has cover relative to you due to the stone hut in which it stands.

Jass - Per your ability ... "Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day." Just sayin'.

Aztyr - Note that per the rules, "A caster may only use one metamagic rod on any given spell." Also, if both your hands are occupied holding rods, how are you performing the material component of the spell?

This is Al replying: Remember that Aztyr has that whacky Spell Weaver thing that allows spells to be cast w/o material components.

Vauhwyt (HP 154 of 147, AC43; Mookie HP 66 of 73) Sub/Al  d20+25=43 ; d20+50=61 ;
Tuesday November 20th, 2012 8:39:04 PM


Vauhwyt moves easily out of the tangle of fiery grasping grass. On the wings of Aztyr's Haste, she glides across the ground on silent paws. Invisible and quieter than a owl on the wing, the liontaur creeps up behind two of the burning treats and peers between them. There's the bright purple key on a chain around the neck of the biggest one.

"Getting hot in here, Boss," Mookie thinks as his False Life burns away along with a few feathers.

"We'll be out of here soon," Vauhwyt replies, the tension of her focus apparent even in her mental voice. "Just a little bit longer."

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

Reflex 43 vs Entangle vs DC19
Stealth 66 (-5 for full speed +20 for Invisibility +2 Heroism; Note: I added +5 to the roll because the die roller doesn't go up to +55)
Double Move

Positions: AH&AI/18&19 (85ft hasted 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, 12/18r
Haste-From Aztyr (34/36r)

Spells cast on Mookie:
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 1 of 6 lvl 5 spells
Used 2 of 6 lvl 6 spells
Used 0 of 4 lvl 7 spells

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 146/164 (5 nonlethal)]  d20+4=16 ; d20+31=51 ; d20+31=44 ; 4d6+39=57 ; d20+8=23 ; d20+4=5 ;
Tuesday November 20th, 2012 11:52:19 PM

Round 17:

Vorelle stood up (move action) and attempted to fly forward (another move action). She failed. By my count, that's a double move, and Vorelle is out of actions. Yes, I realize that she didn't actually do anything, but when you set up terrain effects you're going to have to expect that.

Round 18:

Vorelle is singed by the heat, and doesn't much care for it, but she has bigger problems. She flies toward the Keybearer, but she knows she can't get there this round. So she stops and takes a chop at Treant #3 instead.

[Fly to S-17. Not sure if I need a fly check to do that, but here it is: 16. Note that Vorelle is moving parallel to the wind, not into it. Use Vital Strike to attack Treant #3. Hit AC 51, critical threat, confirmed to AC 44. Crap. Now I have to do math. Critical with an axe triples the damage and the bonus, which is 3d6+39. Vital Strike adds a d6, but not another bonus. I think. So that makes the damage 57.]

Round 19:

Strength check 23. Fly check (not to fly; just to not get knocked down) 5. Let the hilarity ensue.


DM Cayzle - Round 18 
Wednesday November 21st, 2012 12:47:47 AM

To John and Al: Sorry, I'm a dope and typed the wrong thing. I wrote:

Aztyr - Note that per the rules, "A caster may only use one metamagic rod on any given spell." Also, if both your hands are occupied holding rods, how are you performing the material component of the spell?

Dumb me. I meant, if both your hands are holding rods, how are you casting the SOMATIC component of the spell. Sorry.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn  d100=64 ; d100=68 ; d100=51 ; d100=8 ; d100=33 ; d100=16 ; d100=83 ; d20+22=30 ;
Wednesday November 21st, 2012 3:08:39 AM

Fort save 30, not blinded
misses and rerolls
Attack 1 Hits AC 43 for 39 damage + 6 holy 64% hits
Haste Hits AC 42 for 42 damage + 6 holy 68% hits
Flurry Hits AC 33 for 39 damage + 2 holy 51% hits
Attack 2 Hits AC 44 (Possible Critical confirms to AC 31) for 39 damage + 9 Holy if not a critical hit or 80 damage +9 holy if Critical+ the target is Shaken for 1 round per weapon of Awe, no save, 8% misses reroll 16% still misses
Attack 3 misses ( natural 1)
Attack 4 Hits AC 33 for 40 damage + 7 holy 33% misses reroll 83% hits
All attacks are Blunt, Good, Holy, and Ghost Touch

I miss on the crit but do way better than average. My true seeing doesn't help on this, correct?

Brahmah 198/249hps, AC 31,TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+7=9 ; d20+7=15 ;
Wednesday November 21st, 2012 6:11:21 AM

(Str check 9, and a fly is pointless @ -12)
(Polo Str check... the bear may hold his own this round better than his friend. Fire damage also taken. See bottom of post for Polo's status)

Not enjoying the wind and being reminded of the gales in the Taur seas around home, the minotaur does the only he logically can do to avoid further wind issues.
He casts Spider Climb (from his tattoo) in hopes to get a bit of grip on the embers and coals. His intent is to move south east along the Entangle perimeter as far as he can go. (Longstrider still active)[OOC: I'm unsure how far he can move in the wind this round, assuming he made ANY progress].

ACTIONS:
Casts.
Moves.
----------------------------------
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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30?(Brahmah and Polo)
Spider Climb (tattoo)

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)
Defender weapons

Hero Points: 5/7
Hero Points Spent: 2
------------------
Polo's HPS - 71/115

DM Cayzle - Round 18 
Wednesday November 21st, 2012 6:19:32 AM

Mal, Sorry, no, True Seeing does not let you see through physical objects, like soot particles. "True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like."

Brahmah, you can move just like always, even flying, because you are large ... unless you want to go north. If you want to go north, make a DC10 Str check or a DC20 Fly check. If you make it, fine. If you try but do not make it, you are "checked" and your move ends. If you still have another move action, you could try again in the same round.

HOWEVER, Brahmah, if you stay near the stone wall, like you are now, you can move north if you are behind the wall.

ALSO, Polo is medium, and may well be blown away -- you would do well to keep him close to the wall -- 5-10 ft south of it for full protection. If Polo moves more than 10 ft south of the wind, he might get knocked down. If he moves more than 30 ft south of the wall, he might get blown away and take some nonlethal damage.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 215/206) 
Wednesday November 21st, 2012 7:04:15 AM

ooc: Jass - Per your ability ... "Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day."

And the Incorporability sub-type states; Incorporeal: Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.

Asking for a DM ruling on the slightly different rules?

DM Cayzle - ANNOUNCEMENT 
Wednesday November 21st, 2012 7:11:05 AM


Friends,

I am informed by one of our sysadmins that it IS possible to look at the logs and figure out who has looked at what boards. I am also informed that (at least) one of the players on a competing board has peeked at the competition. I have not asked who that is -- I do not want to know.

This is your second and last friendly warning. Please to not visit the board of the competing team. As it turns out, if the sysadmins tell me there is another peeking, I will ask who, and there will be consequences.

Thanks, and let's be careful out there.

DM Cayzle - Round 18 
Wednesday November 21st, 2012 7:13:33 AM

Incorporeal creatures take full damage from force effects, but corporeal creatures take half damage, even from force effects. There is an exception to the half damage rule for force effects vs incorporeal types. There is no exception given for force effects cast by incorporeal casters vs corporeal types.

Vauhwyt (HP 154 of 147, AC43; Mookie HP 66 of 73) Sub/Al 
Wednesday November 21st, 2012 7:24:40 AM


OoC to DMCayzle: Where do you come up with that, Cayzle? That surely wouldn't be true for, say, a Ghost Mage. At least I've never seen Ghost template mages played that way.

DM Cayzle - Round 18 
Wednesday November 21st, 2012 7:55:49 AM

Sure, if I got it wrong, let me know.

From the Undead Bloodline of the Sorcerer class

Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

There are citations to rules all over the SRD that say incorporeal creatures are fully affected by force effects. There is no question there. However, I cannot find any place that mentions how incorporeal casters affect corporeal targets except in the quote above: "your spells deal only half damage to corporeal creatures." If anyone can find a reference that says an incorporeal caster's force spells fully affect a corporeal creature, great. Lacking that, I am following the "half damage to corporeal creatures" rule as written.

Vauhwyt (HP 154 of 147, AC43; Mookie HP 66 of 73) Sub/Al 
Wednesday November 21st, 2012 9:02:45 AM


OoC: Here is the way a Ghost works. There seem to be no restrictions at all to a manifested Ghost. Though, I have to say that this seems very much specific to a Ghost's ability to "Manifest" and not generalized to incorporeality or to incorporeal creatures as a whole.

And, though my need for symmetry makes me lean in the direction of force effects working both from corporeal to incorporeal and from incorporeal to corporeal, there's nothing that indicates that is necessarily so. Also, the rule for the Undead Bloodline does say half damage with no added exceptions.

Manifestation (Su)

A dread ghost dwells upon the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a dread ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested dread ghost can be harmed only by other incorporeal creatures, magic weapons, or spells and has a 50% chance to ignore any damage from a corporeal source. It can also can pass through solid objects at will, and its own attacks pass through armor. A manifested dread ghost always moves silently.

A manifested dread ghost can strike with its touch attack or with a ghost touch weapon. When manifested, the dread ghost remains partially on the Ethereal Plane, where it is not incorporeal. It can be attacked by opponents on either the Material Plane or the Ethereal Plane. The dread ghost's incorporeality helps protect it from foes on the Material Plane, but not from those on the Ethereal Plane. When a spellcasting dread ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, though they work normally against ethereal targets. When a spellcasting dread ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. Its touch spells don't work on non-ethereal targets.

A dread ghost has two home planes: the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

DM Cayzle - Round 18 
Wednesday November 21st, 2012 10:07:08 AM

I agree that a ghost exists on two planes at once. That is also how the Incorporeal Darkwalking Grim functions, per the Woldian write-up.

My interpretation of incorporeality in general, however, puts the incorporeal creature solely on one plane. Incorporeal Jass is not partly in the Realm of Shadows. He cannot see into the Realm. He exists, albeit incorporeally, only in the fire arena.

Not that I think that matters for the ruling on spell damage. It's half, until I'm convinced otherwise. So far I am not. :-)

DM Cayzle - Round 19  d20=18 ; d8=5 ; d8=5 ; d8=6 ; d20+23=41 ; d20+23=41 ; d100=37 ; d100=78 ; d20+23=36 ; 15d6=51 ; 10d6=39 ;
Wednesday November 21st, 2012 2:13:38 PM


OOC: Note if you are Medium that the wind requires a DC15 Str check OR a DC20 Fly check, the Fly check at -12, to avoid being knocked about. If you are medium or large, to move northward on your turn requires a DC10 Str check, or DC20 Fly check. Moving on land in the Entangled area costs double even if you save.

Actions in Round 17 REDUX

Vorelle tries to move but is checked by the wind.

Josh's full attack inflicts an extra 52 hp damage on fire-ent 1. It is now down 68 hp total.

Aztyr draws a metamagic rod.

Actions in Round 18

HEROES Act

Sir Josh draws his bastard sword and attacks fire-ent 1, hitting it for 27. His faithful mount also attacks, inflicting 11+3+3 = 17 ... 44 more total ... ALMOST dead.

Jass casts a magic missile, killing fire-ent 1. Then he makes fire-ents 3 and 4 fatigued. Then he moves to AG15, around the back of the keybearer's tiny stone hut.

Malgant takes a five ft step forward and makes a full attack into total concealment, striking at the keybearer. He attacks four times ... and misses four times. The keybearer is AC46, and with cover that's AC50. Only the nat 20 had a chance, and the 50% miss chance interfered on both rolls.

Vorelle, flies east and makes an ax attack, and with one mighty blow kills fire-ent 3.

Aztyr, sets through the watery gate and casts a spell. [OOC: You said that you aimed at #5, but you cannot see that one. Plus it is out of range. Your kindly DM sends two rays toward fire-ent 4 and one at fire-ent B.] The Icy Scorching Rays destroy fire-ent 4. Fire-ent B has spell resistance 30, so let me roll for Aztyr ... a natural 18 has no problem with that, and the Fire-ent takes 24 damage.

Vauhwyt makes a double move, following Jass's lead.

Brahmah casts a spell and moves southeast along the edge of the entangle. He ends up close to Vorelle. Polo stays behind, in the shelter of the wall of stone.

OTHERS Acts

Fire-ents 1-4 are dead.

Fire-ent A is concealed behind the wall of soot and embers.

Fire-ent B takes a five ft step toward Mal and attacks with two slams. Both hit AC41, missing by just 1!

Fire-ent 5 makes a double move, staying out of Mal's reach, headed towards Vorelle and Brahmah.

Fire-ent 6 would have taken a step southwest, but it bumps into Vauhwyt! It strikes out twice at the invisible foe. It swings once blindly over the liontaur's head, and with its second slam hits AC36, a miss.

The Keybearer, seeing Fire-ent 6 attack an invisible foe, casts Fairie Fire on Vauwhyt, followed by a quickened flame strike. Reflex save DC25 for 26 divine and 25 fire damage.

Fire-ents 7 and 8 remain ready by the other portal.

ENEMY STATUS

Fire-ents 1-8 are AC21 (19 blinded), CMD29.

Fire-ent A and B have SR30. The others have no SR.

The keybearer is AC46, 50 with cover.

Fire-ent 1: DEAD
Fire-ent 2: DEAD
Fire-ent 3: DEAD
Fire-ent 4: DEAD
Fire-ent 5: 0 dam
Fire-ent 6: 0 dam
Fire-ent 7: 0 dam
Fire-ent 8: 0 dam
Fire-ent A: 18 dam
Fire-ent B: 65 dam
Key-bearer: 83 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena takes 10d6 fire damage each round -- 39 hp in R18, less resistance. There is no save for half damage.

The hurricane winds blow! Ranged attacks except siege weapons are impossible. The winds blow from North to South (top of map to bottom of map). All Fly checks are at -12.

Creatures large size and smaller who want to move towards the north (against the wind) must make a DC10 Str check or DC20 Fly check to do so.

Creatures medium size and smaller must also make a DC15 Str check or are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. You can roll for yourself before the winds blow with your post, or the DM will roll your Str check, distance blown, and nonlethal damage for you.

Medium size flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.

At the end of Rpund 18, the only medium size creature in the wind is Vorelle. Polo is behind the windbreak, Jass is incorporeal and Josh is on William.

Vorelle's Str check of 23 is enough to keep her on her feet. [OOC: No need for the fly check unless you are in midair.]

Here is the Map at the end of Round 18

Please post for Round 19 now.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Wednesday November 21st, 2012 4:04:43 PM

As the fun continues, Sir Josh breathes a major sigh of relief as his armor is salvaged from total destruction as the fire-ent is finally killed. "Thanks Jass! I owe you one!" he calls out.

He'll first casts "Instant Armor," giving himself some magical protection that shouldn't be able to be sundered by these annoying foes... (Duration = 18/18 minutes, (from description) "Since instant armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. The sort of armor you can create with this spell depends on your caster level... " In his case, it is full plate mail. This does drop his AC by 3 since his normal mithril armor is replaced but at least protects it...)

The air is too vicious for him to try to fly above it, so he focuses on moving out of the entangled area...

William, a large creature moving with the wind moves to get near Brahmah, ready to engage whatever foe comes near with the long reach of his lance... (Move 10' W, costs 20'; Move 5'W, costs 5' (total 25); Move 40' S to LM 15/16 (total 65); Move 10' diagonally (costs 15) to NO 17/18 (total 80).

(@DM - if the winds are so strong, do we get an advantage by moving South with them. maybe some tailwind?)
_____
SJ - 20 hps damage due to fire
William - 20 hps damage to due to fire
AC down by 3 due to Instant Armor (36/41 Touch)

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
6. instant Armor (18/18 minutes)



AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn 
Wednesday November 21st, 2012 5:42:04 PM

OOC
I have not been moved on the map you posted, where am I really?
If part of me extends beyond the line of the soot wall and I make the save, am I striking blind?
How thick do the walls of stone appear?
The Protector's Create Wall ability... am I allowed to apply metamagic feats to walls I make?

Cayzle comments: Sorry, Mal! My bad! You took a five foot step forward to W-Y-15-17.

The soot wall is mere inches wide. It doubles back on itself, however. You have passed one part, but there is another soot wall (the same one, doubled back) at X-Y-13-16 that still blocks line of sight, and offers the keybearer total concealment.

The walls of stone are also inches wide, like Vauhwyt's.

If you are using a metamagic rod or if you have the feat, you can apply metamagic to the walls you create per the Protector ability. For example, you could cast an extended Wall of Force as an 8th level spell in place of an 8th level spell you had previously prepped. Doing so would increase the casting time to a full round action.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn 
Wednesday November 21st, 2012 6:45:36 PM

OOC
But quickening a wall would still be a swift action, right?

cayzle comments: yup!

Brahmah 192/249hps, AC 31,TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+24=39 ; d20+24=29 ; 4d4+27=36 ; 2d6=8 ; 2d4=5 ; d6=2 ; d6=6 ;
Wednesday November 21st, 2012 7:08:04 PM

Brahmah charges ent B, assuming he can charge in the wind.
(Makes a Vital Strike, with Power Attack, Hits AC 39, crit threat 29, for 36 damage, plus 8 vicious damage, 5 from crit, and 2 frost damage) (vicious damage to himself 6... of course)
----------------------------------
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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30?(Brahmah and Polo)
Spider Climb (tattoo)

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)
Defender weapons

Hero Points: 5/7
Hero Points Spent: 2
------------------
Polo's HPS - 71/115

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn  d20+27=30 ; d20+27=30 ;
Wednesday November 21st, 2012 8:50:48 PM

Is a concentration check a skill or ability check? Please clarify for me, it is important to my post being accurate. Thanks.

DM Cayzle - Round 19 
Wednesday November 21st, 2012 9:21:55 PM

Concentration is not a skill -- it is kind of an ability check. The rules say, "When you make a concentration check, you roll d20 and add your caster level and the ability score modifier." A couple feats and magic items give bonuses to concentration checks.

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 165/169  d20+15=23 ; 36d6=116 ; 5d6=13 ;
Wednesday November 21st, 2012 9:54:28 PM

Aztyr resists 30 fire damage from the spell plus 5 more from her innate FR from Draconic Bloodline

Aztyr takes off and flys straight up, 30 feet. (no skill roll needed, fly = +21)
She then unleashes a Disintegrate #5.

Ranged Attack: 23, Fort Save DC 24, Damage 116 or 12 if save

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 18 rounds
Haste, Duration 35 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 35 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 2/3
Ectoplasmic, Greater 3/3

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn 
Wednesday November 21st, 2012 9:58:58 PM

does Heroism and a pale green prism ioun stone add to a concentration check?


AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn  10d6=30 ; d20+22=29 ;
Wednesday November 21st, 2012 10:57:02 PM

I already saved vs the soot wall, do I need another save for passing through another part of the same wall? If so my save is a 29, enough to make it.
Malgant shoulders his way trough the entangle and into the opening of the keybearer's hut. Face to face with the heavily armored Ent, Malgant begins weaving a complex attack. He realizes he cannot physically confront an opponent this heavily armored so he starts using his wisdom and Imod's power instead. First, he calls on Imod's training as a protector, losing his Winds of Vengeance prayer to cast a quickened Wall of Stone behind the massive Ent. This should stop the wind from blowing through the hut, it also leads to Malgant's next step. Malgant calls on Imod's power once again. Realizing he is surrounded, he chooses to cast on the defensive.

( If heroism and The Ioun stone do not add to concentration ) Owing to the high level of the spell he meant to cast (Miracle) Malgant's concentration slips. Through a superhuman effort Malgant tries to regain his concentration but again it slips and the miracle is lost.

( If the Ioun Stone and Heroism DO add to concentration ) Malgant's concentration is high enough, barely, to finish his prayer. He calls on the warrior aspect of Imod's power to completely destroy the Keybearer.( cast Miracle emulating Destruction ) The Ent takes 180 points of damage Fort save DC 28 for 30 damage.

OOC
Without the wind nothing in the hut should be swept away if the spell destroys the ent, thus the wall. My concentration check required was a 33, I rolled a 30 without the Heroism and Ioun Stone, which add exactly 3. My reroll for the Hero point was also a 30 without the adds. I dunno if they add to the check or not so I posted both versions. Cayzle, once you decide just keep the text that is appropriate and erase my questions and this OOC if you would, to keep the board clean. Thanks ).

Malgant's Spell List

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 13/120 used duration 180 minutes CL 18
Weapon of Awe 18 minute duration CL 18
Haste 34 round duration CL 18
Righteous Might 17 round duration CL 18 (DR 10 vs Evil)
Divine Power 18 round duration CL18
3 of 6 lesser rod of extend used.
War domian 1/8 rounds used


DM Cayzle - Round 19 
Thursday November 22nd, 2012 7:46:46 AM

A concentration check, being based on an ability score, is an ability check. The ioun stone clearly applies.

Heroism, on the other hand, says, "The target gains a +2 morale bonus on attack rolls, saves, and skill checks." It does not aid ability checks. Just attacks, saves, and skill checks. Concentration is none of those. Sorry.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn 
Thursday November 22nd, 2012 8:36:22 AM

OOC
Its all good, disappointing that I rolled so bad but all good. Thanks Cayzle.
Happy Thanksgiving everyone .

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 146/164 (5 nonlethal)]  d20+31=35 ; 2d6+13=21 ; d20+8=17 ;
Thursday November 22nd, 2012 10:40:47 AM

Round 19:

Vorelle moves to V-20 and starts whaling on Ent 5.

[Using Vital Strike, hit AC 35 for 21 damage.]

Round 20:

Strength check 17.



Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 215/206)  d20+16=17 ;
Thursday November 22nd, 2012 7:56:23 PM

ooc: DM Cayzle, thanks for the ruling! Just so long as I know what the rules are, I can plan and action off of them. :-)
.......

Continuing to be incorporal, Jass is able to ignore both flame and wind and get himself to a position where he can see most of the battefield.

"Aha! Looks like I can see a couple of naughty trees here!", he calls through the Telepathic Link since the storm would drown out any words. "And think nothing of it, Sieur Joshua! That's the strength of having friends, eh? Let's see if I can get a couple trees to behave!"

A Quickened Ray of Enfeeblement shoots out at Treent #6 to soften it up for Brahmah, followed by a Hold Monster at the Keybearer itself!

....Actions

Fire: 39 damage - non magical no effect
Wind: non magical no effect
Move: to AL,21 (90' max available)
Cast: Quickened Ray of Enfeeblement; nat 1! (wow! that's 3 in this fight alone!)
Cast: Hold Monster; 18/18 rounds; Will Save 24 each round or unable to move.

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them
Incorporal: immune to non-magical attacks; half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects.

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
Haste (from Atzyr) [CL 18] 15/18 rounds; +1 AC, Reflex, +30' feet move

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.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 1 2 5 1 1 1 0
}

Brahmah 192/249hps, AC 31,TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Friday November 23rd, 2012 4:05:25 AM

OOC: Steve, did you mean #6 or B? I was attacking B.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Friday November 23rd, 2012 4:27:37 PM

Checking in...

DM Cayzle - Round 20 IN PROGRESS  d20+28=47 ; d20+28=42 ; 4d6+26=42 ; d20+13=33 ; d20+26=39 ;
Friday November 23rd, 2012 4:46:56 PM


OOC: Note if you are Medium that the wind requires a DC15 Str check OR a DC20 Fly check, the Fly check at -12, to avoid being knocked about. If you are medium or large, to move northward on your turn requires a DC10 Str check, or DC20 Fly check. Moving on land in the Entangled area costs double even if you save.

Actions in Round 19

HEROES Act

Sir Josh casts Instant Armor to put his broken plate away safely. He moves with his mount, William. [OOC: Note that William can take two move actions while you are doing something else, such as casting.]

Brahmah charges and hits for 51 damage to Fire-ent B. Doing so provokes AoOs from both Ent 5 and Ent B. They reach out their long branches to smite Brahmah's gear. Fire-ent 5 rolls a 47 to sunder Brahmah's Belt. It beats his CMD 43 and inflicts 42 points. more than enough damage, after a belt's minimal hardness, to destroy five or six belts. The second slam beats a CMD42, and now that Brahmah's belt is gone, his CMD is less than that. This rips through his cloak of resistance, and it is gone.

Now Brahmah's charge hits Fire-Ent B for 51 damage ... and kills it!

Aztyr flies into the hurricane. She flies up 30 ft. Then she casts a disintegrate on Fire-ent #5. The monster rolls a natural 20 and takes only 12. [OOC: Does fire resistance from different sources stack?]

Malgant moves up, resisting soot and wind. He creates a wall of stone. He tries to defensively cast a Miracle but fails. [OOC: Mal, please specify the height and exact coordinates that detail your wall's location!]

Vorelle, moves east and attacks Fire-Ent 5 for 21. It has already taken its AoO on Brahmah and cannot attack her as she moves in.

Jass flies, casts a ray that misses, and then casts a spell on the keybearer. It saves with a 39.

Vauhwyt has a full round of actions coming.

We'll pause there, my friends, while we wait for the exact wall coordinates from Mal and Vauhwyt's turn.

Also, note, Aztyr, that although your Fly check is at +21, there is a -12 modifier. So you are really at +9, and will have to roll vs DC20 when the Arena acts.

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 165/169  d20+9=10 ;
Friday November 23rd, 2012 5:46:45 PM

guess that answers that this round.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn 
Friday November 23rd, 2012 6:22:30 PM

OOC
The wall is the size of the gap in the back of the hut. I merge my wall with the existing wall and ceiling if the hut has one. All I was trying to do was create a wind break so that the key is not lost if the ent is disintegrated.

Cayzle comments: Got it, thanks!

Brahmah 192/249hps, AC 31,TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Friday November 23rd, 2012 11:27:04 PM

OOC: That sucks. Now I have to do math.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn  d20+36=56 ; d20+36=45 ; d20+36=43 ; d20+36=52 ; d20+31=39 ; d20+26=30 ; d20+21=35 ; 2d6+20=23 ; d6=3 ; d6=2 ; 2d6+20=24 ; d6=5 ; d6=6 ;
Saturday November 24th, 2012 10:37:56 AM

Malgant stands his ground in the doorway of the hut and rains another flurry of blows on the keybearer.
NO power attack, all attacks are good, holy, magic,ghost touch and blunt.
Attack 1 Hits AC 56 ( crit confirm to AC 45) for 23 damage + 6 holy
Haste Hits AC 43 a miss
Flurry Hits AC 52 for 24 damage + 11 holy
Attack 2 Hits AC 39 a miss
Attack 3 Hits AC 30 a miss
Attack 4 Hits AC 35 a miss
A few blows slip through the creatures defenses, though the need for edged weapons vs this beast slows their effectiveness. Malgant digs in for the counter attack.

Malgant's Spell List

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 13/120 used duration 180 minutes CL 18
Weapon of Awe 18 minute duration CL 18
Haste 34 round duration CL 18
Righteous Might 15 round duration CL 18 (DR 10 vs Evil)
Divine Power 16 round duration CL18
3 of 6 lesser rod of extend used.
War domian 1/8 rounds used

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn 
Saturday November 24th, 2012 10:38:40 AM

OOC
The Arena didn't attack us in your above post Cayzle.

DM Cayzle - Round 20 IN PROGRESS 
Saturday November 24th, 2012 12:07:45 PM

Sorry! The turn is still In Progress -- Mal, you are jumping the gun. I am waiting for Vauhwyt to post. Which is fine since the holiday does not require posting. After Vauhwyt posts, I'll finish the enemies and arena, and THEN Mal can take his full attack, if he so wishes.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn 
Saturday November 24th, 2012 1:17:13 PM

was wondering why nothing tried to rip my face off, thanks


Brahmah 192/249hps, AC 31,TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20=14 ;
Sunday November 25th, 2012 12:44:21 AM

OOC: Yes, please. Rip his face off. ;)

Vauhwyt (HP 145 of 147, AC43; Mookie HP 57 of 73) Sub/Al  d20+22=31 ; 3d6=13 ; d4+16=17 ; 5d6=23 ; d20+34=38 ;
Sunday November 25th, 2012 12:57:47 PM


As the Treat moves into her, Vauhwyt takes an attack of opportunity against it. Her paw cuts deep into the bark before she is exposed.

Moments away from attacking the key bearing treant, Vauhwyt pulls up short as a wall of stone appears suddenly before her. Where did that come from?

"Can anyone dispel this fairy fire?" she calls through the Telepathic Bond. If not, then she will have to fight. The liontaur rolls away from the treant, stopping at a goodly distance away and then calling upon a Twilight Knife.

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

AoO vs Treant 6 Paw Hit AC33 (Was invisible at time of AoO), Damage 17HP(Slashing) + 23Sneak = 40hp Slashing

Acrobatics 38 (To avoid AoO)

Move / Cast Twilight Knife

Positions: AH&AI/24&25 (30ft hasted move at half speed for Full Movement) (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 (11/18r CL18)
Haste-From Aztyr (33/36r)
Twilight Knife (18/18r CL18)
Faerie Fire (Duration Unknown)

Spells cast on Mookie:
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 1 of 6 lvl 5 spells
Used 2 of 6 lvl 6 spells
Used 0 of 4 lvl 7 spells

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

DM Cayzle - Round 20 Complete  d8=1 ; d8=6 ; d8=2 ; d8=5 ; d20+28=30 ; d20+28=42 ; d20+28=29 ; 20d6=69 ; 10d6=37 ;
Monday November 26th, 2012 12:14:33 PM


OOC: Note if you are Medium that the wind requires a DC15 Str check OR a DC20 Fly check, the Fly check at -12, to avoid being knocked about. If you are medium or large, to move northward on your turn requires a DC10 Str check, or DC20 Fly check. Moving on land in the Entangled area costs double even if you save.

Actions in Round 18 REDUX

Vauhwyt takes a mighty AoO on Fire-ent 6, hitting for 40 damage.

Actions in Round 19

HEROES Act

Sir Josh casts Instant Armor to put his broken plate away safely. He moves with his mount, William. [OOC: Note that William can take two move actions while you are doing something else, such as casting.]

Brahmah charges and hits for 51 damage to Fire-ent B. Doing so provokes AoOs from both Ent 5 and Ent B. They reach out their long branches to smite Brahmah's gear. Fire-ent 5 rolls a 47 to sunder Brahmah's Belt. It beats his CMD 43 and inflicts 42 points. more than enough damage, after a belt's minimal hardness, to destroy five or six belts. The second slam beats a CMD42, and now that Brahmah's belt is gone, his CMD is less than that. This rips through his cloak of resistance, and it is gone.

Now Brahmah's charge hits Fire-Ent B for 51 damage ... and kills it!

Aztyr flies into the hurricane. She flies up 30 ft. Then she casts a disintegrate on Fire-ent #5. The monster rolls a natural 20 and takes only 12. [OOC: Does fire resistance from different sources stack?]

Vorelle, moves east and attacks Fire-Ent 5 for 21. It has already taken its AoO on Brahmah and cannot attack her as she moves in.

Jass flies, casts a ray that misses, and then casts a spell on the keybearer. It saves with a 39.

Malgant moves up, resisting soot and wind. He creates a wall of stone to cut off the keybearer's retreat and stop the key from blowing away. He tries to defensively cast a Miracle but fails.

An OOC combat rules note for Malgant on AoOs. There are two enemies on the field who could reach you as you cast your Miracle. One of them is behind the wall of soot, and therefore you have total concealment from that one. Per the rules, "You can't execute an attack of opportunity against an opponent with total concealment." So the foe behind the soot wall cannot make an AoO and disrupt your spell. Similarly, the other foe (the keybearer) has cover with regard to you, and you also have cover with regard to him, because of the stone hut in which he stands. Per the rules, "You can't execute an attack of opportunity against an opponent with cover relative to you." Since neither of the foes in reach can make an AoO on you, I have to ask ... Why the heck are you casting on the defensive?!

Mal, because your DM is a big old softie with a heart of gold, I now rule that you realized at the last second that you did not have to cast on the defensive, and therefore you did not lose your Miracle due to a poor concentration check (you also did not expend the hero point) -- you did not cast the spell at all. However, you did lose the action, because retconning it even further would be a pain in the kiester, and besides, I am being super generous to even give you that much!

Vauhwyt, now blocked by Mal's new Wall of Stone, tumbles back and then casts her Twilight Knife spell.

OTHERS Acts

Fire-ents 1-4 are dead.

Fire-ent A is concealed behind the wall of soot and embers.

Fire-ent B is dead.

Fire-ent 5 makes two slam attacks against Vorelle's gear -- first her belt, at +28 vs her CMD44 ... a 38 and a 42 are both misses!

Fire-ent 6 chases Vauhwyt south. They both have 15 ft reach, so there is no AoO. It takes a swipe at Vauhwyt's CMD 33 belt ... a 29! Natural 1! The lucky liontaur escapes this round unscathed!

The Keybearer ends the soot wall. He looks out and casts Fire Storm, covering Mal, Brahmah, Vorelle, Josh, William, Aztyr, and Polo. Make a reflex save vs DC 28 or take 20d6, or 69 fire damage, the save is for half. It is possible that the storm will also set you on fire, but with your fire resistance, you can safely ignore that.

Fire-ents 7 and 8 shift position and ready new attacks.

ENEMY STATUS

Fire-ents 1-8 are AC21 (19 blinded), CMD29.

Fire-ent A and B have SR30. The others have no SR.

The keybearer is AC46, 50 with cover.

Fire-ent 1: DEAD
Fire-ent 2: DEAD
Fire-ent 3: DEAD
Fire-ent 4: DEAD
Fire-ent 5: 33 dam
Fire-ent 6: 40 dam
Fire-ent 7: 0 dam
Fire-ent 8: 0 dam
Fire-ent A: 0 dam
Fire-ent B: DEAD
Key-bearer: 83 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena takes 10d6 fire damage each round -- 37 hp in R19, less resistance. There is no save for half damage.

The hurricane winds blow! Ranged attacks except siege weapons are impossible. The winds blow from North to South (top of map to bottom of map). All Fly checks are at -12.

Creatures large size and smaller who want to move towards the north (against the wind) must make a DC10 Str check or DC20 Fly check to do so.

Creatures medium size and smaller must also make a DC15 Str check or are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. You can roll for yourself before the winds blow with your post, or the DM will roll your Str check, distance blown, and nonlethal damage for you.

Medium size flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.

At the end of Rpund 19, the only medium size creature in the wind is Vorelle. Polo is behind the windbreak, Jass is incorporeal and Josh is on William.

Vorelle's Str check of 17 is enough to keep her on her feet. [OOC: No need for the fly check unless you are in midair.]

Aztyr, who is large, is flying 30 ft up. That is no problem, since she is moving perpendicular to the wind, not against it. No fly check is needed, no danger of failure. If she tries to fly toward the north, she will have to make her check at +9.

Here is the Map at the end of Round 19 (beginning of Round 20).

Please post for Round 20 now.

Vauhwyt (HP 138 of 147, AC43; Mookie HP 49 of 73) Sub/Al  d3=1 ; d20+30=33 ; d20+30=39 ; d6+8=12 ; d6+8=12 ; 5d6=15 ; 5d6=19 ; d20+24=26 ; d20+24=30 ; d4+3=5 ; d4+3=6 ; 3d6=8 ; 3d6=8 ; 5d6=19 ; 5d6=15 ; d20+16=24 ; d4+4=7 ; 4d6=15 ;
Monday November 26th, 2012 1:19:15 PM


"Boss ... Burning up in here."

And it's true. Vauhwyt herself can feel the flames charring her skin now. They can't stay here long. This must be finished.

With that in mind, Vauhwyt launches a furious attack at the Treat who stands against her. With the Twilight Knife flanking from the opposite direction, the liontaur makes devastating sneak attacks in hopes of dropping it and then moving in to help Mal.

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

Full Attack (vs AC21?) / 5ft step

Full Attack vs Treant6 (Lucky = 1, +2 Flanking, +2 Heroism, Sneak = 5d6)

Armor Spikes Hit AC33, AC39
Damage 12 + 15Sneak = 27Piercing - 10DR = 17HP
Damage 12 + 19Sneak = 31Piercing - 10DR = 21HP
Paws Hit AC26, AC30
Damage 5 + 8 + 19Sneak = 32 Slashing
Damage 6 + 8 + 15Sneak = 29 Slashing

Twilight Knife Attack Hit AC24 , Damage 7 + 15Sneak = 22 Slashing

Total Potential Damage 121HP

Positions: AG&AH/23&24 (5ft Step) (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 (10/18r CL18)
Haste-From Aztyr (32/36r)
Twilight Knife (17/18r CL18)
Faerie Fire (Duration Unknown)

Spells cast on Mookie:
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 1 of 6 lvl 5 spells
Used 2 of 6 lvl 6 spells
Used 0 of 4 lvl 7 spells

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Full Attack (+2 Flanking, +2 Heroism, Sneak = 5d6)
===========
Armor Spikes x2 +25+1d3 / Damage 1d6+7+1d3
Paws x2 +20 / Damage 1d4+3+3d6


Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 139/164 (5 nonlethal)]  d20+24=26 ; d20+29=43 ; d20+29=45 ; d20+24=44 ; d20+24=25 ; d20+24=34 ; d20+19=22 ; d20+18=34 ; d6+13=19 ; d6+13=17 ; d6+13=17 ; d6+13=14 ; d6+13=14 ; d6+13=19 ; d20+8=11
Monday November 26th, 2012 3:04:03 PM

The Fire Storm almost hits Vorelle! At the last minute, though, she remembers she is a hero, and nimble as anything! [Reflex save 26; used a Hero point to add 4 after the fact, making a 30. Evasion means no damage.]

Vorelle would like to help with getting the key, but moving away from the Treant means absorbing an opportunity attack, so instead she gets to choppin'!

[Hit AC 43 for 19 damage; hit AC 45 for 17 damage; hit AC 44 (natural 20, confirmed with natural 1, so no crit) for 17 damage; hit AC 34 for 14 damage; hit AC 22 for 14 damage; hit AC 35 for 19 damage. Total damage=81]

Round 21:

Strength check 11. Let the hilarity ensue.

DM Cayzle - Round 20 
Monday November 26th, 2012 3:35:52 PM


FYI - Vorelle and Vauhwyt kill Fire-Ents 5 and 6. Timber!

Vauhwyt (HP 138 of 147, AC43; Mookie HP 49 of 73) Sub/Al 
Monday November 26th, 2012 4:16:00 PM


OoC to DM Cayzle: Previously, you stated, "The walls of stone are also inches wide, like Vauhwyt's." How many inches wide? Vauhwyt's are two inches wide.

Cayzle comments: Also two inches wide.

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+25=38 ; d20+26=34 ; 9d6=37 ;
Monday November 26th, 2012 4:36:05 PM

William and Sir Joshua keep working through the storm of fire and trying to avoid the flames (Will Reflex = 38 and SJ Reflex = 34; Feats allow them to avoid damage since they made their Reflex saves) and are successful... However, the intense heat does char them a bit (both have 9 pts) but its still negligible...

(OOC - I can't tell exactly what's around the Keybearer... Are the black lines walls of stone or the old walls of soot? Trying to see how I could get to him)

Since 5 and 6 are down, he calls out to his friends, "Take care of the key bearer and I'll keep the last few creeps busy!"

William Move 1 - 20' S to NO21/22, 60' to Z/AA 21/22

Move 2 - 60' to AK/AL 21/22, 10' North to AK/AL 19/20 and 10' to AM/AN 19/20

Sir Joshua's lance is ready to stab at whatever comes at him (10' reach), and he's ready to charge in and fight next round...

For now, he'll lay hands on William as a standard action, healing him for 37 pts of dmg...

(OOC - I'm leaving tomorrow afternoon to go hunting the rest of this week and won't be back until Friday pm. if anyone could cover Josh, that'd be great. I'll check in the morning but if no DM posts by ~ 12:30 CST, then I'll be gone. The plan is to charge in, hit the nearest Treant AND continue past him with my feats that allow me to avoid an AoO and get x3 on my damage for a charge with a lance...)

_____
SJ - 29 hps damage due to fire
William - 0 hps damage to due to fire
AC down by 3 due to Instant Armor (36/41 Touch)

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 2 LOH
5. GMW +5 on Lance
6. instant Armor (18/18 minutes)

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 215/206)  d20+21=35
Monday November 26th, 2012 4:42:09 PM

Jass, the living ghostly watery sorcerer, continues to ignore flame and wind and gets to look around at the firey battefield.

He takes his time, enlarging his spell to capture Treent 7 and 8 within its necromantic folds!

Jass takes a close look at the Wall of Ember and the Wall of Stone. Are they magical? Could Jass dispel them?

....Actions

Fire: 37 damage - non magical no effect
Wind: non magical no effect
Move: stay at AL,21
Cast: (full round) Enlarged Waves of Exhaustion; 60 feet cone from AL,21 to AW,23; no save; all exhausted no run, charge, only one attack per round.
Spellcraft to find out if Jass can dispel the walls around the Keybearer = 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
Incorporal: immune to non-magical attacks; half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects.

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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 14/18 rounds; +1 AC, Reflex, +30' feet move

Polymorph:[CL18] 17/18min; 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.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 1 2 5 1 1 2 0
}

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn  d20+13=27 ;
Monday November 26th, 2012 4:44:50 PM

OOC
Because I am a dummy and didn't look at the move that closely, that's why I did what I never do and cast defensively. That and I wanted to still have clothes on at the end of this fight.
And no, i don't think those 2 FR stack for Aztyr.
IC
Reflex save 27
The 30 FR reduces it to 39 damage and his protection from fire reduces it to nothing
The same occurs to the environmental damage, reducing it to 7 and the protection absorbs the rest.
Malgant feels the firestorm wash over him and smiles." You couldn't do better than that? Maybe we didn't notice that this place is on fire and prepare, but we did, idiot" Malgant laughs at the Ent's folly
He then stands his ground in the doorway of the hut and rains another flurry of blows on the keybearer.
NO power attack, all attacks are good, holy, magic,ghost touch and blunt.
Attack 1 Hits AC 56 ( crit confirm to AC 45) for 23 damage + 6 holy
Haste Hits AC 43 a miss
Flurry Hits AC 52 for 24 damage + 11 holy
Attack 2 Hits AC 39 a miss
Attack 3 Hits AC 30 a miss
Attack 4 Hits AC 35 a miss
A few blows slip through the creatures defenses, though the need for edged weapons vs this beast slows their effectiveness. Malgant digs in for the counter attack.

Malgant's Spell List

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 59/120 used, duration 180 minutes CL 18
Weapon of Awe 18 minute duration CL 18
Haste 32 round duration CL 18
Righteous Might 13 round duration CL 18 (DR 10 vs Evil)
Divine Power 14 round duration CL18
3 of 6 lesser rod of extend used.
War domian 1/8 rounds used

DM Cayzle - Round 20 
Monday November 26th, 2012 4:45:10 PM


The Keybearer is standing in a little hut made of 2-inch-thick walls of stone. The keybearer takes up a 20x20 space, and the hut is 20x20x20. Currently, there is just one opening in the stone hut ... from 15-16-AA-AB to 13-14-AC-AD. The opening is about 15 ft wide. The stone hut gives the Keybearer cover.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn 
Monday November 26th, 2012 4:50:17 PM

OOC
Ken I can post for you. Wed, Thurs. and Fri, possibly Tues if the DM isn't able to post early, I gotcha.
Didn't you have your sword out last time you attacked? I thought I remembered you swapping weapons from lance to sword.


Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 158/169  d20+15=21 ; d20+22=23 ;
Monday November 26th, 2012 5:51:55 PM

Atyr moves to 20,21/U,V. If frm there she can see the keybearer she will cast a disintrgrate.
(I'm posting from my tablet in the hspital, so someone please look up the dc of the save for me. )

Touch attack 21, sp 23 failure wont roll damage.

Can someone copy paste my spell stuff and mark off a 6th level, thanks (Request completed by Al.)

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 18 rounds
Haste, Duration 35 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 35 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 2/3
Ectoplasmic, Greater 3/3

Sir Joshua the Virtuous (Ken), DR 5/evil 
Monday November 26th, 2012 7:01:24 PM

Oops... I was planning on doing that, and since Will moved, SJ will swap to lance again. Also SJ has a move action left if needed... Thanks for catching it... ;)

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn  36d6=129 ; 5d6=13 ;
Monday November 26th, 2012 7:33:54 PM

Let me finish John's post since the key bearer has no SR.
Save DC is Fort 24
Damage is 129 save for 13

Brahmah 192/249hps, AC 31,TOUCH AC 20 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Monday November 26th, 2012 10:12:08 PM

Ooc: I will post later tonight or early morning.

Brahmah 96/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+5=19 ; d20+14=20 ; d20+14=26 ; d6=6 ; d20+11=19 ; 3d6=11 ;
Tuesday November 27th, 2012 3:42:19 AM

(Str check 20, forgot to add Ioun to roll)
(Brahmah's reflex save, failed, reroll w. Hero Point, failed 26... damn, I've forgotten to roll a 1d6 to see if I get the point back. I have to remember that next time... rolled a 6, no joy.)
[so -37 less resistance, failed save Brahmah takes 35- rounded up, total this round 42 fire, I believe]
(Polo takes 37 damage, Polo's ref save 19, failed and takes 69, resists 30, resistance is only there once per round... if I'm remembering it correctly. Wouldn't matter. Polo's dies of the heat.)
[Note: Under conditions are listed the adjustments for the items lost]

IC:
Polo dies.

Brahmah uses his Call Lightning tattoo and targets the Keyholder. (DC ?, CL5, Cayzle, how many bolts would he get? I keep forgetting he has the tat. It takes 11 electrical damage)

[OOC: What is your ruling on being about to Tree Stride into and out of these things? ]
----------------------------------
Conditions/Other:

Belt gone.
Cloak gone.

-3 on AC and Touch AC, attacks and damage... oh yeah, and to related skills and CMD (40) and CMB (23)
-5 Will save
-8 Fort save
-8 Ref save
down 54 hps

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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30?(Brahmah and Polo)
Spider Climb (tattoo)

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)
Defender weapons

Hero Points: 4/7
Hero Points Spent: 3
------------------
Polo's HPS : -5/115

DM Cayzle - Round 21  d20+35=42 ; d20+13=31 ; 3d10=10 ; d20+21=33 ; d20+21=37 ; d20+19=35 ; 32d6=103 ; 5d6=15 ; 10d6=31 ; d4=2 ;
Tuesday November 27th, 2012 11:00:48 AM


OOC: Note if you are Medium that the wind requires a DC15 Str check OR a DC20 Fly check, the Fly check at -12, to avoid being knocked about. If you are medium or large, to move northward on your turn requires a DC10 Str check, or DC20 Fly check. Moving on land in the Entangled area costs double even if you save.

Actions in Round 20

HEROES Act

Vauhwyt reaches out to make a full attack on Fire-ent 6. She pokes and slashes it to the ground in a savage display.

Vorelle also unleashes a series of slashing ax-chops that destroy Fire-ent 5.

Sir Josh rides William close to the other watery gate. He heals his mount as he does so.

Jass carefully angles his cone of tiresomeness to affect the two fire-ents before him but not Sir Josh. He does so. He also considers dispelling the stone walls that protect the keybearer, but on reflection, he realizes that the magic that created them does not in fact sustain them. They are nonmagical now and cannot be dispelled. The Wall of Soot and Ember, were it to reappear, could be dispelled ... but it went away last round. Maybe it will come back?

Malgant makes a full attack on the keybearer. It is not evil, so the holy damage does not apply. He connects twice, doing a little damage. It is not seriously wounded so far. And its buffs have made it a very hard foe, Mal deduces.

Aztyr moves south around the entangle, then casts a Disintegrate. Even with cover, the Keybearer's touch AC is 12. It saves with a Fortitude roll of 42 and takes a little more damage.

Brahmah's faithful bear dies of the fire storm. From its burning remains, a ghostly figure appears -- it actually looks ghostly ... a lot like Jass does. Brahmah casts a Call Lightning. From the tattoo, the save DC is 14, and in this storm, the damage is 3d10, not 3d6. The keyboarder rolls a reflex save of 31 and takes half damage. Your DM rolls 3d10 = 10, so the keybearer takes 5. Brahmah, you can do that again as a standard action five times in the next five minutes.

OTHERS Acts

Fire-ents 1-6 and B are dead.

Fire-ents 7 and 8 stay put with their readied attacks.

Fire-ent A attacks Mal twice. It misses twice.

The Keybearer casts a disintegrate on Mal. It's ranged touch attack hits touch AC35, a hit. Mal, please make a DC25 fort save for 103 damage or 15 damage.

ENEMY STATUS

Fire-ents 7-8 are AC21, CMD29. Plus exhausted

Fire-ent A has SR30. The others have no SR.

The keybearer is AC46, 50 with cover. His touch AC is 12 with cover.

Fire-ent 1: DEAD
Fire-ent 2: DEAD
Fire-ent 3: DEAD
Fire-ent 4: DEAD
Fire-ent 5: DEAD
Fire-ent 6: DEAD
Fire-ent 7: 0 dam - Exhausted
Fire-ent 8: 0 dam - Exhausted
Fire-ent A: 0 dam
Fire-ent B: DEAD
Key-bearer: 138 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena takes 10d6 fire damage each round -- 31 hp in R20, less resistance. There is no save for half damage.

The hurricane winds blow! Ranged attacks except siege weapons are impossible. The winds blow from North to South (top of map to bottom of map). All Fly checks are at -12.

Creatures large size and smaller who want to move towards the north (against the wind) must make a DC10 Str check or DC20 Fly check to do so.

Creatures medium size and smaller must also make a DC15 Str check or are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. You can roll for yourself before the winds blow with your post, or the DM will roll your Str check, distance blown, and nonlethal damage for you.

Medium size flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.

At the end of Rpund 19, the only medium size creature in the wind is Vorelle, Jass is incorporeal and Josh is on William.

Vorelle's Str check of 11 does not beat the required 15DC. She is rolled 20 ft south and knocked prone.

Here is the Map at the end of Round 20, start of Round 21.

Map Notes: Aztyr, now 30 ft up, notes that the "ceiling" of this arena, at a height of 60 feet, is indeed a perfect mirror. Looking up, she sees herself looking back. However, looking at the "walls" of the arena, there is something odd. You see yourselves, but the perspective is way off. And instead of looking at your own faces, you see the backs of your heads ... as if you have a perspective looking from behind yourselves.

Please post for Round 21 now.

MAP IS NOW UP.

Note that I see you folks are mostly south of the keybearer. If you are medium or large, to move northward on your turn requires a DC10 Str check, or DC20 Fly check. Except Jass. Everyone is on the ground, BTW, except Aztyr, who is 30 ft up.

Vauhwyt (HP 137 of 147, AC43; Mookie HP 48 of 73) Sub/Al  d20+2=16 ;
Tuesday November 27th, 2012 1:00:42 PM


OoC: Map doesn't show Vauhwyt's previous 5ft step, but I will play it as though it does.

"Hold on Mookie. We need to hold on until we have the key. Then we'll get some healing."

Fortunately, the fire eases somewhat for the moment, and Vauhwyt fights her way against the wind to come up behind the keybearer's hut. Calling on a spell, she rips away the back of the hut, angling the same stone into a cup to trap anything that might fly loose.

From here, she flanks the keybearer with Malgant. With luck, this advantage will allow them to bring this thing down and they can leave this inhospitable plane.

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

STR vs DC16
Move / cast Shape Stone (Rip section of Hut Wall away. Cut section 10ft high and 15ft long. Tear out section Along axis AE&AF from bottom of Row 17 to bottom of Row 17. Fold it out to run from AE&AF/17&18 to AH&AI/18&19. This angle should maintain Mal's protection should the key get loose.)

Available to Vauhwyt 10 sqft + 18 sqft.
One 5' x 5' x 2" section of wall = 4.17 sqft. Rounding down this is 6 5ft sections of the hut.

Positions: AG&AH/16&17 (35ft 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 (09/18r CL18)
Haste-From Aztyr (31/36r)
Twilight Knife (16/18r CL18)
Faerie Fire (Duration Unknown)

Spells cast on Mookie:
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 1 of 7 lvl 4 spells
Used 1 of 6 lvl 5 spells
Used 2 of 6 lvl 6 spells
Used 0 of 4 lvl 7 spells

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Full Attack (+2 Flanking, +2 Heroism, Sneak = 5d6)
===========
Armor Spikes x2 +25+1d3 / Damage 1d6+7+1d3
Paws x2 +20 / Damage 1d4+3+3d6

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn 
Tuesday November 27th, 2012 4:09:03 PM

OOC
Cayzle, I just reread how Protection from energy and resist energy work and I have been doing it wrong I think. I have been resisting with the resist energy first and then absorbing the remainder. The spells, both of them look to me like I should have absorbed it all with protection first and then resisted the remainder. That doesn't really make alot of sense because it screws over people that plan ahead, but that's how it looks. What would you like me to do because surely the protection is gone by now and I should be taking damage.
Also if it matters, the resistance is not as Brahmah assumed, it works like I posted above, that is vs every source, so if you were hit by say 3 scorching rays for 20, 20, and 20 you would resist it all, not just the first 30 and then take 30.
Let me know how you want to handle my mistake and I'll post from there.

DM Cayzle - Round 20 
Tuesday November 27th, 2012 4:29:10 PM


Meh, let's not penalize honesty -- besides, I shoulda caught it too. Just do it the right way going forward.

Brahmah have you really been applying the resistance 30 to the total damage you've taken per round? It really does apply to each and every attack. Would that have saved Polo? How much unnecessary damage have you inflicted on yourself? I let Mal take back his hero point and Miracle ... the least I can do is reverse a round or two of extra damage you applied wrongly.

Everyone else okay with how energy resistance works?

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn  d20+33=39 ; d20+33=43 ; d20+33=38 ; d20+28=40 ; d20+23=27 ; d20+18=22 ;
Tuesday November 27th, 2012 4:48:14 PM

Through the burning Ent Malgant Sees...VAUHWYT!! He thinks that is odd for a moment because he is sure that he sealed the hut to keep the goodies from blowing away. Then he realizes Vauhwyt is FLANKING the Ent. He smiles at his good fortune and begins once again beating his fists against the unyielding tree. Once again he tries to strike as hard as he can, since the lack of damage last round was very disappointing.
Power Attack, Flurry of Blows,and Flanking all apply. All attacks are holy, good,magic,blunt and ghost touch
Attack 1 Misses
Haste Misses
Flurry Misses
Attack 2 Misses
Attack 3 Misses
Attack 4 Misses

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 59/120 used, duration 180 minutes CL 18
Weapon of Awe 18 minute duration CL 18
Haste 31 round duration CL 18
Righteous Might 12 round duration CL 18 (DR 10 vs Evil)
Divine Power 13 round duration CL18
3 of 6 lesser rod of extend used.
War domian 1/8 rounds used


Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 215/206)  d20+22=31 ; d20+18=29 ;
Tuesday November 27th, 2012 6:51:21 PM

"Excellent job in ripping out the stones, Vauhwyt!", calls Jass through the teams telepathic link. "Now I can see the Keybearer, I should be able to help Malgant!"

Jass casts another spell, smiling to himself as the flames and wind are ignored by his ghostly presense. The sorcerer targets the Keybearer with a Greater Dispel Magic, seeking to strip four spells from the Firey Treent!

....Actions

Fire: 31 damage - non magical no effect
Wind: non magical no effect
Move: stay at AL,21
Cast: Greater Dispel Magic; Targeted on Keybearer,
Spellcraft to find out if Jass can dispel the walls around the Keybearer = 35 Spell Pen: 31 Dispel 29 vs the spell buffs on Treent until 4 are dispelled.

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them
Incorporal: 13/18 rounds; immune to non-magical attacks; half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects.

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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 13/18 rounds; +1 AC, Reflex, +30' feet move

Polymorph:[CL18] 17/18min; 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.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 1 2 5 1 1 2 0
}

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 131/164 (12 nonlethal)]  d4=4 ; d4=3 ; d20+8=25 ; d20+8=18 ;
Tuesday November 27th, 2012 8:35:27 PM

[Aww, man! You're making me roll my own scraped-along-the-ground damage. That's just mean. :) ]

Once again, Vorelle is knocked to the ground and blasted backward. She throws up an impressive divot, and takes some damage.

Again, she rises, brushing burning grass off her cloak and armor. She starts forward, trying to get to the Keybearer. She can't make it that far, but on the plus side, she does make progress against the wind (Strength check 25).

[Stand up (move action). Move to Z-20 (another move action). Worry about flaming grass in the unmentionables (free action).]

Round 22: Strength check 18.

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 165/169  d4+1=4 ; d4+1=2 ; d4+1=4 ; d4+1=2 ; d4+1=5 ;
Tuesday November 27th, 2012 9:44:41 PM

Aztyr resists the fire damage this round, seeing as how the treants took no extra damage from cold, she decides to try another tract. She grabs hold of her rod of empower (lessor) and unleashes a stream of magic missiles at the Keybearer.

Damage : 6,3,6,3,7 total 25

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 18 rounds
Haste, Duration 35 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 35 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 2/3
Ectoplasmic, Greater 3/3

Brahmah 96/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Wednesday November 28th, 2012 12:01:00 AM

OOC: I'm sure I screwed up the Resist Energy calculations somewhere along the line. I was certain that Resist Energy was once a round and since it doesn't specifically read PER ROUND, TURN or otherwise, I assumed the worst.
In any case, Polo was doing squat, and it only prolonged his death one round.
Yes, the recalculations to return back some hit points to Brahmah might matter. But I'd rather not do that. I erred and frankly, 'Volo's Law'. In other words, I'll make sure NOT to make the same mistakes.

Additionally, Cayzle, you didn't answer my Tree Stride question. If Brahmah were to Stride into and out of these Ents, what would your ruling be? Can I even do it? Would damage occur to either the Ents or Brahmah or both? You said they were Huge, correct?

As for my spent Hero Points, I should ask to roll to see if I regain one via the Heroic Trait, but I won't. Spent is spent.

Brahmah 95/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  3d10=17 ;
Wednesday November 28th, 2012 12:33:49 AM

(OOC: Yeah, loss of the items were critical. Saves now officially suck... again.)

IC: Brahmah calls another Lightning Strike to hit the Keybearer. (17 electrical damage)[OOC: Cayzle, the number of bolts is now 3, correct? Used one in R20 and now another.] He shifts 5 feet to the South East.

Takes 1 damage from fire.

ACTIONS:
Calls a bolt.
Shifts.Five foot step, whatever.
----------------------------------
Conditions/Other:

Belt gone.
Cloak gone.

-3 on AC and Touch AC, attacks and damage... oh yeah, and to related skills and CMD (40) and CMB (23)
-5 Will save
-8 Fort save
-8 Ref save
down 54 hps

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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30 (Brahmah and Polo)
Spider Climb (tattoo, cast on round 19?)

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)
Defender weapons

Hero Points: 4/7
Hero Points Spent: 3
------------------
Polo's HPS : -5/115

DM Cayzle 
Wednesday November 28th, 2012 6:47:21 AM

Oh, sorry, no, you cannot tree stride through an ent.

Jay's Comment: Thanks Cayzle.

Sir Joshua the Virtuous (Ken), DR 5/evil - Sub/Al  d20+31=33 ; d8+19=22 ; d8+19=22 ; d8+19=22 ;
Wednesday November 28th, 2012 11:13:34 AM


OoC: From my observation, David doesn't post till evening. I'll post for Sir Joshua now to get things moving along. After that, I'll leave things to David.

"I'll clear the way for our exit!" shouts the shining knight. He spurs William into a charge, gouging chunks from the fire-ent as he thunders by. Sir Joshua then wheels his mount about for another pass.

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

Ride-By Charge Treant7 Hit AC33, Damage 22+22+22 = 66 - 10DR = 56HP (Triple from Spirited Charge.)

Position: AS&AT/12&13
_____
SJ - 30 hps damage due to fire
William - 0 hps damage to due to fire
AC down by 3 due to Instant Armor (36/41 Touch)

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 2 LOH
5. GMW +5 on Lance
6. instant Armor (18/18 minutes)

DM Cayzle - Round 22  d20+13=28 ; d20+13=28 ; d20+26=35 ; 10d6=34 ;
Wednesday November 28th, 2012 6:28:32 PM


OOC: Note if you are Medium that the wind requires a DC15 Str check OR a DC20 Fly check, the Fly check at -12, to avoid being knocked about. If you are medium or large, to move northward on your turn requires a DC10 Str check, or DC20 Fly check. Moving on land in the Entangled area costs double even if you save.

Actions in Round 21

HEROES Act

Vauhwyt moves to the stone hut and rips a hole in it. She is now flanking the keybearer with Mal.

Malgant makes a full attack on the keybearer but fails to hit it -- its defenses are too good!

At last, Jass has a solution to that! He casts a Greater Dispel Magic on the Keybearer. The dispel removes the Keybearer's Ironwood, Barkskin, and Longstrider spells. The Keybearer's AC is now 34, 38 with cover!

Implacable in the face of the hurricane, Vorelle picks herself up and moves toward the stone hut.

Aztyr hits the Keybearer for 25 magic missile damage. It still has PLENTY of hit points.

The Keybearer rolls a Reflex save of 28 vs Brahmah's second bolt, so it takes 8 more damage.

Sir Josh thunders by Fire-ent 7, inflicting some more pain on the poor tired ent.

OTHERS Acts

Fire-ents 1-6 and B are dead.

Fire-ents 7 and 8 stay put with their readied attacks.

The Keybearer creates a new Wall of Soot and Embers. This gives it total concealment, so further attacks through the wall will have a 50% miss chance.

The wall of SOOT blocks line of sight, and any creature passing through it must make a DC28 Fortitude save or be blinded for 1d4 rounds.

Fire-ent A makes its save vs soot and rounds the corner headed for Vauhwyt. It's movement behind the wall of soot provokes no AoOs due to total concealment. It emerges to lash out at the liontaur's CMD 33 belt. The Fire-ent's CMB is +26, and it hits a CMD of 35, enough to sunder the belt of dexterity to smithereens!

ENEMY STATUS

Fire-ents 7-8 are AC21, CMD29. Plus exhausted

Fire-ent A has SR30. The others have no SR.

The keybearer is AC34, 38 with cover. His touch AC is 12 with cover.

Fire-ent 1: DEAD
Fire-ent 2: DEAD
Fire-ent 3: DEAD
Fire-ent 4: DEAD
Fire-ent 5: DEAD
Fire-ent 6: DEAD
Fire-ent 7: 56 dam - Exhausted
Fire-ent 8: 0 dam - Exhausted
Fire-ent A: 0 dam
Fire-ent B: DEAD
Key-bearer: 171 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena takes 10d6 fire damage each round -- 34 hp in R20, less resistance. There is no save for half damage.

The hurricane winds blow! Ranged attacks except siege weapons are impossible. The winds blow from North to South (top of map to bottom of map). All Fly checks are at -12.

Creatures large size and smaller who want to move towards the north (against the wind) must make a DC10 Str check or DC20 Fly check to do so.

Creatures medium size and smaller must also make a DC15 Str check or are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. You can roll for yourself before the winds blow with your post, or the DM will roll your Str check, distance blown, and nonlethal damage for you.

Medium size flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.

At the end of Rpund 19, the only medium size creature in the wind is Vorelle, Jass is incorporeal and Josh is on William.

Vorelle's Str check of 18 keeps her on her feet.

Here is the Map at the end of Round 21, start of Round 22.

Map Notes: Aztyr, now 30 ft up, notes that the "ceiling" of this arena, at a height of 60 feet, is indeed a perfect mirror. Looking up, she sees herself looking back. However, looking at the "walls" of the arena, there is something odd. You see yourselves, but the perspective is way off. And instead of looking at your own faces, you see the backs of your heads ... as if you have a perspective looking from behind yourselves.

Please post for Round 22 now.

DM Cayzle  d20+25=36 ;
Wednesday November 28th, 2012 6:41:42 PM


Oh! Almost forgot! Sir Josh riding by the ent triggered its readied attack! It's exhaustion imposes a -3 on its attack, so its CMB is now +25. It hits a CMD 36, and Sir John is CMD37 -- it misses his lovely belt! If not for the exhaustion, that belt wound have been toast!

Speaking of which, the wind blows the bits of Vauhwyt's sweet +6 dex belt to the far corners of the arena, where the flame grass burns it to ashes, which then scatter entropically hither and yon. Poor belt! :-(

Brahmah 95/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Wednesday November 28th, 2012 9:02:26 PM

OOC: Cayzle, you missed Brahmah's move. He took a 5' step to the SE.

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 131/164 (12 nonlethal)]  d20+8=17 ; d20+8=27 ; d20+8=25 ;
Wednesday November 28th, 2012 11:04:09 PM

Vorelle tries to move nearer to the Keybearer. She fails.

She tries again, and succeeds this time, moving to AB18 (which I think puts her on the other side of the wall of cinders from the Keybearer, right?

[Move action to try to move, and fail. A second move action to succeed and actually move.]

Now all she has to do is stay on her feet....

Round 23: Strength check 25.

DM Cayzle 
Thursday November 29th, 2012 12:22:36 AM

Vorelle, yes, at AB18 all that separates you and the Keybearer is a two-inch thick wall of stone. A 5x5 patch of which has hardness 8 and 30 hp. Also, next to the wall like that, you are in the lee of the stone hut, and gain a +5 on Str checks to stay there.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn  d20+33=36 ; d20+33=47 ; d20+33=48 ; d20+28=39 ; d20+23=43 ; d20+23=39 ; d20+18=27 ; d100=40 ; d100=3 ; d100=99 ; d100=52 ; d100=25 ; d100=89 ; 2d6+33=35 ; 2d6+33=45 ; 4d6=11 ;
Thursday November 29th, 2012 12:43:59 AM

Malgant once again calls on Imod's mastery of War and gains blindfighting for the round. He then unleashes another assault on the keybearer.
Attack is a Power attack, Flurry with flanking. It is Magic, Blunt,Good, Holy and Ghost touch.
Attack 1 miss
Haste Hits AC 47 and misses due to the wall of soot
Flurry Hits AC 48 (99% hits) for 35 damage
Attack 2 Hits AC 39 (52% hits) for 45 damage
Attack 3 Hits AC 43 and confirms a critical to AC 39 (89% on the reroll hits) for 77 damage and the treant is staggered, no save
Attack 4 misses

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 93/120 used, duration 180 minutes CL 18
Weapon of Awe 18 minute duration CL 18
Haste 30 round duration CL 18
Righteous Might 12 round duration CL 18 (DR 10 vs Evil)
Divine Power 12 round duration CL18
3 of 6 lesser rod of extend used.
War domian 2/8 rounds used


AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn  d20+27=30 ; d8+29=37 ; d8+29=32 ; d8+29=36 ;
Thursday November 29th, 2012 12:52:30 AM

Sir Joshua

Joshua wheels William around and makes another pass, careful to stay out of Treant 8's reach. He attacks #7
This time he Power Attacks
Attack 1 hits AC 30 for 105 damage
His lance slams home and gouges the treat's hide.

_____
SJ - 34 hps damage due to fire
William - 4 hps damage to due to fire
AC down by 3 due to Instant Armor (36/41 Touch)

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 2 LOH
5. GMW +5 on Lance
6. instant Armor (18/18 minutes)


Vauhwyt (HP 137 of 147, AC43; Mookie HP 48 of 73) Sub/Al 
Thursday November 29th, 2012 8:19:07 AM


OoC to DMCayzle: Was there a Concentration check to defensively put up the Wall of Soot and Embers? Or, is one necessary? If one was necessary and neglected, I'm due an AoO, yes? And Malgant too, yes? With the possibility of disrupting the effect, yes?

I know that it would mean going back and doing a reasonably heavy remake of the last round. But it would change things pretty critically. Why not roll the Concentration check after the fact and let that make the decision?

DM Cayzle 
Thursday November 29th, 2012 10:30:19 AM


Sorry, Vauhwyt! Short answer: It has cover in its little stone hut, and you cannot take AoOs on a creature with cover. And as a multi-square creature, it gets to calculate if it has cover by using the square of its choice.

Vauhwyt (HP 137 of 147, AC43; Mookie HP 48 of 73) Sub/Al 
Thursday November 29th, 2012 1:42:32 PM


OoC: Waiting for Jass to potentially dispel the Wall oSaA.

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 165/169  d20+22=23 ; d20+22=34 ; d20+22=25 ; d20+22=24 ; d20+22=29 ; d4+1=5 ;
Thursday November 29th, 2012 2:07:01 PM

Aztyr moves to AF,AG/20,21, where she unleashes another stream of magic missiles. This time she aims for Treant A. The spell mostly bounces off the treant, with only 1 of the missiles actually hitting it.

Magic Missile, SP, 23,34,25,24,29, Damage 0,5,0,0,0

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 18 rounds
Haste, Duration 35 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 35 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 2/3
Ectoplasmic, Greater 3/3

DM Cayzle 
Thursday November 29th, 2012 2:34:03 PM

I think you roll vs SR once for the MM spell, not once per missile?

Edit David: Yup you are correct Cayzle

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 215/206)  d20+18=37 ; d20+18=29 ;
Thursday November 29th, 2012 5:16:17 PM

Jass, the living ghost, lets the fire and wind swarm around him. He hovers in the air and targets the Wall oSaA with a Quickened Dispel Magic spell, and then READIES another dispel to counter the next spell the Keybearer tries to cast!

"I know you can get that Key if I can keep the spells down!", he shouts in his hollow voice.

....Actions

Fire: 37 damage - non magical no effect
Wind: non magical no effect
Move: stay at AL,21
Cast: Quickened Dispel Magic; Targeted on Wall of Smoke and Ash = 37 Dispel
READY: Cast Dispel Magic as a counterspell on next spell Keybearer tries to cast = 29

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them
Incorporal: 12/18 rounds; immune to non-magical attacks; half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects.

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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 12/18 rounds; +1 AC, Reflex, +30' feet move

Polymorph:[CL18] 17/18min; 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.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 1 2 5 1 2 2 0
}

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn 
Thursday November 29th, 2012 5:23:21 PM

OOC
Jass, are you an Incorporeal Small Water Elemental?

SteveK: yep, kinda wierd, isn't it?

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn  2d6+33=39 ;
Thursday November 29th, 2012 7:30:36 PM

In case it matters I will roll the damage for the attack that missed due to the wall of soot that Jass dispeled.
39 damage more if that applies.

Vauhwyt (HP 133 of 147, AC43; Mookie HP 44 of 73) Sub/Al  d20+22=25 ;
Thursday November 29th, 2012 8:20:10 PM


"Lets remove your cover," Vauhwyt growls and musters her concentration. As she gears up for another spell, the liontaur wonders whether her magic belt is actually truly gone. Or, like death, the things that happen here are not actually real. As real as the motivations of fire-ents who defend themselves by doing no more than attacking magic objects. There is, however, little time to contemplate the motives of worlds created by capricious gods. In fact, doing so, almost cost her the spell. Almost. But not quite. Vauhwyt reaches out for the northern wall of the keybearer's absurdly small hut. With a quick flip of two fluid paws, she flings the stone to the east, throwing up a fifteen foot wall between herself and her attacker, both providing cover for herself against attack while at the same time laying bear the keybearer to her paws and armor spikes.

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

Concentration 25 vs DC23 for Shape Stone /Pass

Cast Stone Shape (Rip section of Hut Wall away. Cut section 10ft high and 15ft long from the northern section of the hut. Shape it to half the thickness and spread it from the hut extending to the east. Should now be 12 5x5 squares. The new wall should now be 15ft high and extend along the axis between rows 13 and 14. It should be 20ft in length extending to the juncture between columns AI and AJ.)

Available to Vauhwyt 10 sqft + 18 sqft.
One 5' x 5' x 2" section of wall = 4.17 sqft. Rounding down this is 6 5ft sections of the hut.

Positions: AG&AH/16&17 (35ft 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 (08/18r CL18)
Haste-From Aztyr (30/36r)
Twilight Knife (15/18r CL18)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6

Spells cast on Mookie:
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 3 of 7 lvl 4 spells
Used 1 of 6 lvl 5 spells
Used 2 of 6 lvl 6 spells
Used 0 of 4 lvl 7 spells

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Full Attack (+2 Flanking, +2 Heroism, -3 Loss of Belt Sneak = 5d6)
===========
Armor Spikes x2 +25+1d3 / Damage 1d6+7+1d3
Paws x2 +20 / Damage 1d4+3+3d6


Brahmah 95/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Thursday November 29th, 2012 9:40:34 PM

OOC: I'll be out of town Friday, Saturday and Sunday. If I don't post Friday, Brahmah will call another Lightning Strike onto the keybearer.

DM Cayzle - Round 23  3d10=9 ; d20+13=30 ; d20+26=44 ; 10d6=36 ;
Friday November 30th, 2012 12:21:43 AM


Actions in Round 22

HEROES Act

Vorelle fights the storm to get closer to the Keybearer.

Malgant finally conects several times with the keybearer! OOC: Mal, are you subtracting 10 for DR/slashing? Looks like you are not. Are you taking into account that the ents are true neutral, not evil?

Mal hits through the wall of soot for 35-10=25, 45-10=35, and 77-10=67, and the keybearer is staggered. Total damage: 127. The keybearer has taken about 300 damage, and looks somewhat wounded.

Sir Josh again charges the Fire-ent 7, killing it.

Vauhwyt cleverly delays her action, encouraging Jass to dispel the soot wall.

Aztyr, 30 ft up, flies due east and then casts a spell on Fire-ent A, unfortunately failing to penetrate its SR30.

As his liontaur pal suggests, Jass has a quick way to take down that soot wall, and he dispels it toot sweet! Then he readies another dispel against the Keybearer's next casting.

Vauhwyt casts defensively and shapes another hole in the Keybearer's defenses. She uses the excess rock to put a wall between herself and Fire-ent A.

The Keybearer rolls a Reflex save of 30 vs Brahmah's third bolt, so it takes 4 more damage.

OTHERS Acts

Fire-ents 1-7 and B are dead.

Fire-ent 8 moves to keep the pool between himself and Sir Josh. And it readies an attack.

Fire-ent A moves around the new wall and then swipes at Vauhwyt's cloak. [OOC: Your AC and CMD should be down by 3, right?] It beats a CMD44, ripping Vauhwyt's cloak to threads. Threads that blow away and burst into flames.

The Keybearer casts a quickened Wall of Flame. The DC to dispel it is 10+CL20=30. Jass's readied dispel, a 29, fails to stop it. The Keybearer casts it as a ring that completely surrounds him with a radius of a little over 20 ft -- enough to compeltely surround him and hide him from view.

He has one more action (being staggered) and uses it.

The Ring of Fire emits heat, but with your resistances, that seems moot. It also blocks line of sight.

ENEMY STATUS

Fire-ent 8 is AC21, CMD29. Plus exhausted

Fire-ent A has SR30. The others have no SR.

The keybearer is AC34, 38 with cover. His touch AC is 12 with cover.

Fire-ent 1: DEAD
Fire-ent 2: DEAD
Fire-ent 3: DEAD
Fire-ent 4: DEAD
Fire-ent 5: DEAD
Fire-ent 6: DEAD
Fire-ent 7: DEAD
Fire-ent 8: 0 dam - Exhausted
Fire-ent A: 0 dam
Fire-ent B: DEAD
Key-bearer: 152 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena takes 10d6 fire damage each round -- 36 hp in R22, less resistance. There is no save for half damage.

Blah blah blah hurricane blah blah knocked over.

At the end of Round 22, the only medium size creature in the wind is Vorelle, Jass is incorporeal and Josh is on William.

Vorelle's Str check of 25, in the lee of the hut, more than keeps her on her feet.

Here is the Map at the end of Round 22, start of Round 23.

Map Notes: Blah blah funky mirror effects.

Please post for Round 23 now.

Brahmah 95/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Friday November 30th, 2012 2:06:07 AM

OOC: My Thursday morning character post didn't take and save. Oh well.

Cayzle Comments: Sorry Jay! I assumed a bolt from above for you.

Brahmah 89/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  3d10=13 ;
Friday November 30th, 2012 2:13:52 AM

(Brahmah takes 6 damage)

The ranger calls another bolt on the key bearer. Then moves south east, to AD20. (13 damage)



Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 215/206)  d20+18=36 ; d20+18=35 ;
Friday November 30th, 2012 10:14:12 AM

Jass, the small humanoid water elemental and living ghost, lets the fire and wind swarm around him.

His counterspell didn't work, and so he casts another Quickened Dispel Magic against the Wall of Fire, and DELAYS to see what is behind the curtain.

Depending on what he sees, Jass will dispel anything that still blocks the Keybearers view or READIES another dispel to counter the next spell the Keybearer tries to cast!

....Actions

Fire: 36 damage - non magical no effect
Wind: non magical no effect
Move: stay at AL,21
Cast: Quickened Dispel Magic; Targeted on Wall of Fire = 36 Dispel
DELAY to see if Keybearer is visible.
READY: Cast Dispel Magic as a counterspell on next spell Keybearer tries to cast = 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
Incorporal: 11/18 rounds; immune to non-magical attacks; half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects.

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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 11/18 rounds; +1 AC, Reflex, +30' feet move

Polymorph:[CL18] 17/18min; 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.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 2 2 5 1 3 2 0
}

DM Cayzle - Round 23 
Friday November 30th, 2012 11:03:34 AM

Early result ... Just for Jass ... The wall of fire comes down, and you see the Keybearer. He looks much less wounded ... to the tune of maybe 150-odd hp less wounded.

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 131/164 (12 nonlethal)]  d20+8=28 ; d20+8=26 ;
Friday November 30th, 2012 1:27:59 PM

Thwarted by the stone wall, Vorelle spends another full round moving.

[Move to AI-17. Strength check 28, Natural 20.]

Round 23:

Strength check 26

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn 
Friday November 30th, 2012 1:48:30 PM

OOC
So this past round the keybearer had no cover to Vauhwyt yet she got no AoO when he cast? Was he casting defensively?

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn  d20+33=43 ; d20+33=35 ; d20+33=44 ; d20+28=32 ; d20+23=33 ; d20+18=38 ; d20+18=26 ; 2d6+33=35 ; 2d6+33=44 ; 2d6+33=42 ; 2d6+33=42 ; 2d6+33=36 ; 2d6+33=43 ; 4d6=16 ; d20+33=53 ; d20+33=51 ; 4d6=16 ;
Friday November 30th, 2012 2:08:55 PM

Malgant tires of the huge tree hiding behind a corner and refusing to face him. Though the wind likely carries it away he uses Imod's power to reinforce his words." You hold that which I need to save my Wold and my family from death. I WILL have it from you. I demand that you face me you craven toothpick!"
He then does what he should have done rounds ago, he attacks the WALL. Power attack, Flurry, all attacks are holy, good,blunt, magic and ghost touch. Anny attacks beyond what I need to remove cover will go at the keybearer.
Attack 1 hits AC 43 for 35 damage
Haste hits AC 35 for 44 damage
Flurry hits AC 44 for 42 damage
Attack 2 hits AC 32 for 42 damage
Attack 3 hits AC 33 for 36 damage
Attack 4 will critical AC 38 and confirms on AC 26 for 43 damage if non critical and 82 damage if it is a critical.
Malgant's AoO this round will critical AC 53 and confirm to AC 51 for 82 damage

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
Weapon of Awe 18 minute duration CL 18
Haste 29 round duration CL 18
Righteous Might 11 round duration CL 18 (DR 10 vs Evil)
Divine Power 12 round duration CL18
3 of 6 lesser rod of extend used.
War domian 2/8 rounds used



Vauhwyt (HP 133 of 147, AC43; Mookie HP 44 of 73) Sub/Al 
Friday November 30th, 2012 2:48:35 PM


OoC to DMCayzle: Hey ... Yeah ... What Malgant said. What about that AoO? If the Wall of Fire is disrupted, it would alleviate the need for Jass to dispel it. He could do something nastier this round.

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 162/169  d20+29=36 ; 4d6+3=17 ;
Friday November 30th, 2012 2:52:09 PM

Aztyr remains at the area she is, sort of hovering there. She casts a Mage Sword spell, and sicks it on the Keybearer.

Sword Attack, 36, (should have no cover after Jass' spell) damage 17

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 18 rounds
Haste, Duration 30 rounds
Mage Sword, Duration 18 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 30 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 2/3
Ectoplasmic, Greater 3/3

DM Cayzle - Round 23 
Friday November 30th, 2012 3:10:14 PM

So this past round the keybearer had no cover to Vauhwyt yet she got no AoO when he cast? Was he casting defensively?

When the Keybearer cast the Quickened Wall of Fire, it was a Quickened spell. Per the rules, "Casting a quickened spell doesn't provoke an attack of opportunity." That's why it cast that first. Then, after the wall was up, the Keybearer had total concealment from Vauhwyt. Per the rules, "You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies."

So I'm not seeing where there was ever any chance for Vauhwyt to take an AoO. Cover or lack thereof does not play into it. Now, if she were a Flames Oracle with the ability to see through fire, smoke, and mist, it would have been a different story. But otherwise, no AoOs. Sorry.

But thanks, you guys, for asking. I need to stretch my rules-fu in anticipation of taking over Ust Delmah from level 16 - level 20. Those guys make my mini-maxing look like a kid playing in the sand! *cough* ROB *cough* JIM *cough*

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn  d20+25=30 ; d10+19=27 ;
Friday November 30th, 2012 3:11:43 PM

Sir Joshua
Joshua uses his move action to swap from his lance to his sword while guiding William into the last guardian for the kill.
Power attack 1 attack with the bastard sword vs Ent 8
Hits AC 30 for 27 damage, slashing
_____
SJ - 40 hps damage due to fire
William - 10 hps damage to due to fire
AC down by 3 due to Instant Armor (36/41 Touch)

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 2 LOH
5. GMW +5 on Lance
6. instant Armor (18/18 minutes)


AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+18/223(177){213} hp Malgant Winterborn 
Friday November 30th, 2012 3:13:12 PM

OOC
Blast... foiled again

Cayzle Comments: I'll get you, my pretties! And your little magic items, too!

SteveK: not that Jass would have a good shot at doing anything nastier than stopping the Keybearer from casting. Being incorporal does have some disadvantages.


DM Cayzle - Round 23 
Friday November 30th, 2012 9:22:15 PM

I still need Vauhwyt's turn and the rest of Jass's.

DM turn may be posted tomorrow morning.

SteveK: Already got Jass' full turn in. He did the dispel and READIED a counterspell: 36

Sir Joshua the Virtuous (Ken), DR 5/evil 
Saturday December 1st, 2012 3:32:38 PM

(Back from hunting and thanks David for doing a great job running Sir Joshua while I was gone!)

Vauhwyt (HP 127 of 147, AC43; Mookie HP 38 of 73) Sub/Al  d20+18=23 ; d3=2 ; d20+18=38 ; d20+24=31 ; d20+24=39 ; d20+18=24 ; d20+18=30 ; d20+14=22 ; d6+9=11 ; d6+9=11 ; d4+3=4 ; d4+3=6 ; 3d6=13 ; 3d6=12 ; 5d6=23 ; 5d6=14 ; 5d6=14 ; 5d6=17 ; d4=1 ; 4d6=12 ;
Sunday December 2nd, 2012 4:47:52 PM


"Sir Joshua, could you help me get rid of this pest, please?" Her voice over the Telepathic Bond is sweet and belies the snarl of irritation that comes from her mouth as she turns on the flame boughed ent behind her. With the aid of her Twilight Knife, Vauhwyt attacks the fire-ent with all of the fury of her ire.

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

Caster Level check for Twilight Knife vs Fire-EntA's SR 23 Use Hero Point to roll again. 38 Pass.

Armor Spikes Hit EntA AC31, AC39
Damage 11+23Sneak = 34 - 10DR = 24hp
Damage 11+14Sneak = 25 -10DR = 15hp
Paws Hit EntA AC24, AC30
Damage 4+13+14Sneak = 31hp
Damage 6+12+17Sneak = 35hp
Twilight Knife Hit EntA 22, Damage 1+12Sneak = 13hp

Total Damage = 118hp

Positions: AG&AH/16&17 (35ft 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 (07/18r CL18)
Haste-From Aztyr (29/36r)
Twilight Knife (14/18r CL18)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5

Spells cast on Mookie:
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
Used 1 Hero Point

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

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nnmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Full Attack (+2 Flanking, +2 Heroism, -3 Loss of Belt Sneak = 5d6)
===========
Armor Spikes x2 +25+1d3 / Damage 1d6+7+1d3
Paws x2 +20 / Damage 1d4+3+3d6
Twilight Knife +14 / Damage 1d4 4d6Sneak


DM Cayzle - Round 24  d20+13=21 ; d20+28=37 ; d20+25=27 ; d20+25=32 ; d20+25=34 ; d20+25=44 ; 10d6=38 ;
Monday December 3rd, 2012 1:02:07 PM


Actions in Round 23

HEROES Act

Acting fast, Jass takes down the Wall of Fire.

Brahmah calls down another bolt and then moves east. The Keybearer rolls a Reflex save of 21 vs the fourth bolt, so it takes 6 more damage. OOC: Brahma, you have to be able to see the Keybearer to bolt it. Right now you cannot see it as positioned currently.

Laughing at the winds, Vorelle moves to AI-17. Doing so sets her to walking through the reach of Fire-Ent A. It lashes out to strike at her CMD44 belt. It beats a CMD37 and fails to destroy any of the ranger's gear. Whew!

Malgant takes out a huge swath of stone wall, exposing the Keybearer and removing its cover, relative to him.

Aztyr, casts Mage's Sword and hits the Keybearer, inflicting 17 damage.

Sir Josh draws his sword and maneuvers toward Fire-ent 8. As he approaches, he moves in its threatened area, triggering its readied attack AND offering his foe an attack of opportunity to attack Josh's CMD37 belt! Readied attack hits CMD27, a miss, and the AoO hits CMD32, also a miss! Sir Josh swings and connects, inflicting 27 slashing damage.

Vauhwyt and her magic weapon flank Fire-ent A and destroy it utterly!

OTHERS Acts

Fire-ents 1-7 and A and B are dead.

Fire-ent 8 lashes out twice at Sir Josh's gear. One wooden limb connects vs CMD44, destroying Sir Josh's magic belt!

Cover ruined to the east; cover ruined to the west; enemies in both directions blocking any escape! The Keybearer surely feels its danger keenly. It takes a five foot step away from Mal. It preps a Readied Action.

ENEMY STATUS

Fire-ent 8 is AC18, CMD23. including exhausted.

The keybearer is AC34, 38 with cover. His touch AC is 8, 12 with cover.

Fire-ent 1: DEAD
Fire-ent 2: DEAD
Fire-ent 3: DEAD
Fire-ent 4: DEAD
Fire-ent 5: DEAD
Fire-ent 6: DEAD
Fire-ent 7: DEAD
Fire-ent 8: 27 dam - Exhausted
Fire-ent A: DEAD
Fire-ent B: DEAD
Key-bearer: 175 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena takes 10d6 fire damage each round -- 38 hp in R23, less resistance. There is no save for half damage.

Blah blah blah hurricane blah blah knocked over.

At the end of Round 23, the only medium size creature in the wind is Vorelle, Jass is incorporeal and Josh is on William.

Vorelle's strength continues to hold her up.

Here is the Map at the end of Round 23, start of Round 24.

Map Notes: Blah blah funky mirror effects above and especially around the edges.

Please post for Round 24 now.

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+24=27 ; d20+24=31 ; d20+19=27 ; d20+14=24 ; d20+9=26 ; d20+9=14 ; d10+19=21 ; d10+19=27 ; d10+19=26 ; d10+19=20 ; d10+19=24 ; d20+25=38 ; d6+8=14 ; d20+22=26 ; d20+22=33 ; d6+8=9 ; d6+8=11 ;
Monday December 3rd, 2012 2:12:49 PM

Sir Joshua is now down a belt (But which one o' devious DM? Since it wasn't stated (as he has 2, one is slot less), I'll assume it was the slot less one, my belt that gave me +4 Constitution, thus lowering my hps and Fort save...)...

... but he's undeterred by this setback... Face to face with the last one, he uses his full set of attacks and slices it into smaller wooden pieces... (Full attack with Bastard Sword +1 Holy Ghost Touch, does Slashing damage, forgot to add +1 since mounted)

DM - I'm assuming that the creature is not evil? if it is, my holy weapon does extra damage...)

Attack 1 = Hit AC 28 for 21
Attack 2 (since hasted) = Hit AC 32 for 27
Attack 3 - Hit AC 28 for 26
Attack 4 - Hit AC 25 for 20
Attack 5 - Critical Hit (check = 15 so probably not?) for 24

ALL 5 attacks hit with slashing - 21+27+26+20+24 = 118

William also bites and kicks at this annoying tree that tried to hurt its master...

Bite = Hit AC 38 for 14
Hoof 1 = Hit AC 26 for 9
Hoof 2 = Hit AC 33 for 11

All 3 hit too, doing 34 pts of damage
______
SJ - 129/213 (48 hps damage due to fire, 36 due to loss of Con belt)
William - 140/158 hps (18 hps damage to due to fire)
AC down by 3 due to Instant Armor (36/41 Touch)
Lost his slot less belt (Con +4) - so Con down to 12 = hps down by 36 pts due to loss, and Fort Save down by 2 also

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 2 LOH
5. GMW +5 on Lance
6. instant Armor (18/18 minutes)


DM Cayzle - Round 24 
Monday December 3rd, 2012 3:25:17 PM


OOC to Sir Josh ... losing the belt buckle is fine. The monster topples as a result of your attack!

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+10/223(177){213} hp Malgant Winterborn  d20+33=38 ; d20+33=41 ; d20+33=46 ; d20+28=33 ; d20+23=38 ; d20+18=21 ; 2d6+33=41 ; 2d6+33=39 ; 2d6+33=35 ; 2d6+33=37 ; d20+33=46 ; 2d6+33=38 ;
Monday December 3rd, 2012 3:51:11 PM

Malgant knows this to be a divine caster and knows what kind of nastiness the ent could be preparing. Regardless of the risks he cannot allow the thing to heal itself again and so unleashes another flurry of blows against it.
Power attack, Flurry of Blows, All attacks are good, holy, magic, blunt and ghost touch
Attack 1 Hits AC 38 for 41 damage -10 DR = 31
Flurry Hits AC 41 for 39 damage -10 DR =29
Haste Hits AC 46 for 35 damage -10 DR =25
Attack 2 misses
Attack 3 Hits AC 38 for 37 damage -10 DR =27
Attack 4 misses
AoO if needed hits AC 46 for 38 damage -10 DR =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
Weapon of Awe 18 minute duration CL 18
Haste 28 round duration CL 18
Righteous Might 10 round duration CL 18 (DR 10 vs Evil)
Divine Power 11 round duration CL18
3 of 6 lesser rod of extend used.
War domian 2/8 rounds used

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 117/164 (12 nonlethal)]  d20+31=47 ; 2d6+13=18 ;
Monday December 3rd, 2012 5:52:32 PM

Vorelle moves closer to the Keybearer, moving through Vauhwyt's square in an attempt to hid from the inevitable counterattack.

[Move to AG-15, going through Vauhwyt. Not sure whether cover from an ally counts for AoO purposes, but hey, it's worth a shot.]

Once (finally!) adjacent to her foe, Vorelle swings her axe, using her Vital Strike ability to do extra damage.

[Hit AC 47 for 18 damage. This is, of course, assuming that its creature type is still Plant.]

[OOC: And who takes Plant as a Favored Enemy, anyway? Well played, DM Cayzle. Well played. :)]

Vauhwyt (HP 119 of 147, AC43; Mookie HP 30 of 73) Sub/Al  d3=3 ; d20+29=49 ; d20+29=45 ; d20+21=33 ; d20+21=38 ; d20+14=16 ; d20+29=43 ; d6+10=13 ; d6+10=13 ; d6+10=15 ; 5d6=17 ; 5d6=16 ; 5d6=14 ; d4+3=5 ; d4+3=6 ; 3d6=10 ;
Monday December 3rd, 2012 5:54:56 PM


Scratching and clawing. Raw and undisguised brutality. That's what they were down to. Vauhwyt moves five feet to the north, creating a path for Vorelle to move in. then she launches an attack on the keybearer, scoring a critical hit upon it.

"I'm not feeling so well in here, Boss," whines Mookie from inside the pouch. "I need healing."

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

5ft Step to the North / Full Attack on Keybearer

Armor Spikes Hit Keybearer AC49 (Threat 43/Pass), AC45
Damage 13+15Crit+17Sneak = 45 - 10DR = 35hp
Damage 13+16Sneak = 29 -10DR = 19hp
Paws Hit Keybearer AC33/Miss, AC38
Damage 5+10+17Sneak = 32hp
Twilight Knife Hit Keybearer 16/Miss

Total Damage = 86hp

Positions: AG&AH/15&16 (5ft 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 (06/18r CL18)
Haste-From Aztyr (28/36r)
Twilight Knife (13/18r CL18)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5

Spells cast on Mookie:
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
Used 1 Hero Point

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

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nnmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Full Attack (+2 Flanking, +2 Heroism, -3 Loss of Belt Sneak = 5d6)
===========
Armor Spikes x2 +25+1d3 / Damage 1d6+7+1d3
Paws x2 +20 / Damage 1d4+3+3d6
Twilight Knife +14 / Damage 1d4 4d6Sneak

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 117/164 (12 nonlethal)] 
Monday December 3rd, 2012 5:55:05 PM

[Oh, I'm assuming I'm in the lee of the wall and don't need to make Strength checks. Let me know if I'm mistaken.]

DM Cayzle - Round 24 
Monday December 3rd, 2012 6:13:51 PM

Extra: Malgant, you triggered its readied action: The use of its Tower Shield as a standard action to defeat all attacks from the same direction. None of your attacks succeed, because the gigantic ent has total cover.

Vauhwyt, I'm inclined to rule that your Twilight Knife also cannot flank or attack the ent. Although it has no cover with respect to you, it will have total cover to your Knife should you attack. On the flip side, seeing as it is using its shield to stop all of Mal's attacks, it is not using its shield for AC, and therefore its AC drops from 34 to 25 vs your attacks. Your DM would be forever grateful if you rechecked your math for a lower AC, no flanking bonus, no Twilight Knife.

Vorelle, you need not fear the wind in your current spot! And vs you too the giant ent is only AC25 this round.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+10/223(177){213} hp Malgant Winterborn 
Monday December 3rd, 2012 6:40:47 PM

OOC
If it does that and I can't attack it I attack the shield instead. Let me kjnow how I need to change my rolls.
Vauhwyt, you know Mookie can use his wand if he is in humanoid form to heal himself right?

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 159/169  d20+29=38 ; 4d6+3=15 ; d4+1=3 ; d4+1=4 ; d4+1=3 ; d4+1=4 ; d4+1=2 ;
Monday December 3rd, 2012 7:07:34 PM

Aztyr's Mage Sword swings away again at the Keybearer.
Attack 38, damage 15 (force damage)

Aztyr points her finger and unleashes a stream of Magic Missiles, after focusing it through the Rod of Lesser Empower.
Damage 4,6,4,6,3

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 18 rounds
Haste, Duration 30 rounds
Mage Sword, Duration 18 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 30 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 1/3
Ectoplasmic, Greater 3/3

DM Cayzle - Round 24 
Monday December 3rd, 2012 7:31:53 PM

Mal, your first attack is lost. The rest can be made against the shield.

Your other attacks CAN certainly be made to sunder the shield. First instead of an attack roll, make a CMB roll against the Keybearer's CMD44. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver. If you survive the AoO and the sunder succeeds, then you apply damage.

Keep energy damage separate from physical damage. For physical damage (except admantine weapons) subtract Hardness 15 and apply the damage. For energy damage, sum all the damage (except fire -- immune to fire), divide by two, and then subtract hardness. The combined result is the damage you do to the shield.

This shield, a +5 gargantuan darkwood shield, has 130 hp.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 171+10/223(177){213} hp Malgant Winterborn 
Monday December 3rd, 2012 9:32:55 PM

OOC
Yeah I forgot about the AoO, meaning he will destroy more gear while I barely scratch the shield. I hope Vauhwyt and Vorelle get him from the other side.

Vauhwyt (HP 119 of 147, AC43; Mookie HP 30 of 73) Sub/Al 
Tuesday December 4th, 2012 5:54:04 AM


OoC: Can the Keybearer take an AoO when using the Tower Shield as Total Cover? Wouldn't Total Cover work both ways? Wouldn't Mal have Total Cover against the Keybearer also, thus preventing any AoO's from that direction? So, Mal's first attack would trigger the use of the Tower Shield as cover, but the remainder of the attacks would be used as Sunder attempts without AoO's. Correct? (Which, of course, would be different next round when the Keybearer chooses again how the shield is to be deployed.)

Brahmah 89/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  3d10=21 ;
Tuesday December 4th, 2012 6:30:47 AM

Brahmah moves to AK15 and calls his last bolt. (21 electrical damage, about time!)
----------------------------------
Conditions/Other:

Belt gone.
Cloak gone.

-3 on AC and Touch AC, attacks and damage... oh yeah, and to related skills and CMD (40) and CMB (23)
-5 Will save
-8 Fort save
-8 Ref save
down 54 hps

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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30 (Brahmah and Polo)
Spider Climb (tattoo, cast on round 19?)

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)
Defender weapons

Hero Points: 4/7
Hero Points Spent: 3
------------------
Polo's HPS : -5/115

Vauhwyt (HP 119 of 147, AC43; Mookie HP 30 of 73) Sub/Al  d4+3=5 ; 3d6=14 ;
Tuesday December 4th, 2012 8:28:19 AM



OoC: BTW, here's the new math w/no flanking and AC25.

Armor Spikes Hit Keybearer AC49 (Threat 43/Pass), AC45
Damage 13+15Crit = 28 - 10DR = 18hp
Damage 13 = 13 -10DR = 3hp
Paws Hit Keybearer AC33, AC38
Damage 5+10 = 15hp
Damage 5+14 = 19hp

Total Damage = 55hp

BBTW, a Disintegrate on the Tower Shield would be nice.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 215/206)  d20+14=27 ; d100=19 ; d100=76 ; 20d6=64 ; 10d6=44 ;
Tuesday December 4th, 2012 9:45:14 AM

ooc: Al read my mind, however, after I rolled, I realized that the Tower Shield would use the Treent's Fort Save and thus easily save against the Disintegrate. I decided to go another route...

.................

Jass, the small humanoid water elemental and living ghost, lets the fire and wind swarm around him.

The Keybearer, always one step ahead of the power and type of any spell that Jass READIES, makes the sorcerer realize that trying to counter the giant fiery weapons-wielding ent is like trying to drain the ocean with a pail. "So I gotta do something more direct, eh?" he says to himself. "And the faster we can get this done, the faster we get out of the fire and wind!"

The words are immediately lost in the howling wind, but the sorcerer doesn't seem to mind. He begins to call forth power, more power than he has ever been able to conjure in the past. Heaving up from the firey floor, two collossal pillars of rock and earth tower into the sky; one from under the feet of Malgant, and the other from under the feet of Vauhwyt and Vorelle. Sweat breaks out on Jass' face as the rocks blink in an out of reality before heroically solidifying on the physical plane. Gifted with magical movement, the two rock formations slam together upon the Keybearer like two hands against a fly!

....Actions

Fire: 38 damage - non magical no effect
Wind: non magical no effect
Move: stay at AL,21
Cast: Clashing Rocks 2 Colossal Rocks 1@ AA13/AA17/W13/W17 2@ AH13/AH17/AM13AM17
Touch Attack 27 Corporal 19% reroll Hero Point 76% success!
Damage; 64 (no save), knocked prone (no save)
Reflex DC 28 or buried as a Cave-In
Malgant, Vorelle, and Vauhwyt 44 damage and knocked prone; Reflex DC 28 for 22 damage and keep standing.

Clashing Rocks: You must make a ranged touch attack to hit the target with the rocks. The clashing rocks ignore concealment and cover, and if there is a solid barrier between the target and either of the clashing rocks, the spell has a +28 bonus on the Strength check to burst through the barrier and continue unimpeded to the target. The target takes 20d6 points of bludgeoning damage and is knocked prone, no saving throw. If the target fails a Reflex saving throw, it is also buried under the resulting rubble as if by a cave-in.
If the clashing rocks miss the target, the target still takes 10d6 points of bludgeoning damage from falling rocks and is knocked prone. A successful Reflex save reduces this damage to half and the target remains standing. Creatures other than the target that occupy the spaces where the clashing rocks appear or within their path (30 feet wide, 30 feet high, and up to 60 feet long) must also make Reflex saves or take 10d6 points of bludgeoning damage and be knocked prone (save for half and remain standing).


.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them
Incorporal: 10/18 rounds; immune to non-magical attacks; half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects.

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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 10/18 rounds; +1 AC, Reflex, +30' feet move

Polymorph:[CL18] 17/18min; 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.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 2 2 5 1 3 2 1
}

Vauhwyt (HP 119 of 147, AC43; Mookie HP 30 of 73) Sub/Al  d20+17=23 ;
Tuesday December 4th, 2012 10:10:21 AM


Reflex 23 Fail. Prone. Take 22hp.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Tuesday December 4th, 2012 2:33:44 PM

(Checking in.... I don't think we've "completed" the round yet? It seems like after SJ killed the one Ent, we only have one left + the key bearer?)

DM Cayzle - Round 24 
Tuesday December 4th, 2012 2:53:49 PM


I made the last official DM post yesterday at 1 pm. Now I have to find time to write today's! Seems to me that all the players have posted, so it's on me! Sorry for the delay.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 147/223(177){213} hp Malgant Winterborn  d20+13=14 ;
Tuesday December 4th, 2012 4:13:21 PM

Reflex save 14 take 44 damage minus 10 for stoneskin, knocked prone

Vauhwyt (HP 119 of 147, AC43; Mookie HP 30 of 73) Sub/Al  d20+16=21 ;
Tuesday December 4th, 2012 5:20:40 PM


OoC: Oops, Vauhwyt too. Should be 44 damage and prone.

Does Mookie automatically fail his save? Being in Vauhwyt's pouch? Even if he gets one, he fails and dies.

Kind Sweet DM Cayzle 
Tuesday December 4th, 2012 5:54:11 PM

If there are reflex saves, then evasion and improved evasion should reduce/block damage? That might save Mookie. Plus damage reduction (Celestial Mookie, Fluid Form Vauhwyt?) And you all do still have that Mass Fly, right? You can'e be knocked prone if you are Flying, and per Aztyr's example, if you are large you don't even need to make a Fly check unless you try to move north against the wind.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 147/223(177){213} hp Malgant Winterborn 
Tuesday December 4th, 2012 6:19:00 PM

OOC
Yes, but we weren't flying and the spell description pretty much buries you in rock. If we were over 30 ' up( out of the spell's radius) we wouldn't be worrying about attacking long tall and woody becasue we would be out of range. So we pretty much take the hit.

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 117/164 (12 nonlethal)]  d20+24=32 ;
Tuesday December 4th, 2012 6:56:25 PM

[Vorelle makes her save against the cave-in, and takes no damage due to Evasion.]

DM Cayzle - Round 25  d20=8 ; d20+13=33 ; d20+13=15 ; d20+28=40 ; 10d6(4+4+5+2+4+5+3+5+5+6)=43
Tuesday December 4th, 2012 6:57:22 PM


Actions in Round 24

HEROES Act

Sir Josh continues his relentless attack on Fire-Ent 8, and in a flurry of slashes and hooves, it goes down! Only the Keybearer remains!

Malgant's first swing triggers the Keybearer's readied use of his tower shield, and that blocks the attack. OOC: Mal, if you want to take the rest of your attacks as sunders on the shield, feel free. Yes, your provoke AoOs doing so, but behind his cover, the Keybearer cannot take advantage of the holes in your defense. The Keybearer is CMD44, the shield has hardness 15 and 130 hp.

Aztyr uses her sword and missiles of pure arcane force to inflict 38 damage on the Keybearer.

Brahmah moves east ansd then north, circling wide around the Keybearer. Your DM rolls a Str check vs DC10 to move north, and that is not a problem. Brahmah calls down a bolt of lightning. The ent's natural 20 reduces the damage by half.

Vorelle moves in toward the ent, using her large friend to shelter her form AoOs provoked by movement. She hits for 18 damage.

Vauhwyt inflicts 55 damage to the ent with her paws and spikes.

The incorporeal Jass casts the most corporeal of spells, and the clashing rocks rise up and fall very hard on the ent. It takes 64 damage and falls prone. It makes a reflex save vs DC28, with its +13 on such saves ... a 15! It fails! It is buried! ...

... Um, Jass, what does that mean? Can a buried person free itself? Can it take actions? Help! So far as I can tell by the rules, the ent cannot unbury itself and is trapped. It takes 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check each minute. If it fails, he takes 1d6 points of lethal damage each minute until freed or dead. That measn it has total cover with regard to everybody. I'll assume that it can make actions as if grappled, and that it cannot "escape from the grapple."

The earth-shattering spell also may affect Mal, Vorelle, and Vauhwyt!

Laughing at the winds, moves to AI-17. Doing so sets her to walking through the reach of Fire-Ent A. It lashes out to strike at her CMD44 belt. It beats a CMD37 and fails to destroy any of the ranger's gear. Whew!

Aztyr, casts Mage's Sword and hits the Keybearer, inflicting 17 damage.

OTHERS Acts

All Fire-ents except the Keybearer are dead.

The Keybearer is burried under tons of rubble. You cannot see it or the key it yet retains. The Keybearerer is GRAPPLED by the rubble:

Grappled creatures cannot move and take a --4 penalty to Dexterity. A grappled creature takes a --2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

Unless someone has a rule for me in this situation, I'll use the save DC as the rubble's CMB, for a Concentration check needed of 38+spell level to successfully cast. His caster level is 16, he has a +8 from wisdom, and +4 from combat casting, so his concentration check is at +28. He rolls a d20+28 vs DC38+5=43, and rolls a 40! The spell is lost! He remains unseen under the rubble.

ENEMY STATUS: Key-bearer: 370 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena takes 10d6 fire damage each round -- a VERY HOT 43 hp in R24, less resistance. There is no save for half damage.

Blah blah blah hurricane blah blah knocked over.

At the end of Round 24, the only medium size creature in the wind is Vorelle, Jass is incorporeal and Josh is on William.

Vorelle will need to make a Str check next round vs the wind if she stays where she is.

Here is the Map at the end of Round 24, start of Round 25.

Map Notes: Blah blah funky mirror effects above and especially around the edges.

Please post for Round 25 now.

Sir Joshua the Virtuous (Ken), DR 5/evil  9d6=31 ; 9d6=26 ;
Tuesday December 4th, 2012 7:11:18 PM

For now, there is only one opponent left and he seems buried under an incredible amount of rock... Sir Joshua takes the moment to lay hands on both himself (31) and William (26)... They also do take a bit of damage from the fire (13 each)

WIlliam also moves towards AN/AO 21/22, and the two keep watch on the exit, making sure no more unfriendlies enter the chamber...

_________

SJ - 147/213 (30 hps damage due to fire, 36 due to loss of Con belt)
William - 153/158 hps (5 hps damage to due to fire)
AC down by 3 due to Instant Armor (36/41 Touch)
Lost his slot less belt (Con +4) - so Con down to 12 = hps down by 36 pts due to loss, and Fort Save down by 2 also

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 4/17 LOH
5. GMW +5 on Lance
6. instant Armor (18/18 minutes)



Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 151/169 
Tuesday December 4th, 2012 8:27:41 PM

*Let me know when you want the rubble removed, why don't people heal up a bit before we do so though."
Aztyr puts the meta rod away, and pulls the staff from her back.

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 16 rounds
Haste, Duration 28 rounds
Mage Sword, Duration 16 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 28 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 1/3
Ectoplasmic, Greater 3/3

Brahmah 89/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+6=17 ; d20+6=9 ;
Wednesday December 5th, 2012 6:53:49 AM

Not able to do much other than attempt to dig about in the rubble for friends, Brahmah takes that option. Seeing the remaining foes are dead or dying, he begins digging.

(OOC: Just a reminder. Brahmah has Spider Climb up. It was never explained whether it helps against the wind. I seem to remember asking that rounds ago.)

Preemptive wind str roll 17. (ignore the second roll)
----------------------------------
Conditions/Other:

Belt gone.
Cloak gone.

-3 on AC and Touch AC, attacks and damage... oh yeah, and to related skills and CMD (40) and CMB (23)
-5 Will save
-8 Fort save
-8 Ref save
down 54 hps

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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30 (Brahmah and Polo)
Spider Climb (tattoo, cast on round 19?)

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)
Defender weapons

Hero Points: 4/7
Hero Points Spent: 3
------------------
Polo's HPS : -5/115

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 215/206)  d20+15=28 ; d100=35 ;
Wednesday December 5th, 2012 10:03:24 AM

ooc: All ents are dead but Ent A did an AOO on Atzyr???

ooc: The way I read it in Cave Ins and Collapses, a being who is buried can't do any action other than attempt to free himself with a DC 25 Strength check. I'm anticipating that a DC25 Strength check for something like the Keybearer is gonna be pretty easy for him.

.......................

Jass, the small humanoid water elemental and living ghost, lets the fire and wind swarm around him, and cringes at the effects his spell has wrought! He calls in the Telepathic Link: "I thought that you all were better at dodging than that. Sorry, my friends! I think a withdrawl to a water portal and healing up is very necessary for you others, eh? I suggest the near portal since we know that is safe."

Jass drifts closer to the rubble pile and READIES a Disintegrate Ray just in case the Keybearer bursts from the rubble. "The Fire Ent is strong, so I expect it can easily free itself! I wouldn't help it dig out if I were you."

....Actions

Fire: 43 damage - non magical no effect
Wind: non magical no effect
Move: AH,19
Cast: READY Disintegrate AC 28 35% not affect physical wold :-(

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them
Incorporal: 9/18 rounds; immune to non-magical attacks; half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects.

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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 9/18 rounds; +1 AC, Reflex, +30' feet move

Polymorph:[CL18] 17/18min; 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.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 2 2 5 1 3 2 1
}

Vauhwyt (HP 119 of 147, AC43; Mookie HP 30 of 73) Sub/Al 
Wednesday December 5th, 2012 10:15:57 AM


OoC: Heh. We were. Until our magic items were sundered.

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 104/164 (12 nonlethal)]  d20+31=49 ; 2d6+13=21 ; d20+8=20
Wednesday December 5th, 2012 11:30:34 AM

Vorelle is injured, but not that badly. She is unaffected by Jass's spell, or the cave-in.

Unfortunately, all she can think to do is jump up and down on the rubble, to further squash the Keybearer, and that strikes her as undignified. And not terribly useful.

She readies an action to chop--with Vital Strike--at the Keybearer, if it succeeds in freeing itself.

[If the ready goes off, hit AC 49 for 21 damage.]

Round 25 Strength check: 20

Vauhwyt (HP 72 of 147, AC43; Mookie HP 5 of 73) Sub/Al 
Wednesday December 5th, 2012 4:14:51 PM


"Boss, I'm dyin' in here." Feeling his life slip away for the second time in a matter of weeks, the blackbird familiar means the words quite literally.

"Come on out, Mookie," Vauhwyt thinks in reply. "You're not going to get any healing in there. But not too far out. Stick your head out."

One look at her companion bird reveals the full extent of his injuries.

"I can't stay," Vauhwyt announces. "Another sweep of fire like that and Mookie's done for." Immediate emergency healing would have to come from Malgant. But that might best wait till they're all out of the fire. Vauhwyt makes a decision.

"I'm going through the other portal. It's best if you concentrate on getting the next key. And we need to send someone through the portal eventually anyway."

Without rising from her prone state, Vauhwyt flies across the burning sward. Propelled by Aztyr's Haste spell, she closes the distance quite quickly. As she goes, Vauhwyt takes a magic healing wand from her haversack. Then, glowing like a fiery green torch, Vauhwyt plunges into the water portal.

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

Damage Vauhwyt: 44 - 10DRSlashing from Fluid Form + 13Fire = 47hp Now at 72hp
Damage Mookie: 44 - 22Improved Evasion - 10DREvil + 13Fire = 25hp Now at 5hp

Fly (prone) into the eastern water portal / Take out Wand of CMW as Move Equivalent Action.

Positions: ??? (70-75ft Move out of 90 w/Haste and Fly) (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 (05/18r CL18)
Haste-From Aztyr (27/36r)
Twilight Knife (12/18r CL18)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5

Spells cast on Mookie:
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
Used 1 Hero Point

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

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nnmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Full Attack (+2 Flanking, +2 Heroism, -3 Loss of Belt Sneak = 5d6)
===========
Armor Spikes x2 +25+1d3 / Damage 1d6+7+1d3
Paws x2 +20 / Damage 1d4+3+3d6
Twilight Knife +14 / Damage 1d4 4d6Sneak

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 147/223(177){213} hp Malgant Winterborn 
Wednesday December 5th, 2012 4:55:36 PM

OOC
Do NOT remove those dead ents full of loot. Some of us will need those strength belts they are wearing.
I'm not buried right? Only the target gets buried right? The rest of us just got abused by the fallout?

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 147/223(177){213} hp Malgant Winterborn  d20+22=33
Wednesday December 5th, 2012 5:10:22 PM

Malgant rolls to his feet and readies himself to cancel the Fire eEnt's Heal spell as it is cast. Malgant is sure that is what the creature was attempting when it was buried and he figures it will try again as soon as it frees itself.
" Anyone not busy can loot some of those dead Ents for the gear they had. I am sure it will be useful to us."
Stand up
Ready greater dispel magic as a counterspell. dispel check of 33

Malgant's Spell List

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
Weapon of Awe 18 minute duration CL 18
Stoneskin 80 of 90 DR remaining CL9 from wand
Haste 27 round duration CL 18
Righteous Might 9 round duration CL 18 (DR 10 vs Evil)
Divine Power 10 round duration CL18
3 of 6 lesser rod of extend used.
War domian 2/8 rounds used

DM Cayzle - Round 26 
Wednesday December 5th, 2012 7:33:53 PM

Actions in Round 25

HEROES Act

Sir Josh cures himself and William as he stands watch over the other watery portal. Josh, if you are trying to peek through the watery gate, make a perception check at -20, with another -1 for every five ft you are from it.

Aztyr swaps items in and out of storage.

Brahmah moves north and west toward the rubble heap, resisting the wind easily with his sticky hands and great strength. He starts to clear some rubble -- it is a big job!

The incorporeal Jass offers some wise advice, and then readies an attack spell should the last ent rise from the rubble.

Vorelle also readies an attck in the event that the ent emerges.

Vauhwyt, seeking relief for her smouldering familiar, takes a mad dash right into the unexplored watery gate! Her sprint sends her and Mookie into cool blissful liquid. The liontaur draws a wand as she sprints.

She finds herself in a watery passageway identical to the one through which she passed earlier. It is 100 ft long and 15x15 wide and high. She is 90 ft from the far exit.

Malgant stands and readies a greater dispel to stop the enemy spell he is sure is coming.

OTHERS Acts

Nothing happens that you can see. The Keybearer is burried under tons of rubble. You cannot see it or the key it yet retains. The Keybearerer is GRAPPLED by the rubble: His concentration check is at +28, and he can cast vs a concentration DC38+spell level.

ENEMY STATUS: Key-bearer: 370 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena -- not Jass, not Vauwhyt -- takes 10d6 fire damage each round -- 38 hp in R25, less resistance. There is no save for half damage.

Blah blah blah hurricane blah blah knocked over. Vorelle is not knocked over.

Here is the Map at the end of Round 25, start of Round 26.

Map Notes: Blah blah funky mirror effects above and especially around the edges.

Please post for Round 26 now.

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 148/169 
Wednesday December 5th, 2012 7:47:20 PM

Aztyr flys to the nearest treant corpse and will loot it of any gear.
She also calls the Mage Sword to her location, keeping it with in range easily.

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 13 rounds
Haste, Duration 27 rounds
Mage Sword, Duration 15 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 27 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 1/3
Ectoplasmic, Greater 3/3

DM Cayzle - Round 26 
Wednesday December 5th, 2012 9:32:17 PM

OOC to Aztyr: With your Arcane Sight, you can see that only Fire-Ents A and B had any magic gear. They each had a belt and a cloak. One has a pouch with one potion vial; the other has five vials.

Jass of Downs (SteveK)(AC 36, Touch 20, Flat 31; HP 215/206) 
Wednesday December 5th, 2012 10:34:13 PM

Jass, the small humanoid water elemental and living ghost, lets the fire and wind swarm around him.

"Looks like someone needs to take a look, eh?" He looks for Atzyr. "Can you create a Move Earth spell or something?"

....Actions

Fire: 43 damage - non magical no effect
Wind: non magical no effect
Move: AH,19
Cast: READY Disintegrate AC 28 35% not affect physical wold :-(

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them
Incorporal: 8/18 rounds; immune to non-magical attacks; half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects.

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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 8/18 rounds; +1 AC, Reflex, +30' feet move

Polymorph:[CL18] 17/18min; 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.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 2 2 5 1 3 2 1
}

Brahmah 68/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Thursday December 6th, 2012 5:49:00 AM

(Takes 21 damage from last round and this one, total... hit points are getting dicey for Brahmah, especially if there are going to be fights later.)

"Can't we wish that key out or turn the stone to mud or anything?!" He continues to dig.
----------------------------------
Conditions/Other:

Belt gone.
Cloak gone.

-3 on AC and Touch AC, attacks and damage... oh yeah, and to related skills and CMD (40) and CMB (23)
-5 Will save
-8 Fort save
-8 Ref save
down 54 hps

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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30 (Brahmah and Polo)
Spider Climb (tattoo, cast on round 19?)

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)
Defender weapons

Hero Points: 4/7
Hero Points Spent: 3
------------------
Polo's HPS : -5/115

Vauhwyt (HP 72 of 147, AC43; Mookie HP 5 of 73) Sub/Al  2d8+3=11 ;
Thursday December 6th, 2012 9:07:40 AM


Looks all clear. There was, of course, the chance that it wasn't. But life is about picking chances, and Vauhwyt had betted that the water environments were all nothing more than passageways to the other environments. What had Jangle said? ... there are four elements. And three keys. And two teams. And one talisman. Gather the keys, fetch the talisman ... He also said, ... You need three keys to unlock the Talisman ...

These things flash through Vauhwyt's mind at the speed of thought.

That would place the third key in the air environment, and the talisman itself in an entirely, as of yet, unknown environment that will very likely be unlocked with the aid of the three keys.

But, if that's true, then the other team is also likely in the air environment as well. They may have taken the key there and decided to wait and set up an ambush, knowing that we must come to them at some time - they, conserving their resources while we expend ours. Or, possibly, they've already taken their key and moved on to the earth environment.

The truth would be known soon enough. But, in the meantime ... Vauhwyt triggers the healing wand and touches Mookie. The difference isn't that great, but the small bird, now both red and black from burns and blisters, heaves a sigh of relief.

"Hang on, Mookie. We're going back for a bit." The liontaur wills herself to fly back out through the portal.

"Portal is clear," she announces to the other Blackbird Lakers through the Telepathic Bond. "It's another water tunnel. More thoughts on that later. But I think we need to use extreme caution from now on." Then Vauhwyt zips back in through the portal before the fires can take herself and Mookie once again.

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

UMD Autosuccess to use Wand of CMW
CMW Heal Mookie for 11hp

Move action to go out and back in. Still prone.

Positions: 10ft into Portal (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 (04/18r CL18)
Haste-From Aztyr (26/36r)
Twilight Knife (11/18r CL18)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5

Spells cast on Mookie:
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
Used 1 Hero Point
Wand of CMW 48/50

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

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nnmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Full Attack (+2 Flanking, +2 Heroism, -3 Loss of Belt Sneak = 5d6)
===========
Armor Spikes x2 +25+1d3 / Damage 1d6+7+1d3
Paws x2 +20 / Damage 1d4+3+3d6
Twilight Knife +14 / Damage 1d4 4d6Sneak

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+20=31 ;
Thursday December 6th, 2012 12:40:03 PM

While the others concentrate on either scouting out the portal or clearing, rubble, Sir Joshua and WIlliam sprint over to the closest ent that's not been searched yet (whichever one Aztyr didn't search) and he grabs the belt and whatever else appears magic or valuable...

Perception = 31
________

SJ - 139/213 (38 hps damage due to fire, 36 due to loss of Con belt)
William - 145/158 hps (13 hps damage to due to fire)
AC down by 3 due to Instant Armor (36/41 Touch)
Lost his slot less belt (Con +4) - so Con down to 12 = hps down by 36 pts due to loss, and Fort Save down by 2 also

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 4/17 LOH
5. GMW +5 on Lance
6. instant Armor (18/18 minutes)

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 126/223(177){213} hp Malgant Winterborn 
Thursday December 6th, 2012 5:07:12 PM

OOC
Vauhwyt, the water tunnels are another plane... you are talking to yourself.
IC
" Keep digging Brahmah. When you see any sign of the ent under here stop and we will poke it until it stops moving and then dig out the key."
Malgant gives up his vigil of holding a dispel and begins using his holy size and strength to move the rubble off of the ent. He is prepared to slam it with a vital strike if and when he see's the massive creature.

Highlight to display spoiler: {Characters who aren't buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs 1 ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. A buried character can attempt to free himself with a DC 25 Strength check.}

Malgant can move 14,000 pounds in a minute at his current size and strength ( which will last about another minute. Alternatively he can move 1400 pounds per round which is likely a more useful number for this instance. Brahmah( whose sheet I can no longer access) will have to figure out his own excavating ability. Remember to multiply by your size.

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
Weapon of Awe 18 minute duration CL 18
Stoneskin 80 of 90 DR remaining CL9 from wand
Haste 26 round duration CL 18
Righteous Might 8 round duration CL 18 (DR 10 vs Evil)
Divine Power 9 round duration CL18
3 of 6 lesser rod of extend used.
War domian 2/8 rounds used

OOC
Is that greater dispel used since I readied it? I rarely do that and need help figuring it out.

Vauhwyt (HP 72 of 147, AC43; Mookie HP 5 of 73) Sub/Al 
Thursday December 6th, 2012 5:34:35 PM


OoC to Malgant: Read again. Vauhwyt came out of the water tunnel. Spoke. Then went back in.

Oh, and readied spells, if not cast, are not used.

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 126/223(177){213} hp Malgant Winterborn 
Thursday December 6th, 2012 6:38:16 PM

OOC
Missed that, and thanks for the spell update, might need it vs the others.

Cyzle, should we meet the other group, how will initiative order be resolved? Since the Wold doesn't use it.

DM Cayzle - Round 27  d20+9=21 ; 10d6=30 ; d20+8=9 ; d20+8=14 ; d4=3 ; d4=4 ; d4=3 ; d4=3 ; d4=3 ; d4=2 ; d4=4 ; d4=1 ;
Thursday December 6th, 2012 9:13:54 PM


Actions in Round 26

REMINDER about the winds, which continue, seeing as you all (ecept Vorelle) are ignoring the rules: Ranged attacks except siege weapons are impossible. The winds blow from North to South (top of map to bottom of map). All Fly checks are at -12. Creatures large size and smaller who want to move towards the north (against the wind) must make a DC10 Str check or DC20 Fly check to do so. Creatures medium size and smaller must also make a DC15 Str check or are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

HEROES Act

Aztyr seeks to fly to AK15. Flying north requires a Fly check at -12 vs DC20. IIRC, Aztyr is at +9 with the mods. Her DM rolls a 21 - she makes it. SHE ALSO MUST LAND. She finds a magic belt, cloak, and vials in a pouch, and uses a move action to pick up the cloak. The belt and pouch remain on the ent's corpse.

Sir Josh rides William exactly due west (no cehck needed to move west) to AB20, dismounts (your sweet DM allows as a free action; usually a Ride check vs DC20, IIRC), and picks up a cloak. There is a belt and a bag with a potion here too still on the ent's corpse.

The incorporeal Jass readies a combat spell.

Brahmah continues clearing rubble. Last round he cleared X rubble. This round he clears 2xX. It is a big job.

Vauhwyt pops out of the watery gate (move action) delivers her report mentally (free action) and pops back into the watery passageway (move action). Sorry, turns out movement into the gate and popping out is a move action, so to pop in and then back takes two move actions, so no wand use.

Malgant uses a move action to clear rubble, and then a standard action to ready an attack in case the ent pops out. ... no, wait, that's silly. You are NOT takign a readied action. The ent is not coming out

OOC: Your DM finds this cave in business extremely annoying, the rules ambiguous, and the spell frustrating to say the least. The rules clearly intend digging out a person to take minutes, but the rules do not expect huge minotaurs. What if the buried person is TRYING to stay buried? Ugh! Anyway, Mal can move 3/4 of a 5x5x5 volume in a round. Let's just say that a Large character moves 1/6 that amount, to be generous, unless someone wants to do math. Let's say you gotta move 8 5x5x5 cubes of volume to free the ent. Let's say a Large character moves 1/8 of a cube per round, sans tools, 1/4 with tools, moot since you don't have tools. Let's call the amount a large PC can move in a round a "bucket" of rubble. To free the keybearer needs 64 buckets moved total. Mal, you can move 6 buckets per round.

Total buckets moved so far by Mal and Brahmah: 8 of 64. Brahmah moves 1 per round, Mal moves 6. Working together, the two of you will be done in about 8 rounds.

Vorelle fails to act this round, unless I missed it.

OTHERS Acts

Nothing happens that you can see. The Keybearer is burried under tons of rubble. You cannot see it or the key it yet retains. The Keybearerer is GRAPPLED by the rubble: His concentration check is at +28, and he can cast vs a concentration DC38+spell level.

ENEMY STATUS: Key-bearer: 370 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena -- not Jass, not Vauwhyt -- takes 10d6 fire damage each round -- 30 hp in R25, less resistance. There is no save for half damage.

The winds blow! Josh and Vorelle may be affected - they need to make DC15 Str checks to stay on their feet. Both are at +8 based on their sheets, but sundered gear may affect that? For Josh, the DM rolls a nat 1! he is blown away! For Vorelle, the DM rolls a 14! She is blown away! Josh, you are blown 30 ft south and take 10 hp nonlethal damage. Vorelle, you are blown 30 ft south and take 7 hp nonlethal damage. You are both prone!

Here is the Map at the end of Round 26, start of Round 27.

Map Notes: Blah blah funky mirror effects above and especially around the edges.

Please post for Round 27 now.

Vauhwyt (HP 72 of 147, AC43; Mookie HP 5 of 73) Sub/Al 
Thursday December 6th, 2012 9:59:40 PM


OoC to DMCayzle: If that's the case, then Vauhwyt should not have had the action to enter the portal last round. She moved and drew a wand.

Cayzle comments: You can enter the portal as part of a move action. Doing so uses up the rest of that move action. So you can walk up to it and enter as one move action, but movement made after that is the start of a new move action. Sorry this was not clear. There is one exception, but you have not encountered the conditions that would trigger that exception. Also, you can draw a weapon-like object as part of a move. The wand was that.

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 89/164 (19 nonlethal)] 
Friday December 7th, 2012 2:11:33 AM

Another round, another divot.

Vorelle picks herself up and stands, uncertain. There's no way that key is getting uncovered anytime soon. Maybe it would be best to wait things out in the water.

She begins moving toward the water-gate.

[OOC: I hate to mention it, but wind strong enough to fling Vorelle about is probably strong enough to fling some of the rubble about as well.]

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 89/164 (19 nonlethal)]  d20+8=19 ;
Friday December 7th, 2012 2:12:00 AM

Whoops. Strength check 19.

Brahmah 68/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+28=47 ; d20+6=26
Friday December 7th, 2012 3:05:57 AM

OOC: Who else is unable to access my sheet? I'm not sure why Malgant can't. I think, perhaps, when I corrected all those errors, I may have omitted everyone.

Strength check 26, plus Spider Climb.

Brahmah continues to dig.
"This much rubble would kill a stout dragon. I'm sure the fiend beneath it is dead. Can't we spend a wish to arrest the key from it if it's dead? That way, if it is dead, we know because the key will have come to us and we move on. If it doesn't, then we know the ent is still alive and we proceed with more caution and the wish is not wasted."

(Current Strength is 20, Constitution is 18 if it matters)
[OOC: Brahmah will have started digging at center mass, where the mound is highest and presumably easiest to reach the ent. It's just a guess, but if rubble is shifted around rather than away from the ent, it may allow us to get to the quarry without loosening its limbs/appendages.]

47 Perception to spot any sign of the ent under the rubble.

(OOC: If we continue to dig, the fires could stoke fierce and cause Brahmah more damage. Assuming it does an average of 10 damage a round (after resistance), and the digging goes for 8 rounds, Brahmah will not collapse before dying... he has Diehard. Of course the fire seems to be random.)
----------------------------------
Conditions/Other:

Belt gone.
Cloak gone.

-3 on AC and Touch AC, attacks and damage... oh yeah, and to related skills and CMD (40) and CMB (23)
-5 Will save
-8 Fort save
-8 Ref save
down 54 hps

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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30 (Brahmah and Polo)
Spider Climb (tattoo, cast on round 19?)

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)
Defender weapons

Hero Points: 4/7
Hero Points Spent: 3
------------------
Polo's HPS : -5/115

DM Cayzle - Round 26  3d4=8 ; d6=6 ; d6=2 ;
Friday December 7th, 2012 6:24:24 AM

OOC to Jay: Maybe your link is bad in your header? I can access your sheet through the e-mail you sent me, but not if I click on your header.

OOC to Vorelle: Good point. The wind will uncover 1d6 buckets of rubble each round for 3d4 rounds. Here are the last two retroactive rounds:

Wind will remove rubble for 8 rounds total before finishing off the little stuff. First two rounds carried away 6+2 = 8 buckets.

At the end of round 26, total removed is 2 (from Brahmah for two rounds) +6 (Huge Mal for 1 round) +8 (from the wind) = 16 buckets gone out of 64 needed to free the ent.

BTW, the ent has total cover until you remove 64 buckets; after that, he will be free and prone.

Vauhwyt (HP 72 of 147, AC43; Mookie HP 5 of 73) Sub/Al 
Friday December 7th, 2012 8:47:56 AM


That took longer than expected. When she is reunited with the others, she'll have to warn them about the extra time it seems to take to cross through one of these portals. It isn't as simple as going through a door.

But now is time for healing. Vauhwyt reverts to an upright position and then touches Mookie with magic as she had imagined that she had done before.

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

UMD Autosuccess to use Wand of CMW
CMW Heal Mookie for 11hp (from previous post)

And Stand from Prone

Positions: 10ft into Portal (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 (03/18r CL18)
Haste-From Aztyr (25/36r)
Twilight Knife (10/18r CL18)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5

Spells cast on Mookie:
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
Used 1 Hero Point
Wand of CMW 48/50

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

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nnmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Full Attack (+2 Flanking, +2 Heroism, -3 Loss of Belt Sneak = 5d6)
===========
Armor Spikes x2 +25+1d3 / Damage 1d6+7+1d3
Paws x2 +20 / Damage 1d4+3+3d6
Twilight Knife +14 / Damage 1d4 4d6Sneak

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+33=53 ; d20+8=24 ;
Friday December 7th, 2012 12:00:06 PM

William, seeing his master blown south, moves South 15' to be adjacent to SJ...

Sir Joshua, as a standard action takes the rest of the goodies... and then as free action (Fast Mount, Ride Check = 53 (nat'l 20)) hops back on his mount...

William then strains against the wind (Strength = 24) and is able to move back up to AB/AC 18/19, next to the rubble...
__________
SJ - 129/213 (38 hps damage due to fire, 36 due to loss of Con belt, 10 non-lethal)
William - 145/158 hps (13 hps damage to due to fire)
AC down by 3 due to Instant Armor (36/41 Touch)
Lost his slot less belt (Con +4) - so Con down to 12 = hps down by 36 pts due to loss, and Fort Save down by 2 also
Found belt, cloak, bag with potion from ent

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 4/17 LOH
5. GMW +5 on Lance
6. instant Armor (18/18 minutes)

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 251/206) 
Friday December 7th, 2012 12:08:08 PM

Jass, the small humanoid water elemental and living ghost, lets the fire and wind swarm around him. He has no spell to help the digging, nor to cease the wind or fire, nor to find out what the other group is doing. In the past, the old Jass would chalk it up to nothing important needs to happen and lounge until others do their physical jobs. But that was before he realized how important friends are.

Now, the sorcerer chaffs at every delay, frets as another blister appears on skin, more fur singed off. "It's a heavy burden to care about someone other than yourself", he mutters to himself, "and rewarding as well. What's the deal!!??"

The sorcerer lands and casts a spell, turning himself into a Huge Earth Elemental and dismisses his incorporability. "Mind if I lend a hand?" he calls telepathically.

....Actions

Fire: 43 damage - non magical no effect
Wind: non magical no effect
Move: AH,15
Cast: Elemental Body IV: 18/18 min Huge Earth Elemental :Earth. gain +8 STR size bonus, -2 DEX penalty, +4 CON size bonus, +6 natural AC; darkvision 60 feet, the push ability, and the ability to earth glide.

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them
Incorporal: dismissed

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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 7/18 rounds; +1 AC, Reflex, +30' feet move

Polymorph:[CL18] 17/18min; 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.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 2 2 5 1 4 2 1
}

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 148/169 
Friday December 7th, 2012 12:24:39 PM

Aztyr will take the time to gather the belt and pouch, this round. Next round she'll stash them all in her bag of holding. as well as moving towards the other treant with loot.

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 13 rounds
Haste, Duration 26 rounds
Mage Sword, Duration 14 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 26 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 1/3
Ectoplasmic, Greater 3/3

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 126/223(177){213} hp Malgant Winterborn 
Friday December 7th, 2012 3:55:34 PM

OOC
I don't think it was his link. When I clicked on the link it wanted some kind of verification that it gave me a form to fill out to acquire. Myself, I just allow anyone with the link to view the sheet. It isn't national security after all.
Aztyr, Joshua looted the other ent with loot.
May I ask why when a perfectly good mechanic for removing the rubble is offered in the rules for a cave in we are making up Buckets? The mechanic is not vague, it accounts for every size creature, with every strength and whether or not digging tools are available. Making up stuff when it is readily available just seems needlessly complicated.
Anyway...
IC
Malgant clears another 5x5 section of rubble away when Jass appears in the rubble to start clearing some out as well. " Glad to have you. Who would have thought that that the Prayers to the war god would also be useful in excavation eh? Nice spell Jass, he certainly wasn't expecting his own plane to smack him in the head."

DM Cayzle - Round 28  d20+28=39 ; d20+28=29 ; 10d6=43 ;
Friday December 7th, 2012 9:37:31 PM


Actions in Round 27

REMINDER about the winds: They blow from North to South (top of map to bottom of map). All Fly checks are at -12. Creatures large size and smaller who want to move towards the north (against the wind) must make a DC10 Str check or DC20 Fly check to do so. Creatures medium size and smaller must also make a DC15 Str check or are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

HEROES Act

Vorelle stands up and dashes to the water gate, just making it with an inch to spare. Thee, she is just in time to see ....

Vauhwyt uses her wand to cure Mookie.

Brahmah continues clearing rubble. When the rubble is cleared away, he'll see the prone ent..

Sir Josh, you are prone. You stand up, pick up another magic item, and then hop onto Williiam, who comes to your aid. Then your mount carries you back north -- but you have left behind a potion.

The incorporeal Jass becomes corporeal -- as a very solid huge earth elemental. He steps forward and begins to clear some rubble.

Aztyr picks up two more magic items, with a move action for each pick-up.

Malgant continues to dig out his enemy.

OTHERS Acts

Nothing happens that you can see. The Keybearer is burried under tons of rubble. You cannot see it or the key it yet retains. The Keybearerer is GRAPPLED by the rubble: His concentration check is at +28, and he can cast vs a concentration DC38+spell level.

ENEMY STATUS: Key-bearer: 370 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena -- not Vorelle, not Vauwhyt -- takes 10d6 fire damage each round -- 43 hp in R25, less resistance. There is no save for half damage.

The winds blow! no one is affected.

Here is the Map at the end of Round 27, start of Round 28.

Map Notes: Blah blah funky mirror effects above and especially around the edges.

Please post for Round 28 now.


Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 140/169 
Saturday December 8th, 2012 12:50:55 AM

Aztyr will make her way to the other magic carrying ent and will gather up the potion that's left to gather.

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 12 rounds
Haste, Duration 25 rounds
Mage Sword, Duration 13 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 25 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 1/3
Ectoplasmic, Greater 3/3

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 113/223(177){213} hp Malgant Winterborn 
Saturday December 8th, 2012 10:25:09 AM

OOC
If another person were to become "buried" under this rubble and make the Strength check to become free, would that speed the digging Cayzle?

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 89/164 (19 nonlethal)] 
Saturday December 8th, 2012 11:19:22 AM

Of course, the problem with being in the waterworld is that a person can't see what's going on back in fire-and-hurricane land. For the moment, though, Vorelle is good with that. She floats there, preferring the cool touch of the water on her skin to the howling flaming hurricane.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Saturday December 8th, 2012 5:19:30 PM

Sir Joshua, now at the rubble, will bend down to get out of the wind (a huge pile of rubble would naturally provide a windbreak, right? )... and help the others dig and dig through the pile... Also, William stay right behind Sir Joshua, keeping his large bulk against his master and preventing him from being blown away by any wind that does get past...

IF they get a bare glimpse of the key bearer, Sir Joshua will take his sword and start stabbing at it and trying to destroy as much of it as he can...

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 251/206)  d20+15=23 ; d20+15=18 ; 9d6=27 ; 9d6=36 ;
Saturday December 8th, 2012 7:35:44 PM

Jass, the huge earth elemental, shrugs aside most of the fire scorching the ground. The wind is no problem since he is so large now, too.

"Thanks, Malgant, but now he thinks he's going to hide in the rocks until he heals himself up. I don't like that idea!" Jass leans over and his upper body moves through the rock that buries the FireEnt until he is able to touch and see the monster trying to hide in the rock. "Hello, darling! Miss me?" Jass speaks and thinks through the telepathy so he can have an appropriate audience.

Jass casts a spell to drain the grappled Keybearer of his life, and follows up with a second Quickened Vampiric Touch!

....Actions

Fire: 43 damage - 30 Fire Resist = 12 damage
Wind: Huge, no effect
Move: 5' move to AG,17 (upper left corner)
Cast: Vampiric Touch AC 23 Damage 27 (gain 27 temp hp)
Cast: Quickened Vampiric Touch AC 18 Damage 36 (gain 36 temp hp)

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them
Incorporal: dismissed

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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 7/18 rounds; +1 AC, Reflex, +30' feet move

Elemental Body IV: 18/18 min Huge Earth Elemental :Earth. gain +8 STR size bonus, -2 DEX penalty, +4 CON size bonus, +6 natural AC; darkvision 60 feet, the push ability, and the ability to earth glide.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 3 2 5 1 5 2 1
}

Brahmah 50/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+23=39 ; d20+25=27 ; 4d4+24=32 ; d6=4 ; 2d6=7 ; d6=5 ;
Sunday December 9th, 2012 2:22:34 AM

OOC: Oddly, if I click on the link for Brahmah's sheet in the header I can read it. I'll have to take time later this week.

(Takes 13 fire damage, Red Minotaur needs healing badly!)

If he can see the key, he will attempt to remove it. (CMB 39)

If he can't get the key, Brahmah sees the ent under what is left of the remaining rubble and draws his falchion and plunges it into the ent (Vital Stirike, Power Attack, Hits AC 27 vs prone, 32 damage, 4 cold damage, 7 Vicious damage) (Brahmah takes 5 Vicious damage)

----------------------------------
Conditions/Other:

Belt gone.
Cloak gone.

-3 on AC and Touch AC, attacks and damage... oh yeah, and to related skills and CMD (40) and CMB (23)
-5 Will save
-8 Fort save
-8 Ref save
down 54 hps

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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30 (Brahmah and Polo)
Spider Climb (tattoo, cast on round 19?)

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)
Defender weapons

Hero Points: 4/7
Hero Points Spent: 3
------------------
Polo's HPS : -5/115

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 113/223(177){213} hp Malgant Winterborn 
Sunday December 9th, 2012 9:16:23 AM

" Jass, will you be able to grab the key while earth gliding like that? If so grab it and whatever you can that the ent is wearing and lets get going, we will likely need some of his gear to replace our lost gear. Brahmah, if you are that hurt get into the water and wait. I am healing us one time only and we will all need to be together for it. Same for everyone else, keep in mind how much damage the environment IS doing and COULD do and get out of it accordingly, we still have another team to beat and since we haven't met them yet they are likely setting up fortifications. It is what I would do. "
Malgant will dig for another round regardless of what Jass's answer is. If possible he will also use interpose on Jass to protect him since the sorcerer is still carrying their first key.

Malgant's Spell List

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
Weapon of Awe 18 minute duration CL 18
Stoneskin 80 of 90 DR remaining CL9 from wand
Haste 24 round duration CL 18
Righteous Might 6 round duration CL 18 (DR 10 vs Evil)
Divine Power 7 round duration CL18
3 of 6 lesser rod of extend used.
War domian 2/8 rounds used


Vauhwyt (HP 72 of 147, AC43; Mookie HP 25 of 73) Sub/Al  2d8+3=9 ;
Sunday December 9th, 2012 8:39:41 PM


"How are things on the other side, Vorelle?" Vauhwyt casts an eye back to the flickering light beyond the portal before tending to Mookie again.

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

UMD Autosuccess to use Wand of CMW
CMW Heal Mookie for 9hp

And Stand from Prone

Positions: 10ft into Portal (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 (02/18r CL18)
Haste-From Aztyr (24/36r)
Twilight Knife (09/18r CL18)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5

Spells cast on Mookie:
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
Used 1 Hero Point
Wand of CMW 47/50

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

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nnmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Full Attack (+2 Flanking, +2 Heroism, -3 Loss of Belt Sneak = 5d6)
===========
Armor Spikes x2 +25+1d3 / Damage 1d6+7+1d3
Paws x2 +20 / Damage 1d4+3+3d6
Twilight Knife +14 / Damage 1d4 4d6Sneak

Brahmah 50/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Monday December 10th, 2012 4:17:01 AM

OOC: Everyone 'should' have access to Brahmah's sheet now. Let me know if you don't.

Vauhwyt (HP 72 of 147, AC43; Mookie HP 25 of 73) Sub/Al 
Monday December 10th, 2012 6:29:04 AM


OoC to Brahmah: Nope. Here's what I see when I try to access. Brahmah Character Sheet Error.

DM Cayzle - Round 29 
Monday December 10th, 2012 10:30:13 AM


Actions in Round 28

REMINDER about the winds: They blow from North to South (top of map to bottom of map). All Fly checks are at -12. Creatures large size and smaller who want to move towards the north (against the wind) must make a DC10 Str check or DC20 Fly check to do so. Creatures medium size and smaller must also make a DC15 Str check or are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

HEROES Act

OOC: Mal asks: If another person were to become "buried" under this rubble and make the Strength check to become free, would that speed the digging? Cayzle says, I don't see how that would be more efficient than just digging?

Aztyr moves to the Sir Josh's former location and takes a potion from a dead ent.

Vorelle rests in the cool water.

Brahmah tries his best to attack, but the rubble is protecting the Keybearer, and unlike Jass, Brahmah cannot move through solid rock..

Sir Josh, helps to dig. As a medium size character, the going is slow.

Earthgliding elemental Jass moves through the rubble to administer two painful touches to the Keybearer for 63 damage!

Vauhwyt uses her wand to cure Mookie.

Malgant continues to dig.

OTHERS Acts

The Keybearer can wait no longer, thanks to Jass. He strives with a mighty heave to excape the rubble. Alas, he fails to break free.

ENEMY STATUS: Key-bearer: 433 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena -- not Vorelle, not Vauwhyt -- takes 10d6 fire damage each round -- 38 hp in R25, less resistance. There is no save for half damage.

The winds blow! With Sir Josh mounted, Jass huge in size, and Vorelle is in the water, so no one is affected.

Here is the Map at the end of Round 28, start of Round 29.

Map Notes: Blah blah funky mirror effects above and especially around the edges.

Please post for Round 29 now.

Sir Joshua the Virtuous (Ken), DR 5/evil 
Monday December 10th, 2012 2:16:49 PM

Cursing slightly at the frustrating task, Sir Joshua tries his best to keep helping move the rubble...

Since SJ is protected from the wind by rocks, William helps, using his massive forelegs to paw and push at the rock to help his master out...

Meanwhile, the pair do their best to resist as much fire as possible...

He calls out, "If anyone wants to check out this belt and cloak, go ahead! I can't use either one and they might help Brahmah or others who've had stuff damaged!"
____
SJ - 122/213 (46 hps damage due to fire, 36 due to loss of Con belt, 10 non-lethal)
William - 138/158 hps (20 hps damage to due to fire)
AC down by 3 due to Instant Armor (36/41 Touch)
Lost his slot less belt (Con +4) - so Con down to 12 = hps down by 36 pts due to loss, and Fort Save down by 2 also
Found belt, cloak from ent...

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 4/17 LOH
5. GMW +5 on Lance
6. instant Armor (18/18 minutes)

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 105/223(177){213} hp Malgant Winterborn  d20+34=54 ; d20+34=40 ; 6d6+29=46 ; 2d6+29=39 ;
Monday December 10th, 2012 4:43:15 PM

OOC
Yes Brahmah, I now can access your sheet, thanks )
IC
" Jass keep poking him, Brahmah you and I should ready actions to disrupt his heal as he emerges by hitting him as soon as he pops into view.( Brahmah has flanking from Jaoshua and I have it from Jass according to the map) I suggest hitting him as hard as you can ( power attack and vital strike). He cannot have much left, he has to come out and heal himself."
Malgant will swing as soon as the Ent gives him a target. His attack is a Power Attack,Flanking,Vital Strike, Improved Vital Strike( war domain power) readied attack that is Holy, Good, Blunt, Magic and Ghost Touch. (phew, that's alot)
Hits AC 54( critical threat) confirms to AC 40 for 46 damage (36 after DR) if not a critical hit, 85 damage (75 after DR) if it is a confirmed critical hit

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
Weapon of Awe 18 minute duration CL 18
Stoneskin 80 of 90 DR remaining CL9 from wand
Haste 23 round duration CL 18
Righteous Might 5 round duration CL 18 (DR 10 vs Evil)
Divine Power 6 round duration CL18
3 of 6 lesser rod of extend used.
War domian 3/8 rounds used

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 306/206)  d20+15=27 ; d20+15=22 ; 9d6=34 ; 9d6=23 ;
Monday December 10th, 2012 6:06:17 PM

Jass swells as he gains temporary health from his necromantic touches against a helpless foe. The slight burning of the fire is hardly noticed.

"Wow! What a rush!" Jass continues to poke the trapped Fire Ent with two more earthglided Vampiric Touches!

....Actions

Fire: 38 damage - 30 Fire Resist = 8 damage
Wind: Huge, no effect
Move: stay at AG,17 (upper left corner)
Cast: Vampiric Touch AC 27 Damage 34 (gain 34 temp hp)
Cast: Quickened Vampiric Touch AC 22 Damage 23 (gain 23 temp hp)

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them
Incorporal: dismissed

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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 7/18 rounds; +1 AC, Reflex, +30' feet move
Vampiric Touch: 55/63 Temporary Hit Points

Elemental Body IV: 18/18 min Huge Earth Elemental :Earth. gain +8 STR size bonus, -2 DEX penalty, +4 CON size bonus, +6 natural AC; darkvision 60 feet, the push ability, and the ability to earth glide.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 4 2 5 1 6 2 1
}

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 89/164 (19 nonlethal)] 
Monday December 10th, 2012 6:19:45 PM

Cautiously, Vorelle eases out of the water world to see how things are getting along.

Seeing the Keybearer still buried, she retreats again.

[I think I can do that, as a double move.]

Cayzle comments: Sure, no problem!

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 140/169 
Monday December 10th, 2012 7:48:07 PM

Aztyr stashes everything looted in her haversack, and at the same time pulls out a section of cloth, the cloth Vauhwyt crafted so she could store the treasure on it., she then heads for the wall that makes a wind break.... She has a plan.......

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 11 rounds
Haste, Duration 24 rounds
Mage Sword, Duration 12 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 24 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 1/3
Ectoplasmic, Greater 3/3


Vauhwyt (HP 72 of 147, AC43; Mookie HP 38 of 73) Sub/Al  2d8+3=13 ;
Monday December 10th, 2012 7:52:32 PM


"Well? How was it?" Vauhwyt enquires of Vorelle. She heals Mookie once again. "You know, one other thing you might want to try, Vorelle, is sneaking to the other portal entrance and trying to see through to the other side."

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

UMD Autosuccess to use Wand of CMW
CMW Heal Mookie for 13hp

And Stand from Prone

Positions: 10ft into Portal (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 (01/18r CL18)
Haste-From Aztyr (23/36r)
Twilight Knife (08/18r CL18)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5

Spells cast on Mookie:
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
Used 1 Hero Point
Wand of CMW 47/50

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

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nnmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Full Attack (+2 Flanking, +2 Heroism, -3 Loss of Belt Sneak = 5d6)
===========
Armor Spikes x2 +25+1d3 / Damage 1d6+7+1d3
Paws x2 +20 / Damage 1d4+3+3d6
Twilight Knife +14 / Damage 1d4 4d6Sneak

Brahmah 39/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+6=17 ; d20+25=40 ; d20+25=35 ; 4d4+24=38 ; d6=3 ; 2d6=10 ; d6=3 ; 2d4=2 ;
Tuesday December 11th, 2012 6:14:30 AM

(Takes 8 fire, Str check 17 plus Spider Climb)

Tries to poke the ent again.
(Vital Stirike, Power Attack, Hits AC 40 (threat 35) vs prone, 38 damage, 3 cold damage, 10 Vicious damage) (Brahmah takes 3 Vicious damage) (2 crit damage)
----------------------------------
Conditions/Other:

Belt gone.
Cloak gone.

-3 on AC and Touch AC, attacks and damage... oh yeah, and to related skills and CMD (40) and CMB (23)
-5 Will save
-8 Fort save
-8 Ref save
down 54 hps

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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30 (Brahmah and Polo)
Spider Climb (tattoo, cast on round 19?)

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)
Defender weapons

Hero Points: 4/7
Hero Points Spent: 3
------------------
Polo's HPS : -5/115

DM Cayzle - Round 30  d20+28=42 10d6=27
Tuesday December 11th, 2012 9:50:19 AM


Actions in Round 29

REMINDER about the winds: They blow from North to South (top of map to bottom of map). All Fly checks are at -12. Creatures large size and smaller who want to move towards the north (against the wind) must make a DC10 Str check or DC20 Fly check to do so. Creatures medium size and smaller must also make a DC15 Str check or are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

HEROES Act

Sir Josh and William help to dig. After this round, you will have cleared enough away that the winds will become a factor to potentially blow away Sir Josh.

Sir Josh calls out loudly: "If anyone wants to check out this belt and cloak, go ahead! I can't use either one and they might help Brahmah or others who've had stuff damaged!"

From under the rubble, a loud answer calls out: "May the Lord of the Efreeti curse you and your kin, theives! I call a curse on Brahmah, that he shall die a burned husk, never to know peace!"

Malgant readies an attack in case the ent pops out of the rubble.

Earthgliding elemental Jass moves through the rubble to administer two more painful touches to the Keybearer for 57 damage!

Vorelle peeks out into the firey maelstrom, then ducks back in.

Aztyr heads toward Vauhwyt's Stone Wall. She does not quite make it this round.

Vauhwyt uses her wand to cure Mookie. She ponders a scouting trip. Note that stealth requires cover or concealment, and the watery passageway offers neither.

Brahmah also readies an attack should the ent poke out.

OTHERS Acts

The Keybearer desperately tries to heal himself despite his very cramped conditions -- and loses his spell.

ENEMY STATUS: Key-bearer: 490 dam

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena -- not Vorelle, not Vauwhyt -- takes 10d6 fire damage each round -- 27 hp in R25, less resistance. There is no save for half damage.

Here is the Map at the end of Round 29, start of Round 30.

Please post for Round 30 now.

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+33=41 ; d20+24=33 ; d10+19=21 ;
Tuesday December 11th, 2012 10:15:44 AM

Since the wind is eating too heavy to remain, Sir Joshua slashes at the Keybearer and then remounts William (Ride =41). The two then move closer to the Ent (if possible) to get into range and as part of that move action, he switches to his lance with its long reach...

Attack (Slashing) = Hit AC 33 for 21 points...
_________
SJ - 122/213 (46 hps damage due to fire, 36 due to loss of Con belt, 10 non-lethal)
William - 138/158 hps (20 hps damage to due to fire)
AC down by 3 due to Instant Armor (36/41 Touch)
Lost his slot less belt (Con +4) - so Con down to 12 = hps down by 36 pts due to loss, and Fort Save down by 2 also
Found belt, cloak from ent...

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 4/17 LOH
5. GMW +5 on Lance
6. instant Armor (17/18 minutes)


Vauhwyt (HP 72 of 147, AC43; Mookie HP 47 of 73) Sub/Al  2d8+3=9 ;
Tuesday December 11th, 2012 10:31:21 AM


"In case I wasn't clear before," Vauhwyt thinks to Vorelle, "I was talking about sneaking up to the other side of the portal and seeing what could be seen through the distortion to what might be on the other side."

"I'd do it. But your eyes are so much better than mine. And, I'm lit up like a green gnomish right now with this Fairie Fire. If there was someone on the other side looking into the water, I'm afraid they might see me and know that we're nearby."

Then Vauhwyt heals Mookie a bit more.

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

UMD Autosuccess to use Wand of CMW
CMW Heal Mookie for 9hp

Positions: 10ft into Portal (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 (01/18r CL18)
Haste-From Aztyr (23/36r)
Twilight Knife (08/18r CL18)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5

Spells cast on Mookie:
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
Used 1 Hero Point
Wand of CMW 47/50

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

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nnmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Full Attack (+2 Flanking, +2 Heroism, -3 Loss of Belt Sneak = 5d6)
===========
Armor Spikes x2 +25+1d3 / Damage 1d6+7+1d3
Paws x2 +20 / Damage 1d4+3+3d6
Twilight Knife +14 / Damage 1d4 4d6Sneak

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 89/164 (19 nonlethal)]  d20+29=48 ; d20+25=34 ;
Tuesday December 11th, 2012 1:12:13 PM

"Sure, I'll give it a shot."

Vorelle sneaks along the watery passage. Despite the lack of shadows or cover, she seems able to blend into her environment, looking like a rippling wave, or perhaps a harmless piece of flotsam.

[Hide in Plain Sight: 48. Perception check: 34.]

Cayzle Comments: Seeing as one of your favored terrains is water, you actually have no problem hiding in plain sight in the watery passageway! But if you do not have a swim speed, I'm assuming you can make a DC10 Swim check every round to move 30 ft total. It will take three rounds at that pace to get to the end of the passageway ... and please subtract 5 from your stealth scores while so moving.

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 140/169 
Tuesday December 11th, 2012 2:38:46 PM

Aztyr flys along the ground towards the wall. (auto success with fly skill and bonus from spell)
She gets behind the wall and spreads out the cloth in the lee of the wall. She is prepared, but decides to wait until the others are done with the fight..... no sense doing what she plans more than once....

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 10 rounds
Haste, Duration 23 rounds
Mage Sword, Duration 11 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 23 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 1/3
Ectoplasmic, Greater 3/3

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 105/223(177){213} hp Malgant Winterborn 
Tuesday December 11th, 2012 4:55:02 PM

Assuming Malgant cannot see the target to hit it he again readies an action. ( use the same numbers or whatever, I am so sick I can barely type)

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 363/206)  d20+15=21 ; 9d6=25 ; 5d4=13 ;
Tuesday December 11th, 2012 5:41:31 PM

Jass swells as he gains more temporary vitality from his necromantic touches against a foe desperately trying to break free. The slight burning of the fire doesn't even get through his magical resistance to fire.

"He's trying to heal himself!" Jass thinks hard at his friends. "Getting desperate, Pookie? Why don't you just lay there and die like a nice Keybearer?" Jass casts another spell, keeping his hands and face inside the stone to see the Fire Ent and touch him with another Vampiric Touch. Assessing whether the Keybearer is unconscious or not, Jass will deliver a Quickened Magic Missle spell to his opponent.

"It will be much easier to take the Key and any equipment, even with earthgliding, once he is dead. I may look like a powerful earth elemental, but I'm still not any good at physical combat."

....Actions

Fire: 27 damage - 30 Fire Resist = 8 damage
Wind: Huge, no effect
Move: stay at AG,17 (upper left corner)
Cast: Vampiric Touch AC 21 Damage 25 (gain 34 temp hp)
Cast: Quickened Magic Missle: Damage 13

.....Active Effects
immune to Cold, Nonlethal damage, Paralysis, and Sleep
Damage Resistance 5/-
non-intelligent undead do not notice Jass unless he attacks them
Incorporal: dismissed

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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 6/18 rounds; +1 AC, Reflex, +30' feet move
Vampiric Touch: 112/120 Temporary Hit Points

Elemental Body IV: 18/18 min Huge Earth Elemental :Earth. gain +8 STR size bonus, -2 DEX penalty, +4 CON size bonus, +6 natural AC; darkvision 60 feet, the push ability, and the ability to earth glide.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 5 2 6 1 6 2 1
}

Brahmah 39/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Wednesday December 12th, 2012 4:17:51 AM

Brahmah bristles.

"Jass, light 'im up!"

He readies to see the ent.

"Just hold onto the gear. I'll check it out when this one is dead."
----------------------------------
Conditions/Other:

Belt gone.
Cloak gone.

-3 on AC and Touch AC, attacks and damage... oh yeah, and to related skills and CMD (40) and CMB (23)
-5 Will save
-8 Fort save
-8 Ref save
down 54 hps

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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30 (Brahmah and Polo)
Spider Climb (tattoo, cast on round 19?)

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)
Defender weapons

Hero Points: 4/7
Hero Points Spent: 3
------------------
Polo's HPS : -5/115

DM Cayzle - Round 31  10d6=37 ;
Wednesday December 12th, 2012 10:07:04 AM


Actions in Round 30

REMINDER about the winds: They blow from North to South (top of map to bottom of map). All Fly checks are at -12. Creatures large size and smaller who want to move towards the north (against the wind) must make a DC10 Str check or DC20 Fly check to do so. Creatures medium size and smaller must also make a DC15 Str check or are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

HEROES Act

Vauhwyt taps Mookie again and encourages Vorelle to swim slowly toward the expected site of their next encounter.

Vorelle actually does as her friend suggests, perhaps not remembering another time she was trapped in a tunnel with the liontaur facing horrible foes, unable to escape. But this time she is hiding in plain sight, so maybe it will be okay. She swims 30 ft forward.

Aztyr, occupied with an arcane plan of her own, prepares a surprise.

Sir Josh, Malgant, and Brahmah all ready attacks in case the monster breaks free of the rubble.

But as it turns out, such is not needed! Earthgliding elemental Jass delivers a final touch to the enemy, and the battle is OVER!

OTHERS Acts

None of which you are aware.

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Everyone in the arena -- not Vorelle, not Vauhwyt -- takes 10d6 fire damage each round -- 37 hp in R25, less resistance. There is no save for half damage.

Please post for Round 31 now.

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 381/206) 
Wednesday December 12th, 2012 10:43:26 AM

Jass feels the death of the Keybearer and relays that information to the others. "I'll look for magic items as well", he says. Using his earthglide abilities, the still-hasted Jass searches the Keybearer, moving the Key and any other worn item from the FireEnt to his own person, which, now that Jass owns it, can also be easily earthglided out of the rock.

The fire and wind still rage, but Jass isnt' going north and only some of the temporary vitality is consumed in the fire.

....Actions

Fire: 37 damage - 30 Fire Resist = 7 damage (to temporary hit points)
Wind: Huge, no effect
Move: stay at AG,17 (upper left corner)
Search and acquire equipment from Keybearer

.....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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 5/18 rounds; +1 AC, Reflex, +30' feet move
Vampiric Touch: 130/120 Temporary Hit Points

Elemental Body IV: 18/18 min Huge Earth Elemental :Earth. gain +8 STR size bonus, -2 DEX penalty, +4 CON size bonus, +6 natural AC; darkvision 60 feet, the push ability, and the ability to earth glide.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 5 2 5 1 6 2 1
}

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 89/164 (19 nonlethal)]  d20+26=42 ;
Wednesday December 12th, 2012 11:47:33 AM

Vorelle continues swimming toward the other end of the tunnel.

[Hide 42, including the -5 for a full movement and the +2 for Favored Terrain.]

Sir Joshua the Virtuous (Ken), DR 5/evil  9d6=33 ;
Wednesday December 12th, 2012 12:26:30 PM

Sir Joshua grunts in satisfaction as the battle is finally over, and now he and William decide to get out of this hellish, fiery environment as fast as possible... Jass is taking care of gathering the booty, and he's had enough of fire and is ready for some cool water... However, he knows that water is not an environment that William does will in, so the two will have to do their best to muddle through it...

He'll also lay hands on himself and pray for healing.... (LOH = healed 33)

William has the Run Feat, and as a full action, will run 4x his normal speed (50') with heavy armor + 30 for the haste... So he can gallop/sprint up to 230' towards the exit in a straight line and into it with remaining distance (Couldn't see map on DM's post but 230' should be enough)
___________
SJ - 155/213 (23 hps damage due to fire, 36 due to loss of Con belt; 10 non-lethal not counted in total)
William - 131/158 hps (27 hps damage to due to fire)
AC down by 3 due to Instant Armor (36/41 Touch)
Lost his slot less belt (Con +4) - so Con down to 12 = hps down by 36 pts due to loss, and Fort Save down by 2 also
Found belt, cloak from ent...

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 5/17 LOH
5. GMW +5 on Lance
6. instant Armor (17/18 minutes)

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 138/169 
Wednesday December 12th, 2012 2:12:21 PM

Aztyr the battle ends, Aztyr smiles. She's in the lee of the wall, where the wind is rushing over and not bothering her at all....
It's now time to try her trick......

Aztyr starts her Limited Wish spell....

"I limited Wish that all the ashes from the items that were destroyed to be placed with in the cloth that I've gathered up into the form of a sack."

She then waits to see if it worked.

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 09 rounds
Haste, Duration 22 rounds
Mage Sword, Duration 10 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 22 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 1/3
Ectoplasmic, Greater 3/3


AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 98/223(177){213} hp Malgant Winterborn 
Wednesday December 12th, 2012 3:49:03 PM

Malgant waits for Jass to emerge from the rubble and then escorts the Sorcerer to the watery exit.. Interpose on Jass.

Vauhwyt (HP 72 of 147, AC43; Mookie HP 61 of 73) Sub/Al  2d8+3=14 ;
Wednesday December 12th, 2012 5:43:59 PM


There's a spooky calm to floating alone in the water. As Vauhwyt heals her familiar once again, she ponders what might be going one outside this watery tunnel, both with the as of yet unencountered Others, as well as back in the fire environement with her fellow Blackbird Lakers.

Mookie seems much better. He almost looks hale and normal once again.

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

UMD Autosuccess to use Wand of CMW
CMW Heal Mookie for 14hp

Positions: 10ft into Portal (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)
Haste-From Aztyr (22/36r)
Twilight Knife (07/18r CL18)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5

Spells cast on Mookie:
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
Used 1 Hero Point
Wand of CMW 47/50

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

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nnmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Full Attack (+2 Flanking, +2 Heroism, -3 Loss of Belt Sneak = 5d6)
===========
Armor Spikes x2 +25+1d3 / Damage 1d6+7+1d3
Paws x2 +20 / Damage 1d4+3+3d6
Twilight Knife +14 / Damage 1d4 4d6Sneak

Brahmah 32/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis  d20+6=9
Thursday December 13th, 2012 3:49:09 AM

(Takes 7 damage) [BRAHMAH IS NOW AT 32 HPS!!!! A low level fireball can kill him! Arg!]

(Fails Str check with a 9, but has SPIDER CLIMB active :) Surely it's good for plus one!)

Brahmah will follow once everyone decides to leave.

The ranger is still very much interested in the new the looted gear.
----------------------------------
Conditions/Other:

Belt gone.
Cloak gone.

-3 on AC and Touch AC, attacks and damage... oh yeah, and to related skills and CMD (40) and CMB (23)
-5 Will save
-8 Fort save
-8 Ref save
down 54 hps

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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30 (Brahmah and Polo)
Spider Climb (tattoo, cast on round 19?)

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)
Defender weapons

Hero Points: 4/7
Hero Points Spent: 3
------------------
Polo's HPS : -5/115

DM Cayzle - Round 32  10d6=43 ;
Thursday December 13th, 2012 6:44:40 AM


Actions in Round 31

REMINDER: The winds are still blowing.

HEROES Act

Jass gropes the buried corpse. OOC: You've been delivering touch attacks, so I have not mentioned the obvious fact that you actually cannot see the body, burried under tons of rubble as it is. I rule that a full round of blind groping can fetch you one item. This round, Jass obtains the key! Now he has two! You cannot see to tell what other items the thing has (other than the shield you saw, of course), much less which if any are magical.

Vorelle swims stealthily 30 ft forward. She is 60 feet into the passageway.

Sir Josh heals himself as William sprints for the water. They join Vauhwyt. With two large creatures, a medium one, and a tiny one in the 15 ft x 15 ft passageway, that end is getting crowded.

Aztyr reveals her clever plan. One wish later, there is a pile of ash and bits of crispy stuff on her blanket ... which she quickly bundles up to keep from blowing away.

Malgant waits for Jass.

Vauhwyt taps Mookie again and wonders about the Others.

Brahmah may be thinking about them too -- as he realizes even a weak attack would leave him dead. He spends a double move crossing the flaming field to the cool relief of the watery passageway, shouldering himself in beside Vauhwyt, Josh, the horse, and the bird.

OTHERS Acts

None of which you are aware.

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Mal, Jass, and Aztyr -- you three are the only ones still in the fire arena. You take 10d6 fire damage -- 43 hp in R25, less resistance, OUCH. There is no save for half damage.

No need for a map this turn. Aztyr, Mal, and Jass remain in the arena.

Please post for Round 32 now.

Vauhwyt (HP 81 of 147, AC43; Mookie HP 61 of 73) Sub/Al  2d8+3=9 ;
Thursday December 13th, 2012 9:05:41 AM


"Vorelle's gone to the other end of the tunnel to see what she can see. Outside. Through to the next environment." Vauhwyt moves into the water filled tunnel, making space for the others even as she updates them on what has been going on in here.

"Vorelle, Sir Joshua and Brahmah have come through," she says, keeping the ranger in the loop. Then the liontaur uses the wand again, this time healing herself.

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

Move 60ft
UMD Autosuccess to use Wand of CMW
CMW Heal Self for 9hp

Positions: 60ft into Portal (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)
Haste-From Aztyr (21/36r)
Twilight Knife (06/18r CL18)
Faerie Fire (Duration Unknown)
Loss of Belt of Dexterity +6
Loss of Cloak of Resistance +5

Spells cast on Mookie:
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
Used 1 Hero Point
Wand of CMW 46/50

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

Lvl 1: red person, exp ret, jump, crafter's fortune, feather fall, identify;
Lvl 2: false life, acid arrow, resist energy, alter self, see invis;
Lvl 3: gtr magic weap, heroism, shrink item, twilight knife;
Lvl 4: gtr invis, detect scry, stone shape, nnmon sum iv;
Lvl 5: wall stone, teleport, fabricate, geyser;
Lvl 6: fluid form, geas, greater heroism;
Lvl 7: magnificent mansion, greater shadow conjuration.

Full Attack (+2 Flanking, +2 Heroism, -3 Loss of Belt Sneak = 5d6)
===========
Armor Spikes x2 +25+1d3 / Damage 1d6+7+1d3
Paws x2 +20 / Damage 1d4+3+3d6
Twilight Knife +14 / Damage 1d4 4d6Sneak

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 89/164 (19 nonlethal)]  d20+26=29 ; d20+27=46 ;
Thursday December 13th, 2012 12:59:28 PM

Vorelle continues stealthily swimming, and is getting close to the end of the corridor.

[Hide 29; Perception 46.]

Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 366/206) 
Thursday December 13th, 2012 2:34:41 PM

Jass gropes around for the FireEnt's belt. "How long do you want me to search like this, Malgant?"

....Actions

Fire: 37 damage - 30 Fire Resist = 7 damage (to temporary hit points)
Wind: Huge, no effect
Move: stay at AG,17 (upper left corner)
Search and acquire equipment from Keybearer

.....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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 5/18 rounds; +1 AC, Reflex, +30' feet move
Vampiric Touch: 117 Temporary Hit Points

Elemental Body IV: 18/18 min Huge Earth Elemental :Earth. gain +8 STR size bonus, -2 DEX penalty, +4 CON size bonus, +6 natural AC; darkvision 60 feet, the push ability, and the ability to earth glide.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 5 2 5 1 6 2 1
}

Aztyr AC 33 ,Touch AC 17, 5 DR Fire - SR 18 - Darkvision - See Invisable -Blur (20%) - HP 130/169 
Thursday December 13th, 2012 3:10:03 PM

Aztyr ties the cloth so it will hold in the ashes and parts, she then shoves it into her haversack.
If able, she'll head towards the watery exit, the one they didn't enter from.

*I'm headed towards the exit, I have the ashes and parts of all the magic items. I'm gonna ask Vauhwyt to use her mansion spell and create a place for us to rest up.*

Aztyr's Spell Info:

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

Spells in effect:

Non-Permanent:

Shield, Duration 18 minutes
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
Resist Energy: Fire (DR 30) Duration 180 minutes
Greater Invisibility, Duration: 08 rounds
Haste, Duration 21 rounds
Mage Sword, Duration 09 rounds

Cast on Others:

Malgant: Resist Energy: Fire (DR 30) Duration 180 minutes
Malgant: Stoneskin, DR 10/adamantine, @ 10 points a hit, max 80 points damage, Duration 80 minutes
Everyone: Haste, Duration 21 rounds

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

Tattoos:

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

Wold's Blood

9/9 Draws available

Stored
9 in vessel
1 in Holy Symbol

Wands/Staffs

Staff of Healing 7/10
Wand of Stone Skin 49/50
Wand of Hide from Undead 50/50
Wand of Magic Weapon 50/50
Wand of Reduce Person 49/50

Metamagic Rods:

Extend, Lesser 1/3
Extend, Lesser 3/3
Maximize, Lesser 2/3
Empower, Lesser 1/3
Ectoplasmic, Greater 3/3

AC 42,Touch 29, CMB 24, CMD 44 when flying CMD 34, 98/223(177){213} hp Malgant Winterborn 
Thursday December 13th, 2012 4:36:43 PM

OOC
from the post on 11/17
You do note that the numbered fire-ents have belts with pouches. The ones labelled A and B have belts, pouches, and cloaks. The keybearer has armor, a shield, and other gear.
So many of them were wearing non-magical belts with pouches that don't burn and the cloaks were non magical too? Just checking since you said only 2 belts and a few potions were magical to Aztyr's sight.
IC
Malgant does whatever he can to help Jass get out of the rubble faster with the key and gear. ( clear rubble this round) Interpose on Jass if he appears.

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
Weapon of Awe 18 minute duration CL 18
Stoneskin 80 of 90 DR remaining CL9 from wand
Haste 20 round duration CL 18
Righteous Might 2 round duration CL 18 (DR 10 vs Evil)
Divine Power 3 round duration CL18
3 of 6 lesser rod of extend used.
War domain 4/8 rounds used

Sir Joshua the Virtuous (Ken), DR 5/evil  9d6=38 ; d20+9=23 ; d20+2=10 ;
Thursday December 13th, 2012 7:12:56 PM

Floating in the water, Sir Joshua looks over at Brahmah and says, "Here my friend, see if this helps some... " and lays a hand on him to help soothe some of his injuries (Lay on Hands - 38 points healed...)

As his move action, he'll busily swim down the wet corridor, hasted.... (Swim = 23)... Luckily he moves ahead a total of 12' down the corridor (1/4 his hasted speed)...

Meanwhile, William as a full action barely manages to follow, swimming (Check = 10, moves 1/2 his hasted speed of 80') going ahead 40' and passing his master...

_________
SJ - 155/213 (23 hps damage due to fire, 36 due to loss of Con belt; 10 non-lethal not counted in total)
William - 131/158 hps (27 hps damage to due to fire)
AC down by 3 due to Instant Armor (36/41 Touch)
Lost his slot less belt (Con +4) - so Con down to 12 = hps down by 36 pts due to loss, and Fort Save down by 2 also
Found belt, cloak from ent...

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 6/17 LOH
5. GMW +5 on Lance
6. instant Armor (16/18 minutes)


DM Cayzle - Round 32 
Thursday December 13th, 2012 7:28:20 PM

OOC: Mal asks: "You do note that the numbered fire-ents have belts with pouches. The ones labelled A and B have belts, pouches, and cloaks. The keybearer has armor, a shield, and other gear."

So many of them were wearing non-magical belts with pouches that don't burn and the cloaks were non magical too? Just checking since you said only 2 belts and a few potions were magical to Aztyr's sight.

Yes, their resistance extended to their nonmagical gear, just as yours did. The regular ones had pouches full of very large rocks, for throwing, but after a round or two of that, they realized it was not worth it.

BTW, the Keybearer's armor was created by a spell and was dispelled. The shield is still there and has not been picked up. Jass has a key and a belt. Your generous-minded DM will throw in the spell component pouch (nonmagical) on the belt as a freebie.

DM Cayzle - Round 33  10d6(5+5+5+6+4+5+3+2+5+3)=43
Friday December 14th, 2012 9:53:45 AM


Actions in Round 32

REMINDER: The winds are still blowing.

HEROES Act

Vauhwyt taps herself with her wand and briefs the others as they enter the waterway. And she swims 60 ft into the watery passage.

Vorelle swims stealthily 30 ft forward. She is 90 feet into the passageway -- 10 ft from the exit. From her vantage point, the keen-eyed ranger can see something in the other plane. She makes out 5-7 shapes, all surrounding the exit. A couple are as large as a taur -- the others, vastly larger still. If not for her Hiding ability, she would be as exposed as they ... but instead she feels she is likely unobserved.

Jass gropes around in the rubble and comes up with a belt.

Aztyr gathers her bag of ash and hot-foots it toward the watery exit. She gets about halfway there.

OOC: Hey Aztyr! That Haste had a duration of how many rounds? We're in round 32. Hasn't that puppy expired? Was it Extended Haste?

Malgant digs in to reveal the corpse. It will take a few more rounds to clear it.

Sir Josh heals Brahmah and swims a bit out of the way of entering allies.

Brahmah rests.

OTHERS Acts

None of which you are aware.

ARENA Acts

The intense heat and the flame-grass burns the unprotected! Mal, Jass, and Aztyr -- you three are the only ones still in the fire arena. You take 10d6 fire damage -- 43 hp this round, less resistance. There is no save for half damage.

No need for a map this turn. Aztyr, Mal, and Jass remain in the arena.

Verbal map of the watery passageway:

0 ft - Brahmah
10 ft - Josh and William
60 ft - Vauhwyt
90 ft - Vorelle

Please post for Round 33 now.

Vorelle [Life Bubble, Fly, GMW, True Seeing, Resist Fire][AC 34; HP 89/164 (19 nonlethal)]  d20+26=36 ; d20+27=39 ;
Friday December 14th, 2012 11:15:58 AM

Ambush at this exit, too, Vorelle sends to whoever else is on the water plane. Hang on; I'm going to try to get a better look.

She swims the remaining 10 feet to the end, taking care to stay out of sight.

[Stealth 36; Perception 39]

Sir Joshua the Virtuous (Ken), DR 5/evil  d20+9=13 ; d20+2=9 ;
Friday December 14th, 2012 12:22:38 PM

(OOC - Cayzle - Why didn't William move further? Not sure why he's only 10' along? My intent was to have him pass up SJ so that he could be pushed from behind... He should be ~ 40' down the passage)

The pair keep swimming down the long passage... Assuming they're not hasted, Sir Joshua (as full action, Swim = 13) advances 15 so that he's a total of 25' down the path but still behind William...

William keeps swimming but doesn't make much progress this turn (Swim = 9)... Still at 40'...

_________
SJ - 155/213 (23 hps damage due to fire, 36 due to loss of Con belt; 10 non-lethal not counted in total)
William - 131/158 hps (27 hps damage to due to fire)
AC down by 3 due to Instant Armor (36/41 Touch)
Lost his slot less belt (Con +4) - so Con down to 12 = hps down by 36 pts due to loss, and Fort Save down by 2 also
Found belt, cloak from ent...

Effects/Spells
1. 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 6/17 LOH
5. GMW +5 on Lance
6. instant Armor (16/18 minutes)



Jass of Downs (SteveK)(AC 37, Touch 19, Flat 33; HP 353/206) 
Friday December 14th, 2012 12:34:09 PM

ooc: Atzyr's Extended Haste was cast Round 14 (Wednesday 14 November). 36 rounds of Haste and on round 32 = 18 more rounds of Haste before that spell is used up.
...........................

Jass gropes and picks up the FireEnt's shield. "That's it, Sieur Malgant. Let's move to join the others."

The sorcerer huge elemental strides along on hasted legs towards the far water portal, 2 Keys around his neck, and a belt and a shield in hand with a scroll that shines with a Daylight spell.

....Actions

Fire: 43 damage - 30 Fire Resist = 13 damage (to temporary hit points)
Wind: Huge, no effect (not moving north)
Standard Action: Pick up Shield
Move: 60' move from AG,17 (upper left corner) to Water Portal AS,20 (upper left corner) puts Jass right on the edge of the Portal

.....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] 48/50 min; on scroll 60' bright light
Resist Fire: [CL18] 179/180 min; not affected by first 30 fire damage per attack Jass, Polo, Mookie, Horse
Haste (from Atzyr) [CL 18] 18/36 rounds; +1 AC, Reflex, +30' feet move
Vampiric Touch: 104 Temporary Hit Points

Elemental Body IV: 18/18 min Huge Earth Elemental :Earth. gain +8 STR size bonus, -2 DEX penalty, +4 CON size bonus, +6 natural AC; darkvision 60 feet, the push ability, and the ability to earth glide.

....Spells Highlight to display spoiler: {
(DC 10 +9 +spell lvl) +1DC Necromantic

Spell Lvl.0 1 2 3 4 5 6 7 8 9
Avail....All 9 8 8 8 8 7 7 6 4
Used...... * 1 5 5 2 5 1 6 2 1
}

Brahmah 70/195hps (249), AC 28,TOUCH AC 17 FlatFooted AC 25 (Ghost Touch Armor), Comp Lang, Read Magic, Necklace of Adapt, Darkvision, See Invis 
Friday December 14th, 2012 1:42:55 PM

OOC: Sorry all. Didn't realize I missed a post! Arg.

"Thank you Joshua. I might need to invest in a couple wands."

"So earth and fire are done. Air and water next. Which is first though?"

(OOC: Cayzle, seeing as how these realms we are moving between are planes/demi-planes, I need to ask, is Brahmah's favored terrain Water going to be of any use? Just wondering.)

----------------------------------
Conditions/Other:

Belt gone.
Cloak gone.

-3 on AC and Touch AC, attacks and damage... oh yeah, and to related skills and CMD (40) and CMB (23)
-5 Will save
-8 Fort save
-8 Ref save
down 54 hps

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)

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

Permanent/Other Effects:
Mind Link (group)
Large - Reach
Fearsome - -2 in Diplomacy
URBAN, WATER, 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)
Resist Fire 30 (Brahmah and Polo)
Spider Climb (tattoo, cast on round 19?)

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]
Greater Improved Shadow Armor (+to stealth)
Ring of Chameleon Power (disguise self as standard action, +to stealth)
Defender weapons

Hero Points: 4/7
Hero Points Spent: 3
------------------
Polo's HPS : -5/115

DM Cayzle - Round 33 
Friday December 14th, 2012 3:03:04 PM

HEY VORELLE AND BRAHMAH!

Did you guys know this House Rule for Rangers? I did not:

For the Favored Terrain ability, for every +2 bonus to initiative checks you would normally gain, you instead gain +5' of movement. This is considered a circumstance bonus to speed.

So Vorelle may be swimming a little faster?

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